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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_1.2.4#cite_ref-2] | [TOKENS: 104]
Bedrock Editor 1.2.4 Bedrock Editor PreviewJanuary 13, 2026StableFebruary 10, 2026 Preview26.0.28Stable26.0 ◄ 1.2.3 1.2.5 ► Bedrock Editor v1.2.4 is a minor release for Bedrock Editor released in Preview on January 13, 2026, and in retail on February 10, 2026. Contents Additions Changes References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Loot] | [TOKENS: 2081]
Drops Drops are items that appear when mobs and some other entities die or when most kinds of blocks are broken. Contents Types of drops Mobs do not drop any of the following if the game rule doMobLoot is set to false. Common drops may appear at the location of a mob at the moment it receives fatal damage. Most mobs have certain items that they may drop when killed. Some common drops, such as leather, don't always drop, but have a large chance (at least 50%, depending on the drop range) to do so. Some common drops, such as blaze rods, don't drop at all if the mob was not killed by the player. Each of these items has a drop range, which is a random uniform distribution of numbers of items that drop. For example, a cow drops 0–2 leather items and 1–3 raw beef items. Because the range for leather includes 0, there is a 1⁄3 chance of no leather being dropped. A baby animal does not drop any common drops upon death. Some common and uncommon drops are affected by the Looting enchantment. At most, a number of additional items equal to enchantment level are dropped. More specifically, the game generates a fractional number ranging from 0 to the Looting level, which is then rounded to the nearest integer. This causes the numbers in the middle of drop range to occur twice as often. The probabilities are as follows: A stray's tipped arrow is a special case: while Looting can attempt to increase arrow drop amount, the final number of dropped arrows is capped at 1. So, Looting effectively increases arrow dropping odds, up to 11⁄12 with Looting III. Rare drops normally appear if the monster is killed by a player (see § Player kills below), although some rare drops can also be obtained by other means. Rare drops are always a single item, but may appear in conjunction with other common drops. A drop is considered rare if they are accompanied by the random_chance_with_looting condition in the mob's loot table. Rare drops typically have a 2.5% chance of dropping, plus 1 percentage point per level of Looting on the weapon used (up to a maximum of 5.5% with Looting III). An exception to this is that a rabbit drops a rabbit's foot with a 10% chance, plus 3 percentage points per level of Looting (to a maximum of 19% with Looting III). in Bedrock Edition there are other exceptions: a wither skeleton drops a wither skeleton skull with a 2.5% chance plus 2 percentage points per level of Looting (to a maximum of 8.5% with Looting III), and a drowned drops a copper ingot with an 11% chance plus 2 percentage points per level of looting (to a maximum of 17% with Looting III). Note that in case of multiple rare drops (guardian and zombie types) the 2.5% chance is split between them, instead of being rolled for each item. The shulker shell is technically also a rare drop, only ever dropping in singles from shulkers, although they don't require a player kill, have a 50% base chance, and increase by 6.25% per Looting level.‌[JE only] When killed by a player or a tamed wolf, a mob can drop equipment and armor that it spawned with. Each piece of equipment the mob was spawned with is dropped with an 8.5% chance in Java Edition or 25% chance in Bedrock Edition. Potions and milk buckets temporarily held by witches or wandering traders also have a 8.5% chance of dropping if the mob is killed while holding one; a vex's iron sword, and carved pumpkins and jack o'lanterns worn during Halloween in Java Edition have a 0% chance instead. This value is determined by the mob's drop_chances tag. The Looting enchantment increases this chance by 1% per level (up to 11.5% in Java Edition or 28% in Bedrock Edition with Looting III). The chance is rolled for each piece of equipment, so it is possible for a mob to drop more than one piece of equipment upon death. If the item has durability, its damage is defined by the formula: MaxDamage – randomInt(1+ randomInt(Max(MaxDamage–3,1))) where MaxDamage is the item's maximum damage and randomInt(x) is an random integer between 0 and x–1. Thus the damage varies between 4 and the maximum damage, being more likely to have greater damage. More specifically, the chance of having the chance of having durability 0≤d≤M, where M = MaxDamage–3>0, is given by the formula 1⁄M(HM–Hd), where Hn= 1+1/2+1/3+...+1/n, which would be the harmonic number n, with H0=0. There are also some equipped items that are guaranteed to drop. In all of these cases, the items are dropped even if the mob is not killed by a player or a tamed wolf. Experience orbs drop only if a mob dies less than three seconds after being attacked (melee, bow, snowballs, eggs, and potions causing instant damage) by a player or by a player's pet wolf, though not by a player-activated dispenser. Their total value is the specific amount of experience granted by killing that mob. They are also dropped from a thrown bottle o' enchanting. Collected experience accumulates into levels which can be used for enchanting or repairing, or is split equally between accumulating levels and repairing the held tool if said tool is enchanted with mending. Unlike other drops, such as items, experience orbs appear at the location of the mob's corpse at the moment it disappears in a puff of smoke.‌[BE only] Experience orbs move toward any nearby players. Mob drops EggEmeraldFeather Leather Rabbit Hide Rabbit's Foot Wheat Bread, Carrot, Potato, Beetroot Also in Java Edition, villagers give player gift after completing raids with possible drops depend on profession armorer: butcher: cartographer: cleric: farmer: fisherman: fletcher: leatherworker: librarian: mason: shepherd: toolsmith: weaponsmith: baby: nitwit: unemployed: Weapons, tools, and armor dropped by mobs have at least 25 durability remaining, which is also the most common. Less-damaged items are increasingly rare. Except for gold swords and tools, items always have at least 26 points of damage taken. Gold items can be dropped un-damaged. Cooked Cod (1.5%) if killed by fire‌[JE only]Raw Salmon(0.625%) or Cooked Salmon(0.625%) if kill by fire‌[JE only]Pufferfish (0.325%)Tropical fish (0.05%) if killed by the player Cooked Cod (1.5%) if killed by fire‌[JE only]Raw Salmon(0.625%) or Cooked Salmon(0.625%) if kill by fire‌[JE only]Pufferfish (0.325%)Tropical fish (0.05%) if killed by the player And an additional drop depends on difficulty, 65% chance of dropping on Easy and Normal, while 80% chance of dropping on Hard: Iron equipment from raider drops has 50% chance of being enchanted with random enchantment, and are always badly damaged. An emerald is both a regular raider drop and an additional raider drop. Looting increases the amount of emerald or chance for drop equipment. An additional emerald drops only if the drop of an enchanted book or iron equipment fails. On Bedrock edition 0–1 shells are dropped, with looting increasing the number of shells dropped. And an additional drop depends on difficulty, 65% chance of dropping on Easy and Normal, while 80% chance of dropping on Hard: Iron equipment from raider drops has 50% chance of being enchanted with random enchantment, and are always badly damaged. Looting increases amount of emerald or chance for drop equipment. An emerald is both a regular raider drop and an additional drop. Additional emeralds drop only if the drop of an enchanted book or iron equipment fails. A vindicator can drop 2 iron axes, one from natural equipment and one from additional raider drop. 4–8 Redstone Dust 0–6 Spider Eye0–6 Stick0–6 Sugar The Nether Star takes 10 minutes (as opposed to 5 minutes normally) to despawn‌[JE only] The Nether Star never despawns‌[BE only] For most mobs, only one of the items below can drop in a single death. With the exception of items that have a 100% drop chance, the sponge of an elder guardian and the music disc lava chicken of a baby zombie rinding a chicken, in these cases there the item drops always and has a chance of at least one additional different item dropping. Another exception is the poisonous potato zombie, which has a chance of dropping simultaneously the poision potato plant and the poisonous potato headpiece. Java Edition: Bedrock Edition: Entity drops Block drops Most blocks drop themselves when broken - sometimes Silk Touch enchantment or a specific tool is required. All other cases, when blocks drop something different (or don't drop anything), are listed below. Unbreakable blocks, like bedrock, are not listed. "Obtainable with Silk Touch" column indicates if the block can be collected using the Silk Touch enchantment. See Silk Touch#Obtainable blocks for more information. Fortune enchantment can affect number of block drops and probabilities (but not the type) as well, see Fortune#Usage for more information. Notes: Videos History Issues Issues relating to "Drops" are maintained on the bug tracker. Issues should be reported and viewed there. See also References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Crafting_Table_GUI.png] | [TOKENS: 69]
File:Crafting Table GUI.png Summary Crafting table window. Licensing File history Click on a date/time to view the file as it appeared at that time. You cannot overwrite this file. File usage The following 11 pages use this file (also see what links to it): Global file usage The following other wikis use this file: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Smelting#Methods] | [TOKENS: 1211]
Smelting Smelting is the process of obtaining refined goods from raw materials by heating them in a furnace, blast furnace or smoker. When items are smelted in either type of furnace, experience is dropped. Like crafting, smelting uses recipes to determine what item is produced. Contents Methods The furnace interface contains three item slots: the upper left slot for the item that needs to be smelted, the lower left slot for fuel, and the right slot where output items accumulate and can be retrieved by the player. Flames above the fuel slot act as a gauge showing the amount of fuel left of the current fuel item. An arrow in the middle shows the progress of smelting the current item. The furnace takes 10 seconds (200 in-game ticks) to smelt an item. It begins to smelt if both input item and fuel are placed into the corresponding slots, and there is space in the output slot. When starting, a fuel item is consumed immediately, filling the fuel gauge. Different fuels will fuel the furnace for different amounts of time. The fuel gauge indicates how much of that fuel's burn time remains, and gradually decreases even if the input slot becomes empty. When a fuel item is fully consumed and the input slot is not empty, another one is taken from the fuel slot, and the gauge resets. The furnace processes one input item at a time, which remains in the input slot during the 10-second process. So if multiple types of items or more than one stack of item need to be smelted, the player need to move in the item manually or using hoppers. The arrow indicates the progress on how much the input has been smelted and how much more it needs to be smelted. When the arrow is full, the input item is removed from the input stack and an output item is added to the output stack. Smelting of the next input item then begins immediately. Furnaces stop smelting under any of four conditions: If smelting stops while a fuel item is still burning, the furnace continues to run visually, but no more input items are processed. If the fuel has been exhausted when an item has been partly smelted, the smelting progress is undone at double speed, and the item remains in the input stack. Smelting is suspended if the chunk the furnace is in becomes unloaded. It resumes when the chunk is loaded again. Smokers and blast furnaces use the same GUI interface as regular furnaces and function similarly to regular furnaces. They smelt twice as quickly as furnaces, requiring only 5 seconds (100 game ticks) to smelt 1 item; they consume the same amount of fuel as regular furnaces per item smelted. Blast furnaces can only smelt ores, while smokers can only cook food; any other item can be smelted only in regular furnaces. Recipes All smelting recipes can be used in the furnace, but only subsets are available in the blast furnace and smoker. The furnace, blast furnace and smoker keep track of experience for each item as smelting is completed for them, accumulating it in a hidden counter. The counter remembers the total earned experience even if a hopper is used to remove the items from the output slot. Experience is awarded to the player who uses the interface to remove items manually, after which the counter is reset. If the player takes some of the output but leaves some in the slot, the experience corresponding to items left in the furnace is retained and not awarded to the player. For fractional experience values, first multiply this value by the number of smelted items removed from the furnace, then award the player the integer part, and if there is a fractional part remaining, this represents the chance of an additional experience point. All food recipes can be used in a furnace or smoker. Food can alternatively be cooked on a campfire. All ore recipes can be used in a furnace or blast furnace. The following additional ores can be smelted, but it's more efficient to mine them with an appropriate pickaxe. In most cases mining them saves fuel and yields more product and experience, especially if the pickaxe has a Fortune enchantment. Smelting them, though, allows obtaining them from an automatic device. The ore blocks themselves can be obtained only with the Silk Touch enchantment. These recipes can be used in a furnace or blast furnace to recycle unneeded gear (tools, weapons, armor and horse armor). These recipes are exclusive to the furnace. Nether Bricks Basalt Sand Fuel There are multiple fuels that can be used to smelt items. A single lava bucket or a block of coal can smelt more items than can fit in the furnace, a lava bucket being able to smelt 100 blocks and a block of coal being able to smelt 80 —both input and output are limited to a maximum of a stack. This is the specific table for all the fuels: Hopper automation The smelting process can be automated with hoppers on the top and bottom of the furnace. For larger smelting jobs, a third hopper on the side of the furnace can feed in fuel and, in case of lava being used as fuel, any empty buckets come out of the bottom hopper. This automatically feeds and empties the furnace so that different materials can be smelted in the same batch with no loss. Whenever a hopper or minecart with hopper removes items from a furnace, any experience earned from cooking or smelting the removed items is saved in the furnace and awarded to the next player who either breaks the furnace or manually removes an item from the furnace's output slot. This saved experience is in addition to that earned for the manually removed item(s). Achievements Advancements History Issues Issues relating to "Smelting" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Bedrock_Editor_1.2.4?section=4&veaction=edit] | [TOKENS: 104]
Bedrock Editor 1.2.4 Bedrock Editor PreviewJanuary 13, 2026StableFebruary 10, 2026 Preview26.0.28Stable26.0 ◄ 1.2.3 1.2.5 ► Bedrock Editor v1.2.4 is a minor release for Bedrock Editor released in Preview on January 13, 2026, and in retail on February 10, 2026. Contents Additions Changes References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/File:Inventory.png] | [TOKENS: 68]
File:Inventory.png Summary The inventory in survival mode. 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 12 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/Brewing#Brewing_recipes] | [TOKENS: 841]
Brewing Brewing is the process of creating potions, splash potions, lingering potions, and medicine‌[Minecraft Education only] by adding various ingredients to water bottles in a brewing stand. Contents Brewing equipment Ingredients There is no provided in-game recipe book for brewing. Base ingredients are ingredients that can be added directly to a water bottle. Nether warts are used to make awkward potions, and are the fundamental of the base ingredients, as it is required to make the majority of potions. Modifiers are ingredients used to alter the properties of a potion or to change a potion effect into a different one. The fermented spider eye is unique as it is the only modifier that can convert a water bottle directly into a usable potion. Generally, upgrading a potion involves a trade-off between duration and potency. A potion with an enhanced effect has shorter duration, and a potion with extended duration cannot have an enhanced effect. However: A fermented spider eye changes a potion's base effect, often reversing it or producing a negative potion. By adding gunpowder, a drinking potion can be turned into a splash potion, which can be thrown to coat entities within the place of impact with a status effect. Subsequently, adding dragon's breath to a splash potion makes a lingering potion, creating a cloud that inflicts effects on entities that enter its area. Effect ingredients imbue an awkward potion with a particular effect but do not alter potion duration or intensity. When added directly to a water bottle, most of these ingredients produce a mundane potion. The exceptions to this are the golden carrot, pufferfish, turtle shell, and phantom membrane, which cannot be added directly to a water bottle. A corrupted version of a potion can be made by adding a fermented spider eye to it. Brewing recipes Base potions are potions without effects, brewed by adding a single base ingredient to a water bottle. Of these, only the awkward potion can be imbued with an effect ingredient to create a potion with an effect.‌[Java Edition only] Effect potions are primarily created by adding an effect ingredient to an awkward potion, which is created by adding nether wart to a water bottle. Certain effects require a potion to be corrupted by a fermented spider eye. The potion of Weakness can additionally be created by simply adding a fermented spider eye to a water bottle, and it is the only potion that can be brewed without nether wart. Undead mobs react differently to effects than other mobs. They take damage from potions of Healing, gain health from potions of Harming, and are unaffected by potions of Poison and Regeneration. Enhanced:Instant Health II: Restores health by 8HP. Enhanced:Regeneration II: Restores health by every 1.25 seconds. Enhanced:Strength II: Increases player's melee attack damage by 6HP. Enhanced:Speed II: Increases movement speed, sprinting speed, and jumping length by 40%. Enhanced:Jump Boost II: Increases jump height by 150%. Enhanced:Poison II: Depletes health by 1HP every 0.6 seconds. Enhanced:Instant Damage II: Inflicts 12HP × 6 damage. Enhanced:Slowness IV: Reduces movement speed by 60%. Enhanced:Slowness VI, Resistance IV: Reduces movement speed by 90% and reduces incoming damage by 80%. Brewing recipes in Bedrock Edition are a superset of that in Java Edition, which means that all Java Edition recipes are also available in Bedrock Edition, but not the other way round. Cures are brewed from awkward potions using different elements. Drinking these removes the specified bad effect. They cannot be modified into splash, lingering, extended, or enhanced versions. The potion of Luck‌[JE only] and the potion of Decay‌[BE only] cannot be brewed, and can be obtained only through commands or the Creative inventory. In Bedrock Edition, brewing recipes can be customized through addons using the same system as other recipes. History Issues Issues relating to "Brewing" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Smelting#Recipes] | [TOKENS: 1211]
Smelting Smelting is the process of obtaining refined goods from raw materials by heating them in a furnace, blast furnace or smoker. When items are smelted in either type of furnace, experience is dropped. Like crafting, smelting uses recipes to determine what item is produced. Contents Methods The furnace interface contains three item slots: the upper left slot for the item that needs to be smelted, the lower left slot for fuel, and the right slot where output items accumulate and can be retrieved by the player. Flames above the fuel slot act as a gauge showing the amount of fuel left of the current fuel item. An arrow in the middle shows the progress of smelting the current item. The furnace takes 10 seconds (200 in-game ticks) to smelt an item. It begins to smelt if both input item and fuel are placed into the corresponding slots, and there is space in the output slot. When starting, a fuel item is consumed immediately, filling the fuel gauge. Different fuels will fuel the furnace for different amounts of time. The fuel gauge indicates how much of that fuel's burn time remains, and gradually decreases even if the input slot becomes empty. When a fuel item is fully consumed and the input slot is not empty, another one is taken from the fuel slot, and the gauge resets. The furnace processes one input item at a time, which remains in the input slot during the 10-second process. So if multiple types of items or more than one stack of item need to be smelted, the player need to move in the item manually or using hoppers. The arrow indicates the progress on how much the input has been smelted and how much more it needs to be smelted. When the arrow is full, the input item is removed from the input stack and an output item is added to the output stack. Smelting of the next input item then begins immediately. Furnaces stop smelting under any of four conditions: If smelting stops while a fuel item is still burning, the furnace continues to run visually, but no more input items are processed. If the fuel has been exhausted when an item has been partly smelted, the smelting progress is undone at double speed, and the item remains in the input stack. Smelting is suspended if the chunk the furnace is in becomes unloaded. It resumes when the chunk is loaded again. Smokers and blast furnaces use the same GUI interface as regular furnaces and function similarly to regular furnaces. They smelt twice as quickly as furnaces, requiring only 5 seconds (100 game ticks) to smelt 1 item; they consume the same amount of fuel as regular furnaces per item smelted. Blast furnaces can only smelt ores, while smokers can only cook food; any other item can be smelted only in regular furnaces. Recipes All smelting recipes can be used in the furnace, but only subsets are available in the blast furnace and smoker. The furnace, blast furnace and smoker keep track of experience for each item as smelting is completed for them, accumulating it in a hidden counter. The counter remembers the total earned experience even if a hopper is used to remove the items from the output slot. Experience is awarded to the player who uses the interface to remove items manually, after which the counter is reset. If the player takes some of the output but leaves some in the slot, the experience corresponding to items left in the furnace is retained and not awarded to the player. For fractional experience values, first multiply this value by the number of smelted items removed from the furnace, then award the player the integer part, and if there is a fractional part remaining, this represents the chance of an additional experience point. All food recipes can be used in a furnace or smoker. Food can alternatively be cooked on a campfire. All ore recipes can be used in a furnace or blast furnace. The following additional ores can be smelted, but it's more efficient to mine them with an appropriate pickaxe. In most cases mining them saves fuel and yields more product and experience, especially if the pickaxe has a Fortune enchantment. Smelting them, though, allows obtaining them from an automatic device. The ore blocks themselves can be obtained only with the Silk Touch enchantment. These recipes can be used in a furnace or blast furnace to recycle unneeded gear (tools, weapons, armor and horse armor). These recipes are exclusive to the furnace. Nether Bricks Basalt Sand Fuel There are multiple fuels that can be used to smelt items. A single lava bucket or a block of coal can smelt more items than can fit in the furnace, a lava bucket being able to smelt 100 blocks and a block of coal being able to smelt 80 —both input and output are limited to a maximum of a stack. This is the specific table for all the fuels: Hopper automation The smelting process can be automated with hoppers on the top and bottom of the furnace. For larger smelting jobs, a third hopper on the side of the furnace can feed in fuel and, in case of lava being used as fuel, any empty buckets come out of the bottom hopper. This automatically feeds and empties the furnace so that different materials can be smelted in the same batch with no loss. Whenever a hopper or minecart with hopper removes items from a furnace, any experience earned from cooking or smelting the removed items is saved in the furnace and awarded to the next player who either breaks the furnace or manually removes an item from the furnace's output slot. This saved experience is in addition to that earned for the manually removed item(s). Achievements Advancements History Issues Issues relating to "Smelting" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Commands#Syntax] | [TOKENS: 1848]
Commands Commands (also known as console commands or slash commands) are a mechanic that execute specific actions when entered as text or triggered by blocks or certain entities. Contents Usage In the client, commands are entered via the chat window, which is displayed by pressing the T / ↵ Enter / ‌[BE only] / ‌[BE only] or / key. Using the / key also enters the forward-slash that commands require as a prefix, so it is a useful shortcut. The ↑ Up / and ↓ Down / keys can be used to view previously entered text, including all previously executed commands. When the cursor is at a location corresponding to some types of argument (such as an entity ID), a list of applicable values appears above the text box. If the argument already contains characters, the list displays only those values containing the typed text. Pressing ↹ Tab while entering commands cycles through possible commands or arguments, and can be used to auto-enter them. Commands may also be entered in a multiplayer server's console but are not preceded by a / when entered this way. A server owner running commands in this way is often referred to as "ghosting". Commands in command blocks can be preceded by a slash, but it is not required. Commands can be executed in the following ways: In Bedrock Edition, commands can be executed through specified hotkeys on keyboard & mouse controls, known as command macros. The keybinds with commands can be customized below all other keybinds in the settings. For up to 10 macros, a command can be entered in a text input, which can be quickly executed in-game by pressing Alt + Key. Command macros can be preceded by a slash, but it is not required. This feature is not to be confused with Java Edition's function macros, where functions may reference additional parameters and use them in macro lines (see Function (Java Edition) § Macros). Commands guide In Java Edition: In Bedrock Edition: In both Java Edition and Bedrock Edition, square bracket decorator ([entry]) mean that an entry is optional. Entries decorated with square brackets can only be at the end of a command. Multiple entries decorated with square brackets are allowed at the end of a command, for example, a [b] [c] at the end of a command indicates that only a, a b, and a b c are valid. Most commands require the executor to have a high enough permission level. That means most commands are only available in the singleplayer world if cheats are enabled, and are only available in multiplayer servers if the player is an operator. See permission level for details. Some commands have restrictions on who can use the command or in what context. Cheats can be enabled when creating a new world by Allow Commands‌[Java Edition only] / Cheats‌[Bedrock Edition only] options. In Java Edition, the "Allow Commands" option when creating a new world only affects the player in a singleplayer world or the owner of a LAN world. The "Allow Commands" option when opening a LAN world affects all players in the LAN world. In Java Edition, in singleplayer worlds where cheats were not enabled at creation, they can be enabled on a temporary basis by opening the current game session to LAN play ( Esc → "Open to LAN", then "Allow Cheats" button and "Start LAN World"). The player does not actually need to be on a LAN or have others join. This is not permanent but allows the use of commands until the player quits the world, and changes the player makes via commands (items spawned, etc.) are saved with the world. The player can do this each time the player starts playing the world again. Note that this disables game pausing for the duration, so while open to LAN, the player should get somewhere safe or reload their world before using the Game Menu. The player can disable the LAN world by reloading the world. To permanently enable cheats, the level.dat file has to be edited. In Bedrock Edition, cheats can be toggled at any time in the "Cheats" tab of the settings menu. Enabling cheats in a world permanently prevents players from unlocking achievements in that world, even if cheats are later turned off. In Bedrock Dedicated Server, /changesetting command can be used to toggle cheats. There are different argument types for arguments in commands. Coordinates, target selector, SNBT, text component, and so on are commonly used formats in arguments. The command performing on the server side is divided into two stages: command parsing and command execution. During the command parsing stage, the game identifies the string as a command and checks whether the command is complete and whether arguments are specified correctly. During the command execution stage, the command fulfills its purpose. When typing a command in the chat, or command block, the command is also be parsed in the client side first to provide autocompletion and help the player detect typing mistakes. In Bedrock Edition, when entering into a command block, the command is parsed on the server side once the command block screen is closed. If the command is unparseable in the server side, a syntax error message is outputted into its output box. When attempting to execute an unparseable command, an error message is displayed. Commands in functions are all parsed when loading the function. If any command in a function file is unparseable, the function cannot be loaded by the game. In Java Edition, macro lines are parsed when attempting to run the function, see also Function (Java Edition) § Macros and Function (Java Edition) § Loading and parsing. In Bedrock Edition, if a command in a script is unparseable, an error is thrown when trying to execute the command. After trying to execute a command, it may yield output values, including success count and stored values‌[Java Edition only]. Success count is the value a command passes to the command block executing it. A command block can power a redstone comparator facing away from it (may be separated by a block) with signal strength being the success count. The signal strength reflects the success count of the last command executed. Even after the command block is deactivated, the success count is retained until the command is executed again. In Bedrock Edition, the success count is also returned to the script executing the command. In Java Edition, commands that cannot be executed in command blocks have no success count. In Bedrock Edition, commands that cannot be executed in command blocks or scripts still have a success count, but it cannot be obtained. In Java Edition, success count is always 0 or 1, except the /execute command. In Bedrock Edition, success count is an integer between 0 to 2,147,483,647 (both inclusive) related to the command (e.g., the number of players affected by the command, the number of blocks that were altered, etc.) Stored values‌[JE only] include success value and result value, which are the values passed by other commands to the /execute command, when a command is executed by a /execute command. These two values can be stored to a specified location by the store subcommand in the /execute command. The success value is always 0 or 1. The result value is an integer (rounded down if not). All commands may yield these two stored values after execution, with only two exceptions: /execute command itself does not yield these two stored values; /function command may not yield these two stored values in certain situation. After trying to execute a command, it has a certain result. Possible results include "Unparseable", "Failed", "Successful", "Void"‌[JE only], "Terminated"‌[JE only], and "Error"‌[JE only]. List of commands The tables below will summarize all commands. Debugging commands are not accessible by default, but can be enabled using debug properties. These commands are unavailable in general cases. Most of them can be accessed with a Websocket Server, NPC, the Scripting API or cheats‌[edu only]. Note: You can easily check if a command is still in the game by typing /help <nameOfCommand> into a server console, or the ingame chat. If you do so, and it says Syntax error, then the command does not exist. If it either gives help on the command or says unknown command, then it is still in the game - for example, the command /help gettopsolidblock will return Unknown command: gettopsolidblock. Please check that the command exists and that you have permission to use it., while the command /help something will return Syntax error: Unexpected "something" at "/help >>something<<". /achievement Developer commands are only enabled in internal development builds of Bedrock Edition, and are not normally accessible in release versions. Superseded by /agent These commands only exist in April Fools' Day joke versions of the game. History Issues Issues relating to "Commands" are maintained on the bug tracker. Issues should be reported and viewed there. See also References External links Navigation All commands Navigation menu
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[SOURCE: https://minecraft.wiki/w/Category:Blocks] | [TOKENS: 53]
Category:Blocks A list of all blocks in Minecraft. Subcategories This category has the following 31 subcategories, out of 31 total. Pages in category "Blocks" The following 200 pages are in this category, out of 707 total. Navigation menu
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[SOURCE: https://minecraft.wiki/w/Tool] | [TOKENS: 593]
Tool A tool is an item used by the player while held to perform actions faster and more efficiently, to gather materials not obtainable by hand, or to perform completely new actions. Tools don't stack in the inventory, and can also be repaired; see Item repair. Contents Obtaining Some tools can be obtained by killing mobs that carry the equipment. Many tools can be found in loot containers in various structures. For elytra, this is the only way to obtain the item. Stone, iron, and diamond tools, as well as shears and fishing rods, can be bought from villagers. In Java Edition, toolsmith villagers throw stone tools at players under the Hero of the Village effect, while weaponsmith villagers throw stone, iron and golden axes. Fishing rods can be obtained from fishing. Most tools can be obtained through crafting. Netherite tools can be obtained only through upgrading. Usage Many blocks have a preferred tool to break them with: this preferred tool can be a pickaxe, shovel, axe, hoe, or shears. Some blocks can be obtained only by breaking them with certain tools. The tool's material also affects how fast a block is mined and what it drops. Materials from worst to best in terms of mining speed are: wooden, stone, copper, iron, diamond, netherite, gold; also see Tiers. Different tools have different amounts of durability. Some uses require more durability to be used than others. A tool's durability is also affected by its material. Materials from worst to best in terms of durability are: gold, wooden, stone, iron, diamond, netherite. Some tools are not block-breaking tools: this includes a fishing rod, carrot on a stick, warped fungus on a stick, flint and steel, brush and elytra. Such tools are no better than bare fists at breaking blocks, but they do not take damage from doing so; they take damage from being used in their own intended manners. All block-breaking tools, excluding pickaxes, also have other uses than just breaking blocks: for example, shovels can create dirt paths, axes can be used to strip logs and wood, hoes can till soil and create farmland, and shears can be used to shear sheep. All of these actions also consume a tool's durability. Some tools can be enchanted using an enchanting table: these include pickaxes, shovels, axes, hoes and the fishing rod. Other tools can receive enchantments only through the use of an anvil and enchanted books. Materials from worst to best in terms of enchantability are: stone, diamond, iron, wooden/netherite, gold. Tools made from ingots (excluding netherite) can be smelted into their respective nuggets. Videos History Issues Issues relating to "Tool" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia See also Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Mob#Behavior] | [TOKENS: 1402]
Mob A mob (short for mobile, mobile entity, or mobile object) is an AI-driven game entity. All mobs can be attacked or hurt (from falling, attacked by a player or another mob, falling into the void, hit by an arrow, etc. with the exception of natural creakings), and have some form of voluntary movement. Different types of mobs often have unique AI and loot. Contents Spawning Mobs spawn in various ways. Most mobs spawn naturally, depending on the light level, biome, and their surroundings. For example, most animals are found in bright areas on the surface, while hostile monsters are commonly found in the dark (whether it's a cave, monster room, mansion, or at night). Animals usually spawn upon chunk generation, while hostile monsters spawn and despawn in a certain radius around the player. Some mobs, including passive and neutral animals, and even hoglins, have the ability to be bred by the player, creating offspring. Villagers cannot be directly bred by the player, instead randomly breeding depending on the time of day and the number of beds, which allows players to manipulate their likelihood of breeding. Most mobs never spawn on transparent blocks, in water (except aquatic creatures), in lava (except for striders), on bedrock, or on blocks less than a full block tall (such as slabs placed on the bottom half). The exception is monster spawners, from which monsters can spawn naturally on any block including air. Some mobs (like the snow golem and the wither) require that the player "construct" them before being able to spawn. The iron golem can spawn naturally and can also be constructed. The ender dragon can be respawned with four end crystals. A rare occurrence of spawning are the jockey mobs, which is a mob riding another mob. Players can also spawn mobs easily by using spawn eggs in Creative mode or the /summon command. Many mobs despawn (cease to exist) after a certain amount of time if far enough from the player. In Java Edition, most passive mobs do not despawn, while most monsters do. In Bedrock Edition, almost all mobs despawn. Mobs can be prevented from despawning if they are named with a name tag, and in Java Edition[verify], also in a boat. Behavior Mobs are affected by the environment in the same ways as the player; they are subject to physics, and they can be hurt by the same things that harm the player (catching on fire, falling, drowning, attacks from weapons, the /kill command, etc.). Some mobs may be resistant or immune to certain hazards, such as some Nether mobs, which are immune to fire. All aquatic mobs except dolphins are immune to drowning. Mobs can ride minecarts and other mobs can climb up ladders. When mobs are killed, they turn to smoke particles and drop items that may be useful resources. Each type of mob in Minecraft has a certain AI (artificial intelligence) system with different behaviors and mechanics. Mobs ordinarily wander around at random if there is a player within 32 blocks and usually avoid walking off blocks high enough to cause falling damage. Many mobs have an advanced path-finding system that allows them to navigate through obstacles to get to a desired object or destination. Passive mobs flee in random directions after being hurt, while hostile mobs face and chase/attack the player as soon as the player comes close. Neutral mobs remain neutral until a player or mob provokes it (usually by attacking), at which point the neutral mob becomes hostile toward and attacks the entity that hit it. Most mobs are aware of players within (a Euclidian distance) 16 blocks of them, but some can see farther. Conversely, most mobs can be heard by players up to 16 blocks away. Mobs are harmless to players in Creative mode. Most mobs cannot see through most solid blocks, including semi-transparent blocks such as ice, glass, tall grass, or glass panes. In Java Edition, all mobs (except for wardens) try to avoid walking over rails unless pushed onto the rails by other mobs. Using specific name tags on mobs can result in unusual behavior or rendering. See Name Tag § Easter eggs for details. List of mobs Mobs are listed and classified by their nature from the player's perspective. For more details on a particular mob, click on them to view their individual page. Passive mobs are harmless mobs that do not attempt to attack players, even when provoked or attacked, though some of them may attack other mobs. Most of them are animals and can be bred or tamed. Hostile-adjacent: These mobs, although passive, are considered monsters and are involved in mechanics pertaining to hostile mobs. They spawn as hostile mobs with no direct damage capabilities, with their riders controlling their pathfinding. Neutral mobs are sometimes passive and sometimes hostile toward the player. These mobs usually require provocation from the player in one way or another to attack or become hostile, while some can be naturally hostile and have a way to be pacified. Hostile mobs are dangerous, aggressive monsters that always attack the player within their respective detection ranges. Monsters in general, whether passive or neutral, are involved in mechanics pertaining to hostile mobs regardless of behavior. Boss mobs are special hostile mobs that are tougher and more dangerous than other mobs. They do not spawn randomly and are confronted intentionally. All boss mobs have a bossbar featuring their name and health. Boss mobs provide unique challenges and equivalent rewards, such as XP or useful items. These passive mobs are designed primarily for Adventure maps and add-on creating, rather than regular gameplay. They are used in Minecraft Education for coding, education, or interactive learning. Both are only accessible with commands in Bedrock Edition. These mobs cannot spawn without the use of /summon or spawn eggs. Old villagers and old zombie villagers cannot be spawned at all. These entities are grouped within the "living entities" category in the game code. In Bedrock Edition, they are all under the mob class in the entity format. Mannequins and cameras are creative-only entities. Removed mobs are mobs that no longer exist in current versions of the game. Mobs that were added as April Fools' Day jokes in Java Edition, and cannot be found in the normal version. These mobs, although similar to their non-joke counterparts, are their own mobs. Mobs that were announced by Mojang as potential additions to the game, but either got scrapped or shelved indefinitely. Mobs that were briefly mentioned by Mojang Studios on social media and other platforms. Classification Knockback resistance Some non-boss mobs resist a certain percentage of knockback from attacks. Damage dealt by mobs Achievements Advancements Videos History Issues Issues relating to "Mob" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also Notes References External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Commands#Restrictions] | [TOKENS: 1848]
Commands Commands (also known as console commands or slash commands) are a mechanic that execute specific actions when entered as text or triggered by blocks or certain entities. Contents Usage In the client, commands are entered via the chat window, which is displayed by pressing the T / ↵ Enter / ‌[BE only] / ‌[BE only] or / key. Using the / key also enters the forward-slash that commands require as a prefix, so it is a useful shortcut. The ↑ Up / and ↓ Down / keys can be used to view previously entered text, including all previously executed commands. When the cursor is at a location corresponding to some types of argument (such as an entity ID), a list of applicable values appears above the text box. If the argument already contains characters, the list displays only those values containing the typed text. Pressing ↹ Tab while entering commands cycles through possible commands or arguments, and can be used to auto-enter them. Commands may also be entered in a multiplayer server's console but are not preceded by a / when entered this way. A server owner running commands in this way is often referred to as "ghosting". Commands in command blocks can be preceded by a slash, but it is not required. Commands can be executed in the following ways: In Bedrock Edition, commands can be executed through specified hotkeys on keyboard & mouse controls, known as command macros. The keybinds with commands can be customized below all other keybinds in the settings. For up to 10 macros, a command can be entered in a text input, which can be quickly executed in-game by pressing Alt + Key. Command macros can be preceded by a slash, but it is not required. This feature is not to be confused with Java Edition's function macros, where functions may reference additional parameters and use them in macro lines (see Function (Java Edition) § Macros). Commands guide In Java Edition: In Bedrock Edition: In both Java Edition and Bedrock Edition, square bracket decorator ([entry]) mean that an entry is optional. Entries decorated with square brackets can only be at the end of a command. Multiple entries decorated with square brackets are allowed at the end of a command, for example, a [b] [c] at the end of a command indicates that only a, a b, and a b c are valid. Most commands require the executor to have a high enough permission level. That means most commands are only available in the singleplayer world if cheats are enabled, and are only available in multiplayer servers if the player is an operator. See permission level for details. Some commands have restrictions on who can use the command or in what context. Cheats can be enabled when creating a new world by Allow Commands‌[Java Edition only] / Cheats‌[Bedrock Edition only] options. In Java Edition, the "Allow Commands" option when creating a new world only affects the player in a singleplayer world or the owner of a LAN world. The "Allow Commands" option when opening a LAN world affects all players in the LAN world. In Java Edition, in singleplayer worlds where cheats were not enabled at creation, they can be enabled on a temporary basis by opening the current game session to LAN play ( Esc → "Open to LAN", then "Allow Cheats" button and "Start LAN World"). The player does not actually need to be on a LAN or have others join. This is not permanent but allows the use of commands until the player quits the world, and changes the player makes via commands (items spawned, etc.) are saved with the world. The player can do this each time the player starts playing the world again. Note that this disables game pausing for the duration, so while open to LAN, the player should get somewhere safe or reload their world before using the Game Menu. The player can disable the LAN world by reloading the world. To permanently enable cheats, the level.dat file has to be edited. In Bedrock Edition, cheats can be toggled at any time in the "Cheats" tab of the settings menu. Enabling cheats in a world permanently prevents players from unlocking achievements in that world, even if cheats are later turned off. In Bedrock Dedicated Server, /changesetting command can be used to toggle cheats. There are different argument types for arguments in commands. Coordinates, target selector, SNBT, text component, and so on are commonly used formats in arguments. The command performing on the server side is divided into two stages: command parsing and command execution. During the command parsing stage, the game identifies the string as a command and checks whether the command is complete and whether arguments are specified correctly. During the command execution stage, the command fulfills its purpose. When typing a command in the chat, or command block, the command is also be parsed in the client side first to provide autocompletion and help the player detect typing mistakes. In Bedrock Edition, when entering into a command block, the command is parsed on the server side once the command block screen is closed. If the command is unparseable in the server side, a syntax error message is outputted into its output box. When attempting to execute an unparseable command, an error message is displayed. Commands in functions are all parsed when loading the function. If any command in a function file is unparseable, the function cannot be loaded by the game. In Java Edition, macro lines are parsed when attempting to run the function, see also Function (Java Edition) § Macros and Function (Java Edition) § Loading and parsing. In Bedrock Edition, if a command in a script is unparseable, an error is thrown when trying to execute the command. After trying to execute a command, it may yield output values, including success count and stored values‌[Java Edition only]. Success count is the value a command passes to the command block executing it. A command block can power a redstone comparator facing away from it (may be separated by a block) with signal strength being the success count. The signal strength reflects the success count of the last command executed. Even after the command block is deactivated, the success count is retained until the command is executed again. In Bedrock Edition, the success count is also returned to the script executing the command. In Java Edition, commands that cannot be executed in command blocks have no success count. In Bedrock Edition, commands that cannot be executed in command blocks or scripts still have a success count, but it cannot be obtained. In Java Edition, success count is always 0 or 1, except the /execute command. In Bedrock Edition, success count is an integer between 0 to 2,147,483,647 (both inclusive) related to the command (e.g., the number of players affected by the command, the number of blocks that were altered, etc.) Stored values‌[JE only] include success value and result value, which are the values passed by other commands to the /execute command, when a command is executed by a /execute command. These two values can be stored to a specified location by the store subcommand in the /execute command. The success value is always 0 or 1. The result value is an integer (rounded down if not). All commands may yield these two stored values after execution, with only two exceptions: /execute command itself does not yield these two stored values; /function command may not yield these two stored values in certain situation. After trying to execute a command, it has a certain result. Possible results include "Unparseable", "Failed", "Successful", "Void"‌[JE only], "Terminated"‌[JE only], and "Error"‌[JE only]. List of commands The tables below will summarize all commands. Debugging commands are not accessible by default, but can be enabled using debug properties. These commands are unavailable in general cases. Most of them can be accessed with a Websocket Server, NPC, the Scripting API or cheats‌[edu only]. Note: You can easily check if a command is still in the game by typing /help <nameOfCommand> into a server console, or the ingame chat. If you do so, and it says Syntax error, then the command does not exist. If it either gives help on the command or says unknown command, then it is still in the game - for example, the command /help gettopsolidblock will return Unknown command: gettopsolidblock. Please check that the command exists and that you have permission to use it., while the command /help something will return Syntax error: Unexpected "something" at "/help >>something<<". /achievement Developer commands are only enabled in internal development builds of Bedrock Edition, and are not normally accessible in release versions. Superseded by /agent These commands only exist in April Fools' Day joke versions of the game. History Issues Issues relating to "Commands" are maintained on the bug tracker. Issues should be reported and viewed there. See also References External links Navigation All commands Navigation menu
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[SOURCE: https://minecraft.wiki/w/Brewing#Base_potions] | [TOKENS: 841]
Brewing Brewing is the process of creating potions, splash potions, lingering potions, and medicine‌[Minecraft Education only] by adding various ingredients to water bottles in a brewing stand. Contents Brewing equipment Ingredients There is no provided in-game recipe book for brewing. Base ingredients are ingredients that can be added directly to a water bottle. Nether warts are used to make awkward potions, and are the fundamental of the base ingredients, as it is required to make the majority of potions. Modifiers are ingredients used to alter the properties of a potion or to change a potion effect into a different one. The fermented spider eye is unique as it is the only modifier that can convert a water bottle directly into a usable potion. Generally, upgrading a potion involves a trade-off between duration and potency. A potion with an enhanced effect has shorter duration, and a potion with extended duration cannot have an enhanced effect. However: A fermented spider eye changes a potion's base effect, often reversing it or producing a negative potion. By adding gunpowder, a drinking potion can be turned into a splash potion, which can be thrown to coat entities within the place of impact with a status effect. Subsequently, adding dragon's breath to a splash potion makes a lingering potion, creating a cloud that inflicts effects on entities that enter its area. Effect ingredients imbue an awkward potion with a particular effect but do not alter potion duration or intensity. When added directly to a water bottle, most of these ingredients produce a mundane potion. The exceptions to this are the golden carrot, pufferfish, turtle shell, and phantom membrane, which cannot be added directly to a water bottle. A corrupted version of a potion can be made by adding a fermented spider eye to it. Brewing recipes Base potions are potions without effects, brewed by adding a single base ingredient to a water bottle. Of these, only the awkward potion can be imbued with an effect ingredient to create a potion with an effect.‌[Java Edition only] Effect potions are primarily created by adding an effect ingredient to an awkward potion, which is created by adding nether wart to a water bottle. Certain effects require a potion to be corrupted by a fermented spider eye. The potion of Weakness can additionally be created by simply adding a fermented spider eye to a water bottle, and it is the only potion that can be brewed without nether wart. Undead mobs react differently to effects than other mobs. They take damage from potions of Healing, gain health from potions of Harming, and are unaffected by potions of Poison and Regeneration. Enhanced:Instant Health II: Restores health by 8HP. Enhanced:Regeneration II: Restores health by every 1.25 seconds. Enhanced:Strength II: Increases player's melee attack damage by 6HP. Enhanced:Speed II: Increases movement speed, sprinting speed, and jumping length by 40%. Enhanced:Jump Boost II: Increases jump height by 150%. Enhanced:Poison II: Depletes health by 1HP every 0.6 seconds. Enhanced:Instant Damage II: Inflicts 12HP × 6 damage. Enhanced:Slowness IV: Reduces movement speed by 60%. Enhanced:Slowness VI, Resistance IV: Reduces movement speed by 90% and reduces incoming damage by 80%. Brewing recipes in Bedrock Edition are a superset of that in Java Edition, which means that all Java Edition recipes are also available in Bedrock Edition, but not the other way round. Cures are brewed from awkward potions using different elements. Drinking these removes the specified bad effect. They cannot be modified into splash, lingering, extended, or enhanced versions. The potion of Luck‌[JE only] and the potion of Decay‌[BE only] cannot be brewed, and can be obtained only through commands or the Creative inventory. In Bedrock Edition, brewing recipes can be customized through addons using the same system as other recipes. History Issues Issues relating to "Brewing" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Spear?action=edit&section=6] | [TOKENS: 223]
Editing Spear (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 12 hidden categories: Navigation menu
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[SOURCE: https://minecraft.wiki/w/Enchanting#Enchanting_equipment] | [TOKENS: 2184]
Enchanting Enchanting is the process of improving armor, tools, and weapons. A glint animation appears on items to show that they are enchanted. Contents Enchanting equipment Enchanting methods There are four ways to enchant an item in Survival mode: A player may also obtain items already enchanted: Server operators and players in singleplayer worlds with cheats enabled can also enchant items using commands such as /enchant. When enchanted with the /give command, the maximum enchantment level is 255 on Java Edition. In Creative mode, items can be enchanted via an anvil and enchanted books, with no experience points required. Enchanted books are available in the Creative mode inventory, with individual book displays for the highest level of each enchantment and other levels available via the "Search" tab. The enchanted golden apple, despite its name and glint, is not the enchanted form of any item and is completely different from the golden apple. An item can be enchanted by using an enchanting table and placing the item and 1–3 lapis lazuli in the input slots. Upon placing the item, three (pseudo)randomized options appear on the right of the GUI. The glyphs, written in Standard Galactic Alphabet, do not affect the enchantment, but hovering over a presented enchantment shows one enchantment to be applied. On mobile devices, the player can tap an enchantment before putting in the lapis lazuli or hold the enchantment before release. The only choices available have a level requirement equal to or below the player's current level and a lapis lazuli requirement equal to or below the number of lapis lazuli placed in the table. Each option imbues the item with a randomized set of enchantments that are dependent on the number of experience levels required (e.g. a level 30 enchantment can give a pickaxe the "Efficiency IV" enchantment); the actual level cost and the number of lapis lazuli required have no effect. Although the player must have at least the level requirement to get an enchantment, the number of levels that the player is charged is the same as the lapis lazuli requirement. For example, if the third enchantment listed is a level 30 enchantment, the player must have at least 30 levels, but pay only 3 levels and 3 lapis lazuli. The level requirement influences the quantity, type, and level of enchantments instilled in the item, with a higher experience level generally resulting in more and/or higher-level enchantments. Nevertheless, there is a significant random factor, and even a level 30 enchantment (the maximum) doesn't guarantee more than one enchantment, or even that enchantments are "maximum strength" — a level 30 enchantment can still yield Fortune II or Efficiency III alone, for example. On the other hand, multiple different enchantments can be given from one use of the enchanting table. For example, a level 30 enchantment applied to a pickaxe may yield both Efficiency IV and Unbreaking III. However, certain selected enchants never give any additional enchantment, regardless of which tool is enchanted, such as Efficiency IV and Knockback II.‌[BE only][verify] To increase the enchantment level, bookshelves can be placed next to the enchanting table while keeping one block of air between them. To gain access to the previously mentioned level 30 enchantments, a minimum of 15 bookshelves needs to be placed around the enchanting table. See the Enchantment Mechanics page for more detailed information on this. Enchanting a book produces an enchanted book, which does nothing on its own, but effectively "saves" the enchantment for later application to another item with an anvil. Unlike with an anvil, using the enchanting table while on Creative still costs experience. However, if the player doesn't have enough experience, then experience reduces to zero and the enchantment still works, even when using the enchanting table while already at level zero. Enchanting any item at any enchantment level changes the player's enchantment seed, which changes the possible enchantments for every item at every enchantment level. Thus, if none of the available enchantments for a tool are desired, 1 lapis lazuli and 1 level could be spent to enchant a book or a different tool to refresh the list. The possible enchantments depend on the player's enchantment seed, the item type, and material, and the enchantment level (1–30). The following actions do not affect the possible enchantments: Changing the enchantment levels offered by adding, removing, or blocking bookshelves alters the enchantments shown, but does not change possible enchantments; using another enchanting table with the previous bookshelf number still shows the previous enchantments. The enchantments for a particular enchantment level (with the same seed and item) do also differ depending on which row they appear in, but they are not "better" or "worse" based on the row despite the different resource costs. An anvil can be used to combine the enchantments of two items, sacrificing one of them and repairing the other. The items must be compatible; they must either be the same type and material (such as two iron swords) or an item and an enchanted book with an applicable enchantment (such as a bow and an Infinity enchanted book). Combining two enchanted items, books or one of each with the same enchantment at the same level produces an item or book with the next higher level of that enchantment up to the maximum allowed in Survival mode; for example, a book with Thorns I and Unbreaking II combined with a book with Unbreaking II produces a book with Thorns I and Unbreaking III. To combine items, the player places the target item in the anvil's first slot and the sacrifice item in the second slot. If the combination is allowed, the resulting enchanted item appears in the anvil's output slot and an experience level cost, labeled "Enchantment Cost", appears below (green if the player has enough experience levels, red if they don't). To complete the enchantment, the player removes the enchanted item from the anvil's output slot, and their experience level is reduced accordingly. The experience cost depends on the enchantments, with highly enchanted items costing more. If the target item is also being repaired, that costs more as well. The target item can also be renamed, at additional cost. There is also an accumulating surcharge for prior work done on anvils. In Survival mode, work that costs more than 39 levels of experience is refused, although it may still be possible to perform the same work in steps. For example, a damaged enchanted bow may be repaired on an anvil with an ordinary bow, and then another enchanted bow may be used to combine enchantments with the repaired bow. Enchanted books can be made by enchanting a book in an enchanting table at the cost of experience points. They can also be found in the chests of several structures, purchased with emeralds from a librarian villager, or caught while fishing. Enchanted books can be applied to tools, weapons, and armor, or combined with other enchanted books in an anvil. In this way, some enchantments that cannot normally be obtained on an item through use of the enchanting table can still be applied to those items, such as applying Thorns to boots. Although enchanted books can have multiple enchantments of any type, only enchantments appropriate to a given item type are applied to that item when combined in an anvil. For example, an enchanted book may have both the Respiration and Power enchantments, but the Respiration enchantment is lost if the book is applied to anything but a helmet. Likewise, the Power enchantment is lost if the book is applied to anything but a bow. In Creative mode, enchanted books can be used to apply any enchantment to any item, such as a stick having Knockback II on Java Edition. However, mutually-exclusive enchantments, such as Infinity and Mending, cannot be applied this way or even via /enchant (though both enchantments function as normal when obtained on a bow through the /give command). The experience costs for using books are considerably less than for combining items with similar enchantments since the books themselves cost levels to create. However, it's still an extra cost, and enchanting items directly has a chance to get multiple enchantments. The advantage of books is that they can be stockpiled for use on an item of choice and allow for controlled combinations. For example, a Silk Touch book can be used on an axe, pickaxe, or shovel, and the player can decide which item receives which enchantment. Use Order Calculator to minimize experience loss when merging two items. Disenchanting The main way to disenchant items is via the grindstone or by repairing the items via the crafting grid. Using the grindstone removes all enchantments (except for curses) but gives some experience back based on the level of the enchantment(s) and their value. If a block is placed, it loses all the enchantments it has. Summary of enchantments Each enchantment in the table below includes attributes that are possible for the player to acquire legitimately in Survival mode. Other combinations are possible in Creative mode or with cheats, mods, or third-party software. Summary of enchantments by item Enchantments that have multiple levels are shown with their maximum level numbers. Mutually exclusive enchantments can be combined using commands (e.g., /give @s bow[enchantments={infinity:1,mending:1}]). Also, a player can exceed the maximum levels of enchantments (e.g., /give @s netherite_sword[enchantments={fire_aspect:10}]). However, if that number goes above 10 the translation string is exposed and it looks like this: The tables below summarize the enchantments that can be obtained on specific items in Bedrock Edition and in Java Edition Survival mode (Any enchantment can be applied to any item in Java Edition Creative mode). Enchantments that can be applied to both hand slot items and armor slot items are listed in both tables. Depth Strider (III) Maximum effective values for enchantments The table below shows the effective limits for enchantments (also found here). Mending Data values Java Edition: Bedrock Edition: Sounds Java Edition Bedrock Edition: Videos History Issues Issues relating to "Enchanting", "Enchantment", or "Enchanted" are maintained on the bug tracker. Issues should be reported and viewed there. Gallery Trivia See also References External links Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Block#Behavior] | [TOKENS: 970]
Block Blocks are the basic units of a structure in Minecraft that make up the game's world. Many blocks can be collected and placed anywhere, and can also be used as helpful resources. Contents Behavior Blocks are arranged in a 3-dimensional grid of 1-cubic-meter cells, although some blocks appear to occupy a partial cell; these include slabs, snow layers, ladders, vines, stairs, turtle eggs, and sea pickles, among others. Collectively, blocks and fluids make up the in-game environment, and most can be harvested and utilized in various fashions. Some blocks, such as dirt and sandstone, are opaque and occupy their entire cubic meter, while others, such as glass and flowers, are transparent or non-solid. Explosions destroy some blocks more easily than they destroy others, while some are virtually immune to explosions. They can still be theoretically exploded. Air is a special block that acts as a substitute for the absence of blocks. It has two variants: cave air and void air.‌[Java Edition only] Some blocks, such as sea lanterns and glowstone, emit light, the amount of which varies widely; see this table of light values for further information. Opaque blocks completely block light, while transparent blocks have no effect on light, block the light, or merely weaken it. Almost all blocks ignore gravity, except for sand, red sand, gravel, anvils of all damage levels, dragon eggs, all colors of concrete powder, scaffolding, snow layers‌[BE only], pointed dripstone, suspicious sand, and suspicious gravel. These turn into entities when their support is removed. When broken, blocks emit sounds and particles associated with themselves, except in the following cases: Block height Most solid blocks are 1 meter high (3.28084... feet or 1250⁄381 feet), but several blocks have non-standard block heights, such as slabs. A player can automatically step up from a lower to a higher height if the difference is at most 0.6 (3⁄5) of a block or 1.9685... feet (250⁄127 feet). Textures The textures on the faces of most blocks are 16×16 pixels, which control all colors and transparencies. Exceptions include candles, sculk sensors, and other blocks with animations, which use texture files with multiple frames, and block entity textures which are rendered in different models. Some blocks with square textures have different textures for faces, such as logs. With Vibrant Visuals and ray tracing, the game uses multiple texture files on top of the color textures, which affects how light and reflections behave on the block. The MERS (MER with ray tracing) texture map is used to define per pixel how metallic (reflects all light), emissive (produces its own light), or rough (absorbs all light) it is, with an additional subsurface scattering (how light is scattered on the surface) applied to Vibrant Visuals only. With resource packs, other texture maps are also used, including normal and heightmaps. These change depth of the block, and can add multiple 3D effects. Using resource packs, the player can change the textures and resolution of blocks, including whether their texture is animated. They can also change the shapes of blocks using models and the size of blocks to any size with equal width and height, though sizes that are a power of two tend to work better. List of blocks Technical blocks serve various purposes during events within the game, or use a separate name spaced ID in order to avoid unnecessary combinations of block states. In Java Edition technical blocks do not exist as items, while in Bedrock Edition they may be obtained using inventory editors or add-ons. These blocks can be accessed only in Minecraft Education and in Bedrock Edition when education options are enabled (Elements are not listed here). In Bedrock Edition, boards, posters, and slates can be obtained only through inventory editors. These blocks were removed from the game entirely. These blocks were "retconned" into other blocks through a major simultaneous name and texture change. Some blocks and states of blocks were distinguished via numerical metadata in previous versions of the game. Having metadata values outside of the accepted range could produce unintended results for some block IDs. These blocks only exist in April Fools' Day joke versions of the game. Videos History Unique blocks are defined as having unique namespaced IDs in current versions of Java Edition, excluding obvious technical variants such as potted plants and wall attachments of blocks, but including the rose. Unintentional metadata variants are also not included. Issues Issues relating to "Block" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Experience#mw-head] | [TOKENS: 1434]
Experience 5HP In Java Edition: Height: 0.5 blocksWidth: 0.5 blocks In Bedrock Edition: Height: 0.25 blocksWidth: 0.25 blocks Experience (EXP or XP for short) can be gained from defeating mobs or performing many kinds of other actions. Experience has no direct effect on the player character, but it can be used to enhance their equipment through enchanting, or by using an anvil to repair, rename, or combine enchantments on equipment. Most sources of experience are produced in the form of experience orbs. In Java Edition, experience gained affects the player's score on the death screen. Experience orbs also recover durability on items with Mending that are being worn or are in-hand. Contents Sources Experience can be gained from several different sources. Most sources drop experience in the form of orbs, which can be claimed by any player, while a few methods directly award the player experience upon completing the action. Gathering experience points increases the player's experience level by gradually filling a bar on the bottom of the screen until a new level is achieved when the bar is full. When the player dies, they drop experience orbs worth 7 * current level experience points, up to a maximum of 100 points (enough to reach approximately 7.5 levels), and all of the other experience vanishes. If the gamerule keepInventory is set to true, the experience is kept even if the player dies. Experience orbs Most experience sources drop experience in the form of experience orbs, which can then be claimed by any player. Experience orbs fade between green and yellow colors and float or glide toward the player up to a distance of 7.25 blocks (calculated from the center of player's feet and the center of the experience orb), speeding up as they get nearer to the player. Experience orbs pulled toward a player are slowed by cobwebs. Experience orbs can also be pulled around or away from the player by running water currents. When collected, experience orbs make a bell-like sound for a split second. Unlike items, experience points are picked up gradually: no matter how many orbs are in the range of the player, they are added to the player's experience one at a time (10 orbs/second). In extreme cases, this can result in the player being followed by a swarm of orbs for many seconds. If an experience orb isn't collected within 5 minutes of its appearance, it despawns. Experience orbs vary in value. The general worth of an orb is reflected by its size, with eleven possible sizes corresponding to specific values. The three smallest sizes are the most commonly encountered, as the majority of experience dropped by mobs and blocks is less than ten. Dense experience orbs with values 17 or higher have orange "eyes" or "cores", and are less frequently encountered, most commonly from defeating the ender dragon, wither and other players, disenchanting objects on a grindstone, breaking spawners, and collecting items from high-traffic furnaces. For performance improvement, experience orbs of the same value can merge into a single entity, but they do not create a higher value orb. Naturally spawned orbs always have an integer value of 1–11, 17, 37, 73, 149, 307, 617, 1237, or 2477. Fishing, breeding, and trading drop a single orb with a random value in the appropriate range. Breaking blocks, killing mobs and players, smelting items, and bottles o' enchanting calculate their total experience amount and then split it into the base values of orbs by size (1, 3, 7, 17, 37, 73, 149, 307, 617, 1237, and 2477). Higher values are chosen first, so, for example, a total value of 1000 would be dropped as orbs with values 617, 307, 73, and 3. While the first ender dragon in a world drops 12,000 experience, it is dropped in 10 waves of 1000 and one of 2000, so no orbs of value 2477 are dropped. Such orbs can exist in the world via furnaces that have had a lot of traffic. Like items, experience orbs float when on water. Experience orbs can be destroyed by fire, lava, explosions, and cacti, and can trigger pressure plates and tripwires. Experience orbs can also stop minecarts. In Bedrock Edition, although mob drops spawn the instant the final blow is dealt to the mob, experience orbs do not appear until the mob entity disappears and the smoke appears. In Java Edition, experience orbs appear in the same spatial and temporal location as loot when an entity is killed. Orbs with negative values can be created using the /summon command, either using values below 0 or above 32767 due to 16-bit integer overflow. They use the smallest texture of experience orb. Negative orbs behave differently from positive orbs, namely that they do not deduct experience when collected by the player. They deduct durability from a tool enchanted with Mending, provided the tool is already damaged prior to collection of the orbs. The following mobs and similar entities do not drop experience when killed: Leveling up The formulas for figuring out how many experience orbs needed to get to the next level are as follows: One can determine how much experience has been collected to reach a level using the equations: Likewise, to get the number of levels from the total experience value, one can utilize the following inverse equations: Score The score is the number of experience the player has collected since their last death. This number is the total experience the player has collected, rather than the amount of experience they had upon death. When the player dies, the score is displayed on the death screen. Sounds Java Edition: Experience orbs do not use entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: Experience orbs have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Videos History The experience level costs were heavily revised in snapshot 12w22a and 12w23a, and again in version 1.8. Before these, reaching level 50 (the maximum usable on a single enchantment) required 4625 experience, corresponding to defeating 925 hostile mobs (assuming the "common" ones.) Afterward, considerably less experience is needed to get into higher levels. Higher levels cost more experience than lower ones, but the levels are still easier to get than in 1.2.5. Now, level 30 is the maximum for enchantments, and that cost is equivalent of 279 "common" enemies, less than 1/3 the old price. A player dropping excessive experience orbs upon death may cause performance degradation in the game. Issues Issues relating to "Experience" or "Orb" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Conduit] | [TOKENS: 764]
Conduit Inactive Active (Java Edition) Active (Bedrock Edition) Uncommon No Yes (64) 3 3 Yes (15) Yes Yes No No 31 DIAMOND A conduit is a block that can be placed underwater and surrounded by prismarine to activate it. Once active, it empowers nearby players touching water or rain, prevents them from drowning, and attacks wet monsters. Contents Obtaining A conduit drops as an item when broken with any tool or by hand, but a pickaxe is the fastest way to break it. Like other precious blocks such as beacons and shulker boxes, it always drops when destroyed by an explosion. Usage When activated, conduits give the "Conduit Power" effect to all players in contact with rain or water, within a spherical range of 32-96 blocks. The effect has the same benefits as Water Breathing, Night Vision, and Haste, but does not stack with them. The effect is "ambient", which means that the effect in the HUD has a blue border, similar to effects from beacons. Fully-constructed conduits also damage any hostile mobs, like drowned, guardians, and elder guardians, within a range of 8 blocks of the conduit. Conduits can be activated in any biome and at any height or depth. To activate, a conduit needs to be in the center of a 3×3×3 volume of water (26 source blocks, flowing water, and/or waterlogged blocks, with the conduit also waterlogged in the center), which must be enclosed within an activation frame. The frame can be built out of blocks in three 5×5 open squares centered on the conduit, one around each axis. Only prismarine, dark prismarine, prismarine bricks, and sea lantern blocks in the frame contribute to activation. A minimum of 16 blocks are required and produce an effective range of 32 blocks. Prismarine-type slabs (including double slabs), stairs, and walls cannot be used to activate the conduit. Any blocks (of any type) that are not part of the activation frame itself but are in the 5×5×5 outer shell likewise have no effect. Once activated, removing any blocks from the conduit (frame blocks) deactivates the conduit.[note 1] The effective radius of the conduit is 16 blocks for every seven blocks in the frame, though the effect does not activate until the minimum of 16 blocks is included in the build. Thus, it extends to 48 at 21 blocks, 64 at 28 blocks, 80 at 35 blocks, and 96 with a complete frame of 42 blocks. When the frame is complete, the center of the conduit displays an orange iris-like shape. A complete frame also carries the additional advantage of damaging hostile mobs within 8 blocks of the conduit, dealing 4HP magic damage every 2 seconds, if they are in contact with water or rain.[note 2] Monsters that are attacked by the conduit: Conduits emit a light level of 15, the brightest light level in the game, whether activated or not, and even on land. Sounds Java Edition: Bedrock Edition: Java Edition: Bedrock Edition: Data values Java Edition: Bedrock Edition: Java Edition: A conduit has a block entity associated with it that holds additional data about the block. Java Edition: Bedrock Edition: Achievements Advancements The source of the effects is irrelevant for the purposes of this advancement. Other status effects may be applied to the player, but are ignored for this advancement. History Issues Issues relating to "Conduit" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery Notes See also External links Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Block#Block_height] | [TOKENS: 970]
Block Blocks are the basic units of a structure in Minecraft that make up the game's world. Many blocks can be collected and placed anywhere, and can also be used as helpful resources. Contents Behavior Blocks are arranged in a 3-dimensional grid of 1-cubic-meter cells, although some blocks appear to occupy a partial cell; these include slabs, snow layers, ladders, vines, stairs, turtle eggs, and sea pickles, among others. Collectively, blocks and fluids make up the in-game environment, and most can be harvested and utilized in various fashions. Some blocks, such as dirt and sandstone, are opaque and occupy their entire cubic meter, while others, such as glass and flowers, are transparent or non-solid. Explosions destroy some blocks more easily than they destroy others, while some are virtually immune to explosions. They can still be theoretically exploded. Air is a special block that acts as a substitute for the absence of blocks. It has two variants: cave air and void air.‌[Java Edition only] Some blocks, such as sea lanterns and glowstone, emit light, the amount of which varies widely; see this table of light values for further information. Opaque blocks completely block light, while transparent blocks have no effect on light, block the light, or merely weaken it. Almost all blocks ignore gravity, except for sand, red sand, gravel, anvils of all damage levels, dragon eggs, all colors of concrete powder, scaffolding, snow layers‌[BE only], pointed dripstone, suspicious sand, and suspicious gravel. These turn into entities when their support is removed. When broken, blocks emit sounds and particles associated with themselves, except in the following cases: Block height Most solid blocks are 1 meter high (3.28084... feet or 1250⁄381 feet), but several blocks have non-standard block heights, such as slabs. A player can automatically step up from a lower to a higher height if the difference is at most 0.6 (3⁄5) of a block or 1.9685... feet (250⁄127 feet). Textures The textures on the faces of most blocks are 16×16 pixels, which control all colors and transparencies. Exceptions include candles, sculk sensors, and other blocks with animations, which use texture files with multiple frames, and block entity textures which are rendered in different models. Some blocks with square textures have different textures for faces, such as logs. With Vibrant Visuals and ray tracing, the game uses multiple texture files on top of the color textures, which affects how light and reflections behave on the block. The MERS (MER with ray tracing) texture map is used to define per pixel how metallic (reflects all light), emissive (produces its own light), or rough (absorbs all light) it is, with an additional subsurface scattering (how light is scattered on the surface) applied to Vibrant Visuals only. With resource packs, other texture maps are also used, including normal and heightmaps. These change depth of the block, and can add multiple 3D effects. Using resource packs, the player can change the textures and resolution of blocks, including whether their texture is animated. They can also change the shapes of blocks using models and the size of blocks to any size with equal width and height, though sizes that are a power of two tend to work better. List of blocks Technical blocks serve various purposes during events within the game, or use a separate name spaced ID in order to avoid unnecessary combinations of block states. In Java Edition technical blocks do not exist as items, while in Bedrock Edition they may be obtained using inventory editors or add-ons. These blocks can be accessed only in Minecraft Education and in Bedrock Edition when education options are enabled (Elements are not listed here). In Bedrock Edition, boards, posters, and slates can be obtained only through inventory editors. These blocks were removed from the game entirely. These blocks were "retconned" into other blocks through a major simultaneous name and texture change. Some blocks and states of blocks were distinguished via numerical metadata in previous versions of the game. Having metadata values outside of the accepted range could produce unintended results for some block IDs. These blocks only exist in April Fools' Day joke versions of the game. Videos History Unique blocks are defined as having unique namespaced IDs in current versions of Java Edition, excluding obvious technical variants such as potted plants and wall attachments of blocks, but including the rose. Unintentional metadata variants are also not included. Issues Issues relating to "Block" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Brewing#Positive_effects] | [TOKENS: 841]
Brewing Brewing is the process of creating potions, splash potions, lingering potions, and medicine‌[Minecraft Education only] by adding various ingredients to water bottles in a brewing stand. Contents Brewing equipment Ingredients There is no provided in-game recipe book for brewing. Base ingredients are ingredients that can be added directly to a water bottle. Nether warts are used to make awkward potions, and are the fundamental of the base ingredients, as it is required to make the majority of potions. Modifiers are ingredients used to alter the properties of a potion or to change a potion effect into a different one. The fermented spider eye is unique as it is the only modifier that can convert a water bottle directly into a usable potion. Generally, upgrading a potion involves a trade-off between duration and potency. A potion with an enhanced effect has shorter duration, and a potion with extended duration cannot have an enhanced effect. However: A fermented spider eye changes a potion's base effect, often reversing it or producing a negative potion. By adding gunpowder, a drinking potion can be turned into a splash potion, which can be thrown to coat entities within the place of impact with a status effect. Subsequently, adding dragon's breath to a splash potion makes a lingering potion, creating a cloud that inflicts effects on entities that enter its area. Effect ingredients imbue an awkward potion with a particular effect but do not alter potion duration or intensity. When added directly to a water bottle, most of these ingredients produce a mundane potion. The exceptions to this are the golden carrot, pufferfish, turtle shell, and phantom membrane, which cannot be added directly to a water bottle. A corrupted version of a potion can be made by adding a fermented spider eye to it. Brewing recipes Base potions are potions without effects, brewed by adding a single base ingredient to a water bottle. Of these, only the awkward potion can be imbued with an effect ingredient to create a potion with an effect.‌[Java Edition only] Effect potions are primarily created by adding an effect ingredient to an awkward potion, which is created by adding nether wart to a water bottle. Certain effects require a potion to be corrupted by a fermented spider eye. The potion of Weakness can additionally be created by simply adding a fermented spider eye to a water bottle, and it is the only potion that can be brewed without nether wart. Undead mobs react differently to effects than other mobs. They take damage from potions of Healing, gain health from potions of Harming, and are unaffected by potions of Poison and Regeneration. Enhanced:Instant Health II: Restores health by 8HP. Enhanced:Regeneration II: Restores health by every 1.25 seconds. Enhanced:Strength II: Increases player's melee attack damage by 6HP. Enhanced:Speed II: Increases movement speed, sprinting speed, and jumping length by 40%. Enhanced:Jump Boost II: Increases jump height by 150%. Enhanced:Poison II: Depletes health by 1HP every 0.6 seconds. Enhanced:Instant Damage II: Inflicts 12HP × 6 damage. Enhanced:Slowness IV: Reduces movement speed by 60%. Enhanced:Slowness VI, Resistance IV: Reduces movement speed by 90% and reduces incoming damage by 80%. Brewing recipes in Bedrock Edition are a superset of that in Java Edition, which means that all Java Edition recipes are also available in Bedrock Edition, but not the other way round. Cures are brewed from awkward potions using different elements. Drinking these removes the specified bad effect. They cannot be modified into splash, lingering, extended, or enhanced versions. The potion of Luck‌[JE only] and the potion of Decay‌[BE only] cannot be brewed, and can be obtained only through commands or the Creative inventory. In Bedrock Edition, brewing recipes can be customized through addons using the same system as other recipes. History Issues Issues relating to "Brewing" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References External links Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Experience#searchInput] | [TOKENS: 1434]
Experience 5HP In Java Edition: Height: 0.5 blocksWidth: 0.5 blocks In Bedrock Edition: Height: 0.25 blocksWidth: 0.25 blocks Experience (EXP or XP for short) can be gained from defeating mobs or performing many kinds of other actions. Experience has no direct effect on the player character, but it can be used to enhance their equipment through enchanting, or by using an anvil to repair, rename, or combine enchantments on equipment. Most sources of experience are produced in the form of experience orbs. In Java Edition, experience gained affects the player's score on the death screen. Experience orbs also recover durability on items with Mending that are being worn or are in-hand. Contents Sources Experience can be gained from several different sources. Most sources drop experience in the form of orbs, which can be claimed by any player, while a few methods directly award the player experience upon completing the action. Gathering experience points increases the player's experience level by gradually filling a bar on the bottom of the screen until a new level is achieved when the bar is full. When the player dies, they drop experience orbs worth 7 * current level experience points, up to a maximum of 100 points (enough to reach approximately 7.5 levels), and all of the other experience vanishes. If the gamerule keepInventory is set to true, the experience is kept even if the player dies. Experience orbs Most experience sources drop experience in the form of experience orbs, which can then be claimed by any player. Experience orbs fade between green and yellow colors and float or glide toward the player up to a distance of 7.25 blocks (calculated from the center of player's feet and the center of the experience orb), speeding up as they get nearer to the player. Experience orbs pulled toward a player are slowed by cobwebs. Experience orbs can also be pulled around or away from the player by running water currents. When collected, experience orbs make a bell-like sound for a split second. Unlike items, experience points are picked up gradually: no matter how many orbs are in the range of the player, they are added to the player's experience one at a time (10 orbs/second). In extreme cases, this can result in the player being followed by a swarm of orbs for many seconds. If an experience orb isn't collected within 5 minutes of its appearance, it despawns. Experience orbs vary in value. The general worth of an orb is reflected by its size, with eleven possible sizes corresponding to specific values. The three smallest sizes are the most commonly encountered, as the majority of experience dropped by mobs and blocks is less than ten. Dense experience orbs with values 17 or higher have orange "eyes" or "cores", and are less frequently encountered, most commonly from defeating the ender dragon, wither and other players, disenchanting objects on a grindstone, breaking spawners, and collecting items from high-traffic furnaces. For performance improvement, experience orbs of the same value can merge into a single entity, but they do not create a higher value orb. Naturally spawned orbs always have an integer value of 1–11, 17, 37, 73, 149, 307, 617, 1237, or 2477. Fishing, breeding, and trading drop a single orb with a random value in the appropriate range. Breaking blocks, killing mobs and players, smelting items, and bottles o' enchanting calculate their total experience amount and then split it into the base values of orbs by size (1, 3, 7, 17, 37, 73, 149, 307, 617, 1237, and 2477). Higher values are chosen first, so, for example, a total value of 1000 would be dropped as orbs with values 617, 307, 73, and 3. While the first ender dragon in a world drops 12,000 experience, it is dropped in 10 waves of 1000 and one of 2000, so no orbs of value 2477 are dropped. Such orbs can exist in the world via furnaces that have had a lot of traffic. Like items, experience orbs float when on water. Experience orbs can be destroyed by fire, lava, explosions, and cacti, and can trigger pressure plates and tripwires. Experience orbs can also stop minecarts. In Bedrock Edition, although mob drops spawn the instant the final blow is dealt to the mob, experience orbs do not appear until the mob entity disappears and the smoke appears. In Java Edition, experience orbs appear in the same spatial and temporal location as loot when an entity is killed. Orbs with negative values can be created using the /summon command, either using values below 0 or above 32767 due to 16-bit integer overflow. They use the smallest texture of experience orb. Negative orbs behave differently from positive orbs, namely that they do not deduct experience when collected by the player. They deduct durability from a tool enchanted with Mending, provided the tool is already damaged prior to collection of the orbs. The following mobs and similar entities do not drop experience when killed: Leveling up The formulas for figuring out how many experience orbs needed to get to the next level are as follows: One can determine how much experience has been collected to reach a level using the equations: Likewise, to get the number of levels from the total experience value, one can utilize the following inverse equations: Score The score is the number of experience the player has collected since their last death. This number is the total experience the player has collected, rather than the amount of experience they had upon death. When the player dies, the score is displayed on the death screen. Sounds Java Edition: Experience orbs do not use entity-dependent sound events. Bedrock Edition: Data values Java Edition: Bedrock Edition: Experience orbs have entity data associated with them that contain various properties. Java Edition: Bedrock Edition: Videos History The experience level costs were heavily revised in snapshot 12w22a and 12w23a, and again in version 1.8. Before these, reaching level 50 (the maximum usable on a single enchantment) required 4625 experience, corresponding to defeating 925 hostile mobs (assuming the "common" ones.) Afterward, considerably less experience is needed to get into higher levels. Higher levels cost more experience than lower ones, but the levels are still easier to get than in 1.2.5. Now, level 30 is the maximum for enchantments, and that cost is equivalent of 279 "common" enemies, less than 1/3 the old price. A player dropping excessive experience orbs upon death may cause performance degradation in the game. Issues Issues relating to "Experience" or "Orb" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Smelting#Gear] | [TOKENS: 1211]
Smelting Smelting is the process of obtaining refined goods from raw materials by heating them in a furnace, blast furnace or smoker. When items are smelted in either type of furnace, experience is dropped. Like crafting, smelting uses recipes to determine what item is produced. Contents Methods The furnace interface contains three item slots: the upper left slot for the item that needs to be smelted, the lower left slot for fuel, and the right slot where output items accumulate and can be retrieved by the player. Flames above the fuel slot act as a gauge showing the amount of fuel left of the current fuel item. An arrow in the middle shows the progress of smelting the current item. The furnace takes 10 seconds (200 in-game ticks) to smelt an item. It begins to smelt if both input item and fuel are placed into the corresponding slots, and there is space in the output slot. When starting, a fuel item is consumed immediately, filling the fuel gauge. Different fuels will fuel the furnace for different amounts of time. The fuel gauge indicates how much of that fuel's burn time remains, and gradually decreases even if the input slot becomes empty. When a fuel item is fully consumed and the input slot is not empty, another one is taken from the fuel slot, and the gauge resets. The furnace processes one input item at a time, which remains in the input slot during the 10-second process. So if multiple types of items or more than one stack of item need to be smelted, the player need to move in the item manually or using hoppers. The arrow indicates the progress on how much the input has been smelted and how much more it needs to be smelted. When the arrow is full, the input item is removed from the input stack and an output item is added to the output stack. Smelting of the next input item then begins immediately. Furnaces stop smelting under any of four conditions: If smelting stops while a fuel item is still burning, the furnace continues to run visually, but no more input items are processed. If the fuel has been exhausted when an item has been partly smelted, the smelting progress is undone at double speed, and the item remains in the input stack. Smelting is suspended if the chunk the furnace is in becomes unloaded. It resumes when the chunk is loaded again. Smokers and blast furnaces use the same GUI interface as regular furnaces and function similarly to regular furnaces. They smelt twice as quickly as furnaces, requiring only 5 seconds (100 game ticks) to smelt 1 item; they consume the same amount of fuel as regular furnaces per item smelted. Blast furnaces can only smelt ores, while smokers can only cook food; any other item can be smelted only in regular furnaces. Recipes All smelting recipes can be used in the furnace, but only subsets are available in the blast furnace and smoker. The furnace, blast furnace and smoker keep track of experience for each item as smelting is completed for them, accumulating it in a hidden counter. The counter remembers the total earned experience even if a hopper is used to remove the items from the output slot. Experience is awarded to the player who uses the interface to remove items manually, after which the counter is reset. If the player takes some of the output but leaves some in the slot, the experience corresponding to items left in the furnace is retained and not awarded to the player. For fractional experience values, first multiply this value by the number of smelted items removed from the furnace, then award the player the integer part, and if there is a fractional part remaining, this represents the chance of an additional experience point. All food recipes can be used in a furnace or smoker. Food can alternatively be cooked on a campfire. All ore recipes can be used in a furnace or blast furnace. The following additional ores can be smelted, but it's more efficient to mine them with an appropriate pickaxe. In most cases mining them saves fuel and yields more product and experience, especially if the pickaxe has a Fortune enchantment. Smelting them, though, allows obtaining them from an automatic device. The ore blocks themselves can be obtained only with the Silk Touch enchantment. These recipes can be used in a furnace or blast furnace to recycle unneeded gear (tools, weapons, armor and horse armor). These recipes are exclusive to the furnace. Nether Bricks Basalt Sand Fuel There are multiple fuels that can be used to smelt items. A single lava bucket or a block of coal can smelt more items than can fit in the furnace, a lava bucket being able to smelt 100 blocks and a block of coal being able to smelt 80 —both input and output are limited to a maximum of a stack. This is the specific table for all the fuels: Hopper automation The smelting process can be automated with hoppers on the top and bottom of the furnace. For larger smelting jobs, a third hopper on the side of the furnace can feed in fuel and, in case of lava being used as fuel, any empty buckets come out of the bottom hopper. This automatically feeds and empties the furnace so that different materials can be smelted in the same batch with no loss. Whenever a hopper or minecart with hopper removes items from a furnace, any experience earned from cooking or smelting the removed items is saved in the furnace and awarded to the next player who either breaks the furnace or manually removes an item from the furnace's output slot. This saved experience is in addition to that earned for the manually removed item(s). Achievements Advancements History Issues Issues relating to "Smelting" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation More More Navigation menu
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[SOURCE: https://minecraft.wiki/w/Block#Textures] | [TOKENS: 970]
Block Blocks are the basic units of a structure in Minecraft that make up the game's world. Many blocks can be collected and placed anywhere, and can also be used as helpful resources. Contents Behavior Blocks are arranged in a 3-dimensional grid of 1-cubic-meter cells, although some blocks appear to occupy a partial cell; these include slabs, snow layers, ladders, vines, stairs, turtle eggs, and sea pickles, among others. Collectively, blocks and fluids make up the in-game environment, and most can be harvested and utilized in various fashions. Some blocks, such as dirt and sandstone, are opaque and occupy their entire cubic meter, while others, such as glass and flowers, are transparent or non-solid. Explosions destroy some blocks more easily than they destroy others, while some are virtually immune to explosions. They can still be theoretically exploded. Air is a special block that acts as a substitute for the absence of blocks. It has two variants: cave air and void air.‌[Java Edition only] Some blocks, such as sea lanterns and glowstone, emit light, the amount of which varies widely; see this table of light values for further information. Opaque blocks completely block light, while transparent blocks have no effect on light, block the light, or merely weaken it. Almost all blocks ignore gravity, except for sand, red sand, gravel, anvils of all damage levels, dragon eggs, all colors of concrete powder, scaffolding, snow layers‌[BE only], pointed dripstone, suspicious sand, and suspicious gravel. These turn into entities when their support is removed. When broken, blocks emit sounds and particles associated with themselves, except in the following cases: Block height Most solid blocks are 1 meter high (3.28084... feet or 1250⁄381 feet), but several blocks have non-standard block heights, such as slabs. A player can automatically step up from a lower to a higher height if the difference is at most 0.6 (3⁄5) of a block or 1.9685... feet (250⁄127 feet). Textures The textures on the faces of most blocks are 16×16 pixels, which control all colors and transparencies. Exceptions include candles, sculk sensors, and other blocks with animations, which use texture files with multiple frames, and block entity textures which are rendered in different models. Some blocks with square textures have different textures for faces, such as logs. With Vibrant Visuals and ray tracing, the game uses multiple texture files on top of the color textures, which affects how light and reflections behave on the block. The MERS (MER with ray tracing) texture map is used to define per pixel how metallic (reflects all light), emissive (produces its own light), or rough (absorbs all light) it is, with an additional subsurface scattering (how light is scattered on the surface) applied to Vibrant Visuals only. With resource packs, other texture maps are also used, including normal and heightmaps. These change depth of the block, and can add multiple 3D effects. Using resource packs, the player can change the textures and resolution of blocks, including whether their texture is animated. They can also change the shapes of blocks using models and the size of blocks to any size with equal width and height, though sizes that are a power of two tend to work better. List of blocks Technical blocks serve various purposes during events within the game, or use a separate name spaced ID in order to avoid unnecessary combinations of block states. In Java Edition technical blocks do not exist as items, while in Bedrock Edition they may be obtained using inventory editors or add-ons. These blocks can be accessed only in Minecraft Education and in Bedrock Edition when education options are enabled (Elements are not listed here). In Bedrock Edition, boards, posters, and slates can be obtained only through inventory editors. These blocks were removed from the game entirely. These blocks were "retconned" into other blocks through a major simultaneous name and texture change. Some blocks and states of blocks were distinguished via numerical metadata in previous versions of the game. Having metadata values outside of the accepted range could produce unintended results for some block IDs. These blocks only exist in April Fools' Day joke versions of the game. Videos History Unique blocks are defined as having unique namespaced IDs in current versions of Java Edition, excluding obvious technical variants such as potted plants and wall attachments of blocks, but including the rose. Unintentional metadata variants are also not included. Issues Issues relating to "Block" are maintained on the bug tracker. Issues should be reported and viewed there. Trivia Gallery See also References Navigation Navigation menu
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[SOURCE: https://minecraft.wiki/w/Commands#Parsing_and_execution] | [TOKENS: 1848]
Commands Commands (also known as console commands or slash commands) are a mechanic that execute specific actions when entered as text or triggered by blocks or certain entities. Contents Usage In the client, commands are entered via the chat window, which is displayed by pressing the T / ↵ Enter / ‌[BE only] / ‌[BE only] or / key. Using the / key also enters the forward-slash that commands require as a prefix, so it is a useful shortcut. The ↑ Up / and ↓ Down / keys can be used to view previously entered text, including all previously executed commands. When the cursor is at a location corresponding to some types of argument (such as an entity ID), a list of applicable values appears above the text box. If the argument already contains characters, the list displays only those values containing the typed text. Pressing ↹ Tab while entering commands cycles through possible commands or arguments, and can be used to auto-enter them. Commands may also be entered in a multiplayer server's console but are not preceded by a / when entered this way. A server owner running commands in this way is often referred to as "ghosting". Commands in command blocks can be preceded by a slash, but it is not required. Commands can be executed in the following ways: In Bedrock Edition, commands can be executed through specified hotkeys on keyboard & mouse controls, known as command macros. The keybinds with commands can be customized below all other keybinds in the settings. For up to 10 macros, a command can be entered in a text input, which can be quickly executed in-game by pressing Alt + Key. Command macros can be preceded by a slash, but it is not required. This feature is not to be confused with Java Edition's function macros, where functions may reference additional parameters and use them in macro lines (see Function (Java Edition) § Macros). Commands guide In Java Edition: In Bedrock Edition: In both Java Edition and Bedrock Edition, square bracket decorator ([entry]) mean that an entry is optional. Entries decorated with square brackets can only be at the end of a command. Multiple entries decorated with square brackets are allowed at the end of a command, for example, a [b] [c] at the end of a command indicates that only a, a b, and a b c are valid. Most commands require the executor to have a high enough permission level. That means most commands are only available in the singleplayer world if cheats are enabled, and are only available in multiplayer servers if the player is an operator. See permission level for details. Some commands have restrictions on who can use the command or in what context. Cheats can be enabled when creating a new world by Allow Commands‌[Java Edition only] / Cheats‌[Bedrock Edition only] options. In Java Edition, the "Allow Commands" option when creating a new world only affects the player in a singleplayer world or the owner of a LAN world. The "Allow Commands" option when opening a LAN world affects all players in the LAN world. In Java Edition, in singleplayer worlds where cheats were not enabled at creation, they can be enabled on a temporary basis by opening the current game session to LAN play ( Esc → "Open to LAN", then "Allow Cheats" button and "Start LAN World"). The player does not actually need to be on a LAN or have others join. This is not permanent but allows the use of commands until the player quits the world, and changes the player makes via commands (items spawned, etc.) are saved with the world. The player can do this each time the player starts playing the world again. Note that this disables game pausing for the duration, so while open to LAN, the player should get somewhere safe or reload their world before using the Game Menu. The player can disable the LAN world by reloading the world. To permanently enable cheats, the level.dat file has to be edited. In Bedrock Edition, cheats can be toggled at any time in the "Cheats" tab of the settings menu. Enabling cheats in a world permanently prevents players from unlocking achievements in that world, even if cheats are later turned off. In Bedrock Dedicated Server, /changesetting command can be used to toggle cheats. There are different argument types for arguments in commands. Coordinates, target selector, SNBT, text component, and so on are commonly used formats in arguments. The command performing on the server side is divided into two stages: command parsing and command execution. During the command parsing stage, the game identifies the string as a command and checks whether the command is complete and whether arguments are specified correctly. During the command execution stage, the command fulfills its purpose. When typing a command in the chat, or command block, the command is also be parsed in the client side first to provide autocompletion and help the player detect typing mistakes. In Bedrock Edition, when entering into a command block, the command is parsed on the server side once the command block screen is closed. If the command is unparseable in the server side, a syntax error message is outputted into its output box. When attempting to execute an unparseable command, an error message is displayed. Commands in functions are all parsed when loading the function. If any command in a function file is unparseable, the function cannot be loaded by the game. In Java Edition, macro lines are parsed when attempting to run the function, see also Function (Java Edition) § Macros and Function (Java Edition) § Loading and parsing. In Bedrock Edition, if a command in a script is unparseable, an error is thrown when trying to execute the command. After trying to execute a command, it may yield output values, including success count and stored values‌[Java Edition only]. Success count is the value a command passes to the command block executing it. A command block can power a redstone comparator facing away from it (may be separated by a block) with signal strength being the success count. The signal strength reflects the success count of the last command executed. Even after the command block is deactivated, the success count is retained until the command is executed again. In Bedrock Edition, the success count is also returned to the script executing the command. In Java Edition, commands that cannot be executed in command blocks have no success count. In Bedrock Edition, commands that cannot be executed in command blocks or scripts still have a success count, but it cannot be obtained. In Java Edition, success count is always 0 or 1, except the /execute command. In Bedrock Edition, success count is an integer between 0 to 2,147,483,647 (both inclusive) related to the command (e.g., the number of players affected by the command, the number of blocks that were altered, etc.) Stored values‌[JE only] include success value and result value, which are the values passed by other commands to the /execute command, when a command is executed by a /execute command. These two values can be stored to a specified location by the store subcommand in the /execute command. The success value is always 0 or 1. The result value is an integer (rounded down if not). All commands may yield these two stored values after execution, with only two exceptions: /execute command itself does not yield these two stored values; /function command may not yield these two stored values in certain situation. After trying to execute a command, it has a certain result. Possible results include "Unparseable", "Failed", "Successful", "Void"‌[JE only], "Terminated"‌[JE only], and "Error"‌[JE only]. List of commands The tables below will summarize all commands. Debugging commands are not accessible by default, but can be enabled using debug properties. These commands are unavailable in general cases. Most of them can be accessed with a Websocket Server, NPC, the Scripting API or cheats‌[edu only]. Note: You can easily check if a command is still in the game by typing /help <nameOfCommand> into a server console, or the ingame chat. If you do so, and it says Syntax error, then the command does not exist. If it either gives help on the command or says unknown command, then it is still in the game - for example, the command /help gettopsolidblock will return Unknown command: gettopsolidblock. Please check that the command exists and that you have permission to use it., while the command /help something will return Syntax error: Unexpected "something" at "/help >>something<<". /achievement Developer commands are only enabled in internal development builds of Bedrock Edition, and are not normally accessible in release versions. Superseded by /agent These commands only exist in April Fools' Day joke versions of the game. History Issues Issues relating to "Commands" are maintained on the bug tracker. Issues should be reported and viewed there. See also References External links Navigation All commands Navigation menu
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