Spawn (2024)

"Respawn" redirects here. For the block to set a spawn point in the Nether, see Respawn Anchor.

This article is about the natural spawning of mobs. For the spawn that frogs lay when breeding, see Frogspawn. For other uses, see Spawn (disambiguation).

Spawning refers to the creation and placement of players and mobs in the Minecraft world.

Contents

  • 1 Player spawning
    • 1.1 World spawn
      • 1.1.1 Bedrock world spawn search
      • 1.1.2 Adventure mode
      • 1.1.3 Location
    • 1.2 Individual spawn
  • 2 Natural generation
    • 2.1 Animals
    • 2.2 Monsters
    • 2.3 Other mobs
  • 3 Spawn cycle
    • 3.1 Java Edition
      • 3.1.1 Java Edition mob cap
      • 3.1.2 Pack spawning
      • 3.1.3 Spawn conditions
    • 3.2 Bedrock Edition
      • 3.2.1 Bedrock Edition mob cap
      • 3.2.2 Bedrock spawn conditions
      • 3.2.3 Cluster spawning
      • 3.2.4 Structure spawning
  • 4 Other types of spawning
    • 4.1 General
    • 4.2 Animals
    • 4.3 Monsters
    • 4.4 Other mobs
  • 5 Despawning
    • 5.1 Java Edition
    • 5.2 Bedrock Edition
  • 6 History
  • 7 Issues
  • 8 Trivia
  • 9 Gallery
  • 10 References
  • 11 External links

Player spawning[]

World spawn[]

Spawn (1)

New players initially spawn within a small area surrounding the world spawn point when the server is not in Adventure mode. Upon death or return from the End dimension, the player respawns within this area unless the player's individual spawn point changed (by using a bed or respawn anchor, or the /spawnpoint command).

This area is 21×21 blocks by default in Java Edition or 5×5 in Bedrock Edition, but can be changed by the spawnRadius gamerule in both single and multiplayer.

Spawn (2)

When set to 0, the player spawns in the crosshair of four blocks. When set to 1, the player always spawns on the northwest of those four blocks. The maximum spawn radius is 99999999 but when rejoining the world, it resets to 128. However, on the discontinued "Old" world type, the maximum spawn radius is 256 instead.

Spawn (3)

When the player first loads into the world or respawns, the game searches within the world spawn area and tries to place the player on a random grass block. Upon spawning, the player is placed on the highest valid spawn point block of the X and Z spawn coordinates, even if this would set the player above the maximum build height. However, if there are no valid spawn points but a grass block that was determined to be an invalid spawn point due to being blocked by a block above it (though the grass block would decay soon after), the game checks the closest two free spaces from below and the player spawns there. If there are absolutely no grass blocks, the player spawns directly at the world spawn point, which can even result in players spawning above the Void if there are no blocks at that location.

The world spawn point also determines the center of the permanently loaded spawn chunks.

The world spawn point itself can be changed using the /setworldspawn command.

Bedrock world spawn search[]

Spawn (4)

This section needs to be updated.

Please update this section to reflect recent updates or newly available information.
Reason: Spawn search rules have changed in 1.18; more biomes are available to spawn in.

In Bedrock Edition, when a player creates a new world, the world spawn point is restricted to specific biomes. The algorithm starts searching from coordinate 0,0, continuing outward until an acceptable biome is found for the world spawn point. Using add-ons, a rare biome can be designated to cause the player to spawn at a distant location, but the game crashes if the biome does not exist or cannot generate.

The algorithm searches for these biomes:

The player spawns within a 5-block radius of the point selected in the chosen biome, sometimes resulting in the player spawning outside the intended spawn biome, ending up in a beach, river, or swamp biome. It is also possible (but rare) for a player to spawn initially underwater and start drowning.[1]

A search for a valid world spawn biome is not performed for Flat and Old world-types.

Adventure mode[]

When the server's settings specify the default game mode as Adventure (using the server.properties), then the normal spawning mechanic is ignored, and players are spawned directly on the world spawn point. This includes the X, Y, and Z coordinates, even if there is no block there, and even if there are blocks above it.

If the Y coordinate is not within a valid spawning area, then the server looks up until it finds one, up to a maximum of Y=256. If there is space to spawn, but it is in mid-air, the player spawns in mid-air, even falling into the Void if there is a hole.

Location[]

There are several ways to determine the world spawn point:

  • A compass (that hasn't been assigned to a lodestone) always points to the world spawn point.
  • Doing the commands /gamerule spawnRadius 0 then /kill.
  • If commands are disabled, remove all the grass blocks in the 21×21 spawn area (or place a block above them to make them invalid), make sure the individual spawn point is disabled, and die.
  • Entities, other than players, falling into the exit portal in the End land exactly at the world spawn point. Items thrown in mark the spot in the Overworld. Players spawn like they normally do, allowing this action to be used to perform the above without dying, and thus can be performed in hardcore mode.
  • Mods or external programs, such as NBTExplorer or MCEdit, can also be used to find and set the world spawn point.

Individual spawn[]

The individual spawn point of the player can be changed by sleeping in a bed, using a respawn anchor, or using the /setworldspawn or /spawnpoint command. If the individual spawning area of the player is obstructed upon death, the player respawns at the world spawn.

Sleeping in a bed allows for leniency in obstruction, in that the player respawns on other blocks near the bed if the original point becomes blocked. The same is true for the respawn anchor. If the spawn point set via /setworldspawn or /spawnpoint becomes obstructed, the player is not given this leniency in respawning.

Natural generation[]

Animals[]

Spawn (5)

In Java Edition many animals generate upon initial chunk creation. These spawns occur only once per chunk. They are not affected by the /gamerule doMobSpawning command.

One in ten newly-generated chunks attempts to generate animal mobs, usually in packs of up to 4 of the same species. The spawn attempt always starts on top of the highest available block in a randomly chosen column within the chunk. The chosen position must not be a solid block for the animals to generate. Once the starting position is chosen for a chunk, a second position is chosen in a 9×9 block area around the starting position. Blocks toward the center of the 9x9 area are more likely to be chosen than blocks toward the edge. The block does not need to be a grass block nor does it need to be illuminated as it does with mob spawning. If an animal can spawn at the second position, it does so. The second position becomes the first position, and a new second position is chosen like before in a 9x9 area. This process can repeat until each chunk has attempted to spawn 1–4 mobs.

In Bedrock Edition animals do not spawn during chunk generation, but they continually attempt to spawn everywhere as part of the environmental spawning algorithm, according to their spawn weights, biome tags, and block requirements (see Bedrock Edition under Spawn Cycle, below).

There are 2 types of animals: common animals and biome-specific animals.

Common animals

Common animal mobs do not spawn in desert, badlands, beach, snowy plains, river, ocean, or mushroom fields biomes.

MobsWeightGroup size
Sheep64
Chicken54
Pig54
Cow44
Biome-specific animals

Some animal mobs spawn only in specific biomes.[more information needed]

MobsBiomeWeight
AxolotlLush Caves4
CodOcean
Lukewarm Ocean
Cold Ocean
Frozen Ocean
75
DolphinOcean
Warm Ocean
Lukewarm Ocean
Cold Ocean
7
DonkeyPlains1
FrogSwamp
Mangrove Swamp
2 to 5 in swamps and mangrove swamps
FoxTaiga
Snowy Taiga

Old Growth Pine Taiga

8
Glow SquidOcean[more information needed]2-4
GoatFrozen Peaks
Jagged Peaks
Snowy Slopes
3
Hoglin[BE only]Crimson Forest20
HorseSavanna
Plains
4 in plains
1 in savanna
LlamaSavanna
Windswept Hills
8 in savanna
5 in windswept hills
MooshroomMushroom Fields8
Ocelot
Parrot
Jungle
Bamboo Jungle
30 for ocelots
40 for parrots
PandaJungle
Bamboo Jungle
10 in regular jungle
40 in bamboo jungle
Polar BearSnowy Plains

Frozen Ocean
Frozen River

1 (5 in Frozen Oceans)
Pufferfish
Tropical Fish
Warm Ocean
Lukewarm Ocean
Deep Lukewarm Ocean
25 for pufferfish
75 for tropical fish
RabbitDesert
Taiga

Old Growth Pine Taiga
Snowy Taiga
Snowy Plains
Frozen Ocean
Frozen River
Snowy Beach
Legacy Frozen Ocean
Flower Forest

4 (20 in flower forests)
SalmonRiver
Cold Ocean
Frozen Ocean
Lukewarm Ocean
26 in oceans
16 in rivers
SquidOcean
River
8
StriderNether Wastes
Crimson Forest
Soul Sand Valley
Basalt Deltas
Warped Forest
20
TurtleBeach8
WolfTaiga (all variants)
Forest (all variants)
Windswept Hills (all variants)
8 in taigas
5 in forests and windswept hills

Randomness for animal spawning is derived from the world seed, which means that worlds with the same seed always generate chunks with the same animals in the same places.

Monsters[]

Monsters cannot spawn when the difficulty is set to Peaceful (except piglin‌[BE only] and hoglin). At any higher setting they spawn when block light level is 0. The player cannot sleep when a monster (other than hoglin; and in Java Edition, also include slime, magma cube and non-hostile zombified piglin) is nearby, even if the monster has no path to the player.

Common monsters

Common monster mobs can spawn in almost any biome in the Overworld (except for mushroom fields or deep dark). They can spawn on the surface and underground. The weight determines the spawn rate in the Bedrock Codebase.

MobsWeightGroup size
Zombie1002-4
Creeper100Individually
Skeleton801-2
Spider100Individually
Enderman101-2
Witch5Individually
Spider Jockey1Individually
Chicken Jockey0.25Individually
Biome-specific monsters

Some monsters spawn only in specific biomes.

MobsBiome
DrownedOcean (all variants)

River (all variants)
Dripstone Caves

GhastNether Wastes

Soul Sand Valley
Basalt Deltas

Hoglin[JE only]Crimson Forest
HuskDesert (all variants)
Magma CubeNether Wastes

Basalt Deltas

SlimeSwamp
StraySnowy Plains

Ice Spikes
Frozen River
Frozen Ocean (all variants)

Piglin
Zombified Piglin
Zombified Chicken Jockey
Nether Wastes

Crimson Forest

Other mobs[]

In Java Edition these mobs still spawn if the /gamerule doMobSpawning command is set to false, because they spawn as part of structure generation. In Bedrock Edition nothing spawns if the /gamerule doMobSpawning command is set to false.

Animal mobs
MobStructure generation
Black CatA single cat spawns within or around a Swamp Hut upon generation.
Cat
Cow
Horse
Pig
Sheep
Generate as part of the Village generation.
Specific animals spawn as part of specific village structures: Animal pens (cow, sheep, pig, or horse), stables (horse, cow, or pig), butcher's houses (pig, cow, or sheep), and shepherd's houses (sheep).
Monster mobs
MobStructure generation
DrownedGenerate as part of some underwater ruins.‌[JE only]
Elder Guardian
Guardian
Generate as part of a single Ocean Monument.
Ender DragonCreated in The End when the dimension is created. The ender dragon can also be respawned by placing end crystals on the exit portal.
Evoker
Vindicator
Generate as part of woodland mansion.
PillagerSpawn from pillager outposts.
ShulkerGenerate as part of end cities.
WitchA single witch spawns within a Swamp Hut upon generation.
Zombie VillagerGenerate as a part of an igloo if it generates with a basem*nt.
Can spawn as part of zombie village generation, where they never despawn naturally.
Other mobs
MobStructure generation
Iron GolemSpawn from pillager outposts.
Iron Golem
Villager
Generate as part of the village generation.
Each villager spawns in a house with a bed, and an iron golem spawns as part of meeting points.
VillagerGenerate as a part of an igloo if it generates with a basem*nt.
Can spawn as part of zombie village generation, where they never despawn naturally.

Spawn cycle[]

Java Edition[]

Mobs are broadly divided into seven categories: hostile, passive, water creature (squids and dolphins), underground water creature (glow squids), axolotls, water ambient (all 4 types of fish), and ambient (bat). Most mobs have a spawning cycle once every game tick (120 of a second), but passive mobs have only one spawning cycle every 400 game ticks (20 seconds). Because of this, where conditions permit, hostile mobs spawn frequently, but passive mobs (animals) spawn rarely. Most animals spawn within chunks when they are generated.

Mobs spawn naturally within chunks that have a player horizontally within 128 blocks of the chunk center. When there are multiple players, mobs can spawn within the given distance of any of them. However, hostile mobs (and some others) that move farther than 128 blocks from the nearest player despawn instantly, so the mob spawning area for such mobs is more-or-less limited to spheres with a radius of 128 blocks, centered at each player.

Java Edition mob cap[]

There are two caps, a global cap and a per-player cap. Note the spawn density mechanism may also be considered a "cap" of sorts, but takes effect later in the spawning process.

The mob caps are checked once for each spawn-eligible chunk. Spawn for the chunk may take the total number of mobs over the cap.

The caps for each mob category are as follows:

  • Monster = 70
  • Creature = 10
  • Ambient (bats) = 15
  • Axolotls = 5
  • Underground water creature (glow squids) = 5
  • Water creature (squids, dolphins) = 5
  • Water ambient (fish) = 20
  • Misc = -1

The "misc" category is used only by entities that are not mobs, do not spawn naturally, and/or following different spawning rules than other mobs. As such the mob cap has no bearing on mobs of this category.

Global mob cap

All non-persistent loaded mobs are counted against the global cap, including those in chunks not in range of a player or eligible for spawns.

The cap is scaled by the total number of chunks within a 17×17 chunk square around any player. The cap is then scaled as globalCap = mobCap × chunks ÷ 289.

Because chunks that are in the range of multiple players are counted once, more chunks and higher mob caps result from the players spreading out.

Per-player mob cap

Each non-persistent mob in a chunk that has its center within 128 blocks horizontally of a player is counted toward that player's per-player mob cap.

For each chunk, spawns are only allowed if at least one player has that chunk in range and has not reached their per-player mob cap.

Pack spawning[]

Spawn (6)
Spawn (7)

For each spawning cycle, attempts are made to spawn packs of mobs per each eligible chunk. An eligible chunk is determined by the same check for which chunks are random ticked. A random location in the chunk is chosen to be the center point of the pack. If the block in which a pack spawn occurs is an opaque full cube, further pack spawn attempts are canceled. There are a maximum of 3 pack spawn attempts per mob category.

Before the attempt to spawn each mob in the pack, the position is offset by ±5 (triangular distribution) on the X and Z axes. Thus, while the pack can be spread out up to 40 blocks from the initial position for a pack size of 4, it's much more likely they'll be closer to the center. Approximately 85% of spawns are within 5 blocks of the pack center, and 99% within 10 blocks of the center. Mobs spawn with the lowest part of their body inside this area.

All mobs within a pack are the same species. The species for the entire pack is chosen randomly, but based on a weight system from those eligible to spawn at the location of the first spawn attempt in the pack. For later mob spawn attempts in the pack, if the selected species cannot spawn at the location (e.g. due to being in a different biome or structure) then that attempt fails.

The game checks on each spawn if the number of mobs that have been spawned for the pack is equal to the max spawn attempts, as well as the location's spawn potential.

Pack spawn size

Pack spawn attempts max out at:

  • 8 Wolves, cod, and tropical fish
  • 6 Horses and Donkeys
  • 1 Ghast
  • 4 for any other mob

When the max pack size is less than the number of possible spawn attempts, some spawns attempts fail, but are seen more commonly in practice. Based on the number of mobs that have been successfully spawned. If the max pack size is greater than the number of spawn attempts, one gets only the number of spawns from the spawn attempts. Some mobs have a minimum and max pack size, meaning there is an even chance for any number of spawn attempts between them occurring.

Pack spawn location

For all dimensions, structure-based spawns take priority over biome for hostile spawns. This means that in a swamp hut, pillager outpost, nether fortress (outer bounding box only when there is nether bricks below it‌[JE only]), and ocean monument, one sees only the corresponding hostile mobs for that structure within that structure.

In the Overworld, this depends on the location:

In the Nether:

Spawn conditions[]

Whether a spawn condition fails differs from the above determination if the game tries to spawn them in that biome. For example, dolphins can have pack spawns that occur inside of frozen ocean and deep frozen ocean biomes, but no other biomes. These rules apply to variants of the same mob, such as baby zombies and spider jockeys.

Each individual spawn attempt succeeds only if all of the following conditions are met:

  • There must be no players or the world spawn point within a 24 radius block distance (spherical) of the spawning block
  • The number of loaded mobs of that type must be less than the mob cap for that type. (I.e. the corresponding mobcap must not be full)
  • The mob's collision box upon spawning must not collide with another collision box. A mob cannot spawn inside of anything that would collide with it upon spawning.
  • The mob's collision box must not intersect with a solid block.
  • For all mob types excluding passives and fish, spawns fail unless within a 128 radius block sphere around the player. For fish, spawns fail unless within a 64 block radius of the player. [2]
  • /gamerule doMobSpawning is true
  • For non-aquatic mobs, the spawning block and the block above that cannot be rails, powered rails, detector rails, activator rails, redstone power components, wither roses (except for wither skeletons) or sweet berry bushes (except for foxes).
Hostile mobs
  • The difficulty must not be Peaceful, excluding piglins and hoglins
  • This also affects ocelots[3]
  • For all hostiles other than guardians, drowned, and phantoms:
    • the block directly below it must have a solid, opaque, top surface (this includes upside down slabs, upside down stairs, and others) or be soul sand or a slime block.
    • the block directly below it must not be bedrock, barrier, or‌ any type of trapdoor‌ or glass.
    • The mob's collision box must not collide with any liquid.
    • The block above the spawning block must be transparent
    • The mob must be immune to the damaging effects of the spawning block and the block directly below it. For instance, if the block directly below the spawning block is a magma block, the mob must be immune to fire damage. If the spawning block contains a wither rose, the mob must be immune to wither damage. (Currently, this is only true for Wither Skeletons).

The basic rules for spawning are as follows:

  • In the Overworld, block light level must be 0 and sky light must be 7 or below (which it always is inside a cave).
  • In the Nether, block light level must be 11 or less. Sky light is always 0 in the Nether.
  • In the End, block light level must be 0. Sky light is always 0 in the End.

When doing the light check in the Overworld and End, the spawn chances are randomized and a spawn only occurs if the light level is less than or equal to a random number between 0 and 7. In the Nether, as long as the light level is below 11, the spawn is allowed.

Some mobs have some additional rules in addition to the ones above.

MobRules
Blaze
  • Spawns only in Nether fortresses
Drowned
  • Spawning block and block below must be water
  • In rivers, has 115 chance to spawn
  • In oceans, has 140 chance to spawn and must be 5 block below sea level
Ghast
  • 95% chance of spawn failure.
Guardian
  • The spawning block and the block below must be water, including waterlogged blocks and bubble columns.
  • 95% chance of failure if the spawning block has sky exposure (details).
Hoglin
  • Cannot spawn on nether wart block
Husk
  • The location of the spawn must have sky access
Magma cube
  • Cannot spawn on liquid
Ocelot
  • Spawn has a 13 chance of failure
  • Can spawn on leaves
Piglin
  • Cannot spawn on nether wart block
Skeleton (Nether fortress)
Slime (swamp biome)
  • the spawning block must be in a swamp biome
  • the spawning block be on level 51 through 69 inclusive
  • chance of failure based on the phase of the moon
  • 50% chance of failure
Slime (slime chunks)
  • the spawning block is below level 40.
  • 90% chance of failure.
Stray
  • The location of the spawn must have sky access
Wither skeleton
  • Spawns only in Nether fortresses
Zombified piglin
  • Cannot spawn on nether wart block
Passive mobs
  • The mob's collision box must not collide with any liquid.
    • if it is not a strider, the light level of the spawning block must be 9 or brighter.
    • If it is a strider, then.....
      • Spawn attempts with lava above check upward as long as there is still lava for if they can successfully spawn in a lava block with air on top.
      • The spawning block must be at level 31 or lower.
Aquatic mobs
  • The spawning block must be water
    • For cod, salmon, pufferfish, tropical fish, squid or dolphin:
      • the block directly below the spawning block must be water
      • the block directly above the spawning block must be water and cannot be waterlogged
      • the spawning block must be between level 50 and 63, inclusive. This does not apply to tropical fish spawning in lush caves
    • If it is a glow squid, then...
      • the light level must be 0
      • the spawning block must be level 30 or lower
    • If it is an axolotl, then...
      • the block directly above the spawning block must not be a solid block
      • the block directly below the spawning block must be clay
Ambient mobs
  • The mob's collision box must not collide with any liquid.
    • If it is a bat, then...
      • the spawning block must be at level 62 or below.
      • the block directly below it must have a solid, opaque, top surface.
      • the block directly below it must not be bedrock, barrier, or‌ any type of trapdoor‌ or glass.
      • If the real-time day is between October 20 and November 3, then the light level must be 7 or darker. Otherwise, the light level must be 4 or darker.

If all of these conditions are met then the mob is spawned.

Spawn costs
Spawn (8)

The warped forest and soul sand valley biomes introduced a new mechanic to limit the amount of mobs that naturally spawn in them. The spawn cost (also called spawn potential or spawn density) takes on a value for each block in the biome. Certain mobs increase that value by some number ("charge") divided by their distance to the block. If a new spawn attempt would bring the "potential" of the spawning block above a certain threshold, the spawn attempt is canceled. This results in mobs not spawning too close to one another in these biomes, and new spawns in the area are completely blocked long before the full mobcap of 70 hostile mobs is ever reached.

More specifically, a mob may be spawned at a location if sum( existing mob's charge ÷ distance to mob ) × new mob's charge < new mob's maximum potential. While the code allows for different mobs to have different charges and maximum potential, all checked mobs have the same charge and maximum potential within both the warped forest and the soul sand valley.

Which mobs contribute to the charge, how much they add, and what the maximum potential is are all biome-specific. Mobs carry charge according to their current biome, and affect spawning in an adjacent biome even if they would not contribute a charge if in that biome. For example, striders in a soul sand valley will affect enderman spawns in an adjacent warped forest, even though striders in the warped forest itself do not.

Due to the limited total number of mobs in soul sand valleys and warped forests, a larger-than-usual amount of mobs spawn in any space outside of these biomes, including in Nether fortresses.

Notes
  • Buildings surrounded by air spawn more mobs inside than underground rooms because packs that spawn outside of the building can spawn mobs inside it. The mob caps tend to be reached in seconds.
  • If the player's view distance or the server view distance in multiplayer is at 9 or below, mob spawning is severely reduced (or they despawn too quickly), and may result in the player encountering no mobs at all. Set the view distance to 10 or higher to ensure mobs spawn correctly.

Bedrock Edition[]

Environmental spawning in Bedrock Edition shares broad similarities to natural spawning in Java Edition: mobs spawn in a radius around the player subject to block conditions, lighting conditions, biome conditions, naturally generated structure conditions, and caps. Many mobs spawn in groups (called "packs" in Java and "herds" in Bedrock). One notable difference from Java Edition is that most animals can spawn at light level 7 or higher rather than 9 or higher.

There are two types of environmental spawns: cluster spawns and structure spawns. Structure spawns reproduce specific types of mobs at specific locations within certain naturally generated structures, such as nether fortresses, swamp huts, etc. Cluster spawns account for all other types of environmental spawns, including mobs that spawn individually (i.e. not in a herd of 2 or more). Both types of environmental spawns follow the same rules for spawn conditions and mob caps, except that structure spawns can exceed the monster population cap by 1 (see below).

Mob spawning in bedrock edition happens within a spherical shell 24-44 blocks away from the player on simulation distance 4. It happens a quasi-spherical shell 24-128 blocks away from the player, restricted by a simulation distance and/or to roughly 96 blocks horizontally, on simulation distances 6 and higher. This means that mobs can spawn directly above or below the player (for example, phantoms in the sky or zombies underground). Mobs can spawn only in chunks that are being ticked. There is a 112000 chance of the mob spawning algorithm attempting to run per chunk, per tick.

Bedrock Edition mob cap[]

There are three mob caps that affect environmental spawning: a global mob cap, population control caps for general mob types, and density caps for specific mob types. The global mob cap is set at 200 regardless of difficulty. The global mob cap affects only environmental mob spawning, and does not affect mobs spawned through breeding, spawn eggs, the /summon command, monster spawners, or any other type of mob spawning. Chickens created by thrown or dispensed eggs are counted in the global mob cap. Only mobs that have spawn rules count toward the global cap (i.e. armor stands and minecarts do not take up cap space). In addition, mobs that are within ticking areas (both those around players and those set manually using the /tickingarea command) count toward the global mob cap; mobs not ticked do not count toward the global mob cap.

The population control caps limit how many mobs of each type and category can spawn within a 9 chunk by 9 chunk square region surrounding the chunk in which the spawn attempt is made. Mobs in chunks outside a ticking area still count toward population control counts as long as they were previously loaded (i.e. within simulation distance at some time) after relogging. The population control caps are split up into two distinct categories: a cap for surface mobs, and a cap for cave mobs. Cave mobs do not count toward the surface mob cap, and surface mobs do not count toward the cave mob cap. Whether a mob counts as a surface mob or a cave mob is determined by where or how it spawned, not where it happens to be at the moment. For cluster spawns, those that spawn on the highest spawnable block at a given coordinate count toward the surface cap, and any that spawn below the highest solid or non-solid but spawnable (e.g. ice or upper slab with air above) block count toward the cave cap. Structure-spawned mobs and converted mobs (i.e. drowned converted from zombies, witches from villagers, zombified piglins from pigs, and medium and small slimes from killed larger slimes) always count toward the cave cap, and monster-spawner-spawned mobs always count toward the surface cap.

There are five categories of mobs: ambient, animal, monster, pillager, and water_animal. The population control cap for each category and location of mob in each dimension is as follows (* denotes values that are coded in the game but not actually used by any mobs):

Population control caps
CategoryLocationOverworldNetherThe End
AmbientSurface000
Cave202*
AnimalSurface404*
Cave040
MonsterSurface8010
Cave8168*
PillagerSurface808*
Cave808*
Water_AnimalSurface36036*
Cave000

Some specific mobs types also have their own density caps. The density caps limit the number of those mobs to some amount below the applicable population control cap. Density caps are checked in the same manner as the population control caps. Caps are below (n/a indicates that the mob does not spawn in that environment at all).

Mob Density Caps
MobSurface capCave cap
Cod20n/a
Creeper5unlimited (population control cap still applies)
Dolphin5n/a
Drowned5 in ocean
2 in river
n/a
Ghastn/a2
Phantom5n/a
Pufferfish3n/a
Salmon10 in ocean

4 in river

n/a
Squid4 in ocean

2 in river

n/a
Tropical Fish20 for preset pattern
20 for random pattern
n/a

Bedrock spawn conditions[]

The following rules apply to most mobs:

  • Mobs spawn at a distance from the player that depends on the world's simulation distance:
    • Simulation distance 4: between 24 and 44 blocks spherical radius from the player.
    • Simulation distance 6 and up: between 24 and 128 blocks spherical radius from the player, but limited horizontally by simulation distance and coding that restricts the spawning algorithm from running in chunks whose center exceeds 96 blocks from the player.[5]
  • The bottom part of the mob (i.e. the feet of a standing mob, or the whole body of a mob <= 1 block tall) can spawn only in an air block, or for water mobs in a water block. A few naturally-generated, non-motion-blocking blocks such as grass and flowers are ignored for this rule.
  • There must be a block with a full, solid top surface under the spawn location for the mob to spawn on. (I.e. mobs cannot spawn on carpets, lower slabs, fences, right-side-up stairs, redstone repeaters, chests, etc.)
  • Mobs cannot spawn on transparent full blocks like glass and leaves.
  • For mobs that can spawn floating in water or flying in air, the block that is checked for spawning is the water or air block immediately above the first solid top surface block below the spot where the mob would spawn. (So for example, phantoms cannot spawn over a field covered in carpet, and fish cannot spawn in an ocean where bottom slabs cover the ocean floor.)
  • Most overworld monsters cannot spawn if the sky light level is greater than or equal to 7 or the block light level is greater than 0.
  • Most overworld animals cannot spawn if the (combined) light level is less than 7.

Cluster spawning[]

Cluster spawning happens in two stages: first attempt to spawn surface mobs, then attempt to spawn cave mobs. Before spawning, the population control cap is calculated based on the 9 chunk x 9 chunk square area surrounding the current chunk. Spawning begins by picking a random X and Z location within the chunk currently being evaluated. The Y coordinate is determined by starting at the world height and searching downward for a solid-top-surface block with a non-spawn-blocking block above it. The first such block that is found is considered to be the surface, and the algorithm attempts to spawn a surface mob herd. However, if the algorithm finds a solid block before finding a spawnable solid-top-block (e.g. if it finds a tree trunk directly under leaves), it does not make any surface spawn attempt. The algorithm then continues to search downward for the next suitable block with a non-spawn-blocking block above it. When a block meeting the criteria is found, the algorithm attempts to spawn a cave mob herd at that block location. Cave spawn attempts continue until the Y coordinate reaches the world bottom, and do not stop even if a cave herd was spawned.

Surface and cave cluster spawn attempts then go through the following steps to figure out what mob to spawn and how many:

  1. Picks a random mob.
    • If the current spawn location is in a liquid, pick a random water mob.
    • If the light level is 7 or higher, there are no other blocks above the current location, and the current location is a grass block, pick a random animal mob.
    • Otherwise, spawn a monster mob.
  2. Picks a random number of mobs to spawn in the herd. Each mob can have its own min and max herd size, and the herd size can depend on difficulty and biome.
  3. Make sure the spawn location has suitable spawn conditions.
  4. Limit the number of mobs spawning based on the global mob cap. No mobs spawn if the mob count already meets or exceeds the mob cap.
  5. For each mob to spawn, check that spawning it would not exceed the population control cap or mob density cap.
    • If spawning the mob would not exceed the population control or mob density caps, then the probability of a mob spawning can be calculated using the formula: (mob density cap - current mob density count) / mob density cap
  6. Finally, attempt to spawn the mob in the world.
    • Spawning the mob can fail; for example, if spawning it would cause it to spawn inside of a block or part of a wall.

Structure spawning[]

Structure spawn attempts occur at specific relative X and Z coordinates in naturally generated structures, known as "hard-coded spawn spots". The structures that have hard-coded spawn spots include swamp huts, ocean monuments, pillager outposts, and nether fortresses. Whenever a successful cluster spawn attempt occurs within a chunk that contains a hard-coded spawn spot, the environmental spawning algorithm also attempts a structure spawn. (Note that a "successful attempt" here means that a spawnable block was found, even if the spawn was then blocked by light level check or mob cap check.) The structure spawn attempt follows the same rules and steps described above for cluster spawning, with the following changes:

  • Instead of starting at world height and searching down to bedrock at the specific X and Z location, the search begins and ends at a specific Y values determined by the type of structure. Structure spawn attempts occur only on the first spawnable block found (i.e. the highest spawnable block) within that range.
  • The mob picked depends on the structure: swamp huts spawn witches, ocean monuments spawn guardians, pillager outposts spawn pillagers (including patrol captains), and nether fortresses spawn skeletons, wither skeletons, blazes, and magma cubes.
  • The population control caps are effectively 1 higher for structure spawn attempts.

Other types of spawning[]

General[]

  • In Creative or via a dispenser, the player can use spawn eggs to spawn most mobs. When mobs are spawned this way, all normal spawning requirements, such as light level and block type, are ignored (though monsters other than vindicators‌[BE only], evokers‌[BE only], shulkers, and ender dragon still cannot be spawned in peaceful).
  • Any entity can be spawned using the /summon command.

Animals[]

MobSpawning
Axolotl
Cod
Salmon
Pufferfish
Tropical Fish
Spawn when using the corresponding bucket of aquatic mob.
BeeSpawn when a bee nest or beehive is broken without Silk Touch.
Brown MooshroomSpawns when a red mooshroom is struck by lightning, and vice-versa.
CatSpawns in the vicinity of a player near a village.
ChickenA thrown egg spawns baby chickens.
TurtleTurtle eggs hatch and spawn baby turtles.

Monsters[]

MobSpawning
Blaze
Cave Spider
Magma Cube
Silverfish
Skeleton
Spider
Zombie
A monster spawner causes mobs to spawn constantly in the area around it.
Charged CreeperIf a creeper gets struck by lightning, it becomes charged.
EndermiteCan spawn randomly when a player uses an ender pearl.
Evoker
Pillager
Ravager
Vindicator
Witch
Can spawn as part of raids or patrols.
SilverfishAn infested block spawns a silverfish if broken, or if a nearby silverfish is attacked.
SkeletonSkeletons spawn as 20% of naturally-spawning strays.
Skeleton HorseCan spawn during thunderstorms, cause Skeleton Horseman spawns.
SlimeKilling medium and large slimes and magma cubes spawn more of them, but in a smaller size.
PhantomCan spawn after player does not sleep or die for at least 3 days. (In Bedrock Edition phantoms are spawned by the environmental spawning algorithm like other monsters. They are subject to the monster cap, and they count toward the monster cap).
WardenWhen a player activates a naturally generated sculk shrieker four times or more.
WitchWhen a villager gets struck by lightning, it is replaced by a newly spawned witch.
WitherCan be made to spawn if a player builds the proper structure out of blocks.
ZombieZombies spawn as 20% of naturally-spawning husks.‌[JE only]
Zombie
Zombified Piglin
Illager
Can spawn reinforcement when hurt‌[JE only].
Zombie VillagerZombie villagers spawn as 5% of naturally-spawning zombies.
A villager killed by a zombie has a 50% chance of becoming a zombie villager in normal difficulty, and 100% chance in hard difficulty.
Zombified PiglinCan spawn from nether portals in the Overworld. Lighting and player proximity don't prevent this.
When a pig gets struck by lightning, it is replaced by a newly spawned zombified piglin.
Zoglin
Zombified Piglin
If a piglin or hoglin is transported to the Overworld or the End, after 15 seconds they transform into zombified piglins or zoglins, respectively.

Other mobs[]

MobSpawning
AgentAn agent spawns when using a code connection.‌[Bedrock Edition and Minecraft Education only]
Iron Golem
Snow Golem
Can be made to spawn if a player builds the proper structure out of blocks. They can also be created by an enderman.

Despawning[]

Java Edition[]

Spawn (9)

All monster, ambient, and aquatic mobs excluding shulkers, withers, elder guardians and ender dragons despawn unless they have been marked persistent. Other mobs that are not monster, ambient, or aquatic that do despawn include ocelots, stray cats, and wandering traders.

  • A mob that has had no player within 32 blocks of it for more than 30 seconds, or 10 seconds if in low light levels, has a 1800 chance of despawning on each game tick (120 of a second), which is a 2.47% chance per second. Therefore, the mob population declines so that half remains after 27.75 seconds, and the average lifetime of monsters not within 32 blocks of a player is 40 seconds (after the initial 30 seconds have elapsed).
  • Mobs other than fish despawn immediately if no player is within 128 blocks of it, while fish despawn if no player is within 64 blocks.[6]
    • This is a Euclidean sphere, not a cylinder from map top to bottom and not a taxicab sphere (an octahedron). Example: A mob at 0/y/0 remains at least 10 seconds (as above) if the player moves to 65/y/65 (real distance 91.9), but despawns immediately if the player moves to 91/y/91 (real distance 128.7).
    • The chunk the mob is in must still be loaded for the mob to despawn. Otherwise, the mob is saved until the chunk is loaded again. For example, if a player enters a nether portal while being chased by a spider, the spider is saved, and it resumes chasing the player coming back through the same portal. In the case of a player reloading chunks, the loading happens before the player is added, meaning they may despawn.
  • Ocelots and most monster mobs (including those that are holding items) despawn if the difficulty is set to Peaceful, regardless of where the player is located. Monster mobs that do not despawn include hoglins, piglins, and shulkers in all editions, as well as vindicators, zoglins, piglin brutes, and evokers in Bedrock Edition.
  • For despawning to occur, there must be at least one non-spectator player in the dimension.
  • Chickens that originally spawned as chicken jockeys follow zombie despawn rules, rather than chicken despawn rules.
  • Wandering traders and trader llamas despawn after 40-60 minutes (2-3 in game days). They also despawn sooner if all the trades are locked.
  • Endermites despawn after 2 minutes unless named with a name tag or have persistent tag.
  • Wardens despawn after 1 minute if they couldn't detect a vibrations or smell by any mob or player.

Mobs are persistent, meaning they do not despawn and do not count toward the mob cap, when they:

  • are a passenger to another mob.
  • are riding a boat or a minecart.[7]
  • spawned as part of a generated structure.
  • have had something added to their inventory, including having something dispensed upon them (such as a saddle) or something they have picked up, but never for anything they spawn with. This includes dolphins playing with items[verify].
  • have been named with a name tag. However, one created from a renamed spawn egg does despawn as normal.
  • have had the NBT tag {PersistenceRequired: 1b} set on them, whether by being summoned with it, or by being set manually with /data merge or /data modify[JE only]. This is also the only way to prevent wandering traders from despawning.

Following mobs also have another way to prevent despawning and do not count toward mob cap:

Bedrock Edition[]

In Bedrock Edition, like Java, despawning occurs based on distance and chance.

  • On simulation distances 6 and higher, almost all environmentally spawned mobs immediately despawn when they are either (1) in a chunk at the edge of the simulation distance (technically, a chunk not fully surrounded by 8 chunks that were simulated on the last game tick), or (2) more than 128 blocks from the nearest player.
  • On simulation distance 4, mobs immediately despawn when they are more than 44 blocks from the nearest player.
  • Fish despawn at a shorter distance, when they are more than 40 blocks from the nearest player on all simulation distances.
  • Mobs more than 32 blocks from the nearest player have a 1 in 800 chance to despawn on each game tick if they have not taken damage for 30 seconds.

Mobs with persistence do not despawn. Mobs gain persistence in the following ways:

The following entities always have persistence:

History[]

This section is missing information about Bedrock Edition.

Please expand the section to include this information. Further details may exist on the talk page.

Java Edition Classic
August 25, 2009Mobs shown to spawn in groups.
Java Edition Indev
0.31
{{Extension DPL}}<ul><li>[[End Crystal|End Crystal]]<br/>{{ItemEntity|image=End Crystal.gif|imagesize=150px|invimage=End Crystal|renewable=Yes|stackable=Yes (64)|rarity=Rare|drops=None|size=Height: 2 Blocks<br>Width: 2 Blocks}}An '''end crystal''' is an [[entity]] that can be [[Crafting|crafted]] or found on [[the End]]'s main island, where it heals the [[Ender Dragon|ender dragon]]. It can only be placed on [[obsidian]] or [[bedrock]] and [[Explosion|explodes]] instantly when attacked or damaged in most ways.== Spawning ===== Natural generation ===An end crystal is found atop each [[obsidian pillar]] on the central island of the End, each on top of a piece of [[bedrock]]. There are 10 end crystals in total, of which two are protected in "cages" of [[iron bars]]. All end crystals respawn one after another as the respawning process of the [[ender dragon]] starts.== Obtaining ===== Crafting ==={{Crafting |A1=Glass |B1=Glass |C1=Glass |A2=Glass |B2=Eye of Ender |C2=Glass |A3=Glass |B3=Ghast Tear |C3=Glass |Output= End Crystal |type= Decoration block}}== Usage ===== Healing the ender dragon ===Their primary purpose is to recharge the health of the ender dragon, who gains a charge from the nearest crystal within a cuboid extending 32 blocks from the dragon in all directions. The dragon is healed {{hp|1}} each half-second. If multiple ender dragons are spawned, an end crystal can affect multiple dragons at the same time. The healing beam is neither obstructed nor is its power diminished by entities or blocks.=== Respawning the ender dragon ===[[File:End Crystals on the Exit portal.png|right|thumb|How to arrange end crystals on the exit portal to respawn the ender dragon.]]As items, end crystals may be placed on bedrock and [[obsidian]], if the two blocks above the bedrock or obsidian block are air or replaceable blocks and no other entities intersect the area. When an end crystal is placed in [[the End]], a [[fire]] block is created at the end crystal location. If four are placed on the end [[exit portal]], one on each of the flat sides, the crystals respawn the original end crystals on the obsidian pillars, as well as resurrect the dragon itself, before exploding. The top of each pillar also explodes, destroying any player-placed blocks. This happens even if TNT explosions are turned off in settings.If the exit portal is ever broken for any reason, end crystals can still be placed on obsidian blocks with the same location as the exit portal.=== Explosions ===End crystals explode when attacked or damaged in most ways, even by attacks that normally do zero damage. They are not affected by exploding fireworks, and if damaged by an explosion, they disappear instead of exploding.{{Only|Java}}<ref>{{bug|MC-118429||End crystals don't explode when destroyed by nearby explosions}}</ref> The end crystal's [[explosion]] has an [[Explosion#Explosion strength|explosion strength]] of 6, the same as a [[charged creeper]]. The end crystal's fire often remains after the crystal explodes. Any ender dragon charging from the crystal when it is destroyed takes {{hp|10}} damage.{{IN|java}}, an end crystal's explosion can be [[blocking|blocked]] by a [[shield]].Although an ender dragon damages most blocks and entities in its path, it cannot destroy end crystals simply by going near them.Placing [[water]] on the end crystal will neutralize the blast effect, but not the [[damage]] or knockback.End crystals with obsidian or bedrock below them will not damage blocks below them when they explode.{{IN|bedrock}}, having the game rule {{cd|mobGriefing}} to {{cd|false}} will prevent the End Crystal from destroying any blocks. While {{in|java}} the same game rule will not prevent the End Crystal from destroying any blocks.=== Beams ===The end crystal naturally shoots a beam at the ender dragon and heals it when the dragon is within range. This beam can be manually created using the command {{cmd|data merge entity @e[type{{=}}end_crystal,limit{{=}}1] {BeamTarget:{X:0, Y:0, Z:0<nowiki>}}}}. The beam can be pointed in any direction, allowing it to mark locations or objects.=== Properties ===[[File:End Crystal (Slateless).gif|thumb|A base-less end crystal.]] End crystals are of two kinds: the ones with a base beneath them are created either by game mechanism or by the {{cmd|summon}} command; while the base-less ones are created by players by manually placing the crystal items on top of [[obsidian]] or [[bedrock]].The base appears to be made of bedrock, with a crystal hovering over it. While in the End, a crystal continually generates fire at its current position, one block above the base (directly on top of the block the base is embedded in), replacing any other block at that location. This fire is capable of spreading.The end crystal entity is not solid and can be walked through freely. End crystals can be pushed by [[piston]]s, but they explode if moved while on fire. Because fire is checked only when an entity moves, end crystals do not normally take damage from their own fire unless moved.== Sounds =={{edition|java}}:{{Sound table|sound=Explosion1.ogg|sound2=Explosion2.ogg|sound3=Explosion3.ogg|sound4=Explosion4.ogg|subtitle=Explosion|source=block|description=When an end crystal explodes|id=entity.generic.explode|translationkey=subtitles.entity.generic.explode|volume=4.0|pitch=0.56-0.84|distance=16|foot=1}}{{edition|bedrock}}:{{Sound table|type=bedrock|sound=Explosion1.ogg|sound2=Explosion2.ogg|sound3=Explosion3.ogg|sound4=Explosion4.ogg|source=block|description=When an end crystal explodes|id=random.explode|volume=4.0|pitch=1.0|foot=1}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|firstcolumnname=Item|showforms=y|generatetranslationkeys=y|displayname=End Crystal|spritetype=item|nameid=end_crystal|form=item|foot=1}}{{ID table|edition=java|firstcolumnname=Entity|generatetranslationkeys=y|displayname=End Crystal|spritetype=entity|nameid=end_crystal|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|firstcolumnname=Item|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=End Crystal|spritetype=item|nameid=end_crystal|id=637|form=item|foot=1}} {{ID table|edition=bedrock|firstcolumnname=Entity|shownumericids=y|generatetranslationkeys=y|displayname=End Crystal|spritetype=entity|nameid=ender_crystal|id=71|foot=1}}=== Entity data ===End crystals have entity data that define various properties of the entity.{{el|java}}:{{main|Entity format}}{{/ED}}{{el|bedrock}}:: See [[Bedrock Edition level format/Entity format]].== Achievements =={{load achievements|The End... Again...}}== Advancements =={{load advancements|The End... Again...}}== History ==[[File:End Crystal 19w38a.gif|thumb|Java Edition 19w38a]]{{History|java}}{{History||1.0.0|snap=Beta 1.9 Prerelease 6|[[File:End Crystal JE1 BE1.png|32px]] Added ender crystals.}}{{History||1.2.1|snap=12w04a|Previously, ender crystals could be spawned using [[spawn egg]]s with ID 200 (in a [[server]], these were created using {{cmd|give 383 1 200}}). The spawned crystal would be positioned where a natural crystal would be if there was a bedrock block at the location. It was still possible until 1.9 to obtain an end crystal spawn egg, but it would not spawn anything.}}{{History||1.7.2|snap=13w36a|Ender crystals can now be spawned with the {{cmd|summon}} command.}}{{History||1.8|snap=14w06a|Ender crystals now generate one [[block]] lower. The fire they generate destroys the [[bedrock]] block that is supposed to be underneath (see {{bug|MC-47526}}).}}{{History||1.9|snap=15w31a|Ender crystals generate at the correct Y-level again.}}{{History|||snap=15w33c|Respawning the ender dragon now also respawns the ender crystals on the obsidian pillars.|Ender crystals now have a compound BeamTarget tag that hold the X, Y, Z block location the beam points to.}}{{History|||snap=15w44a|"Ender crystals" have been renamed to "end crystals".|[[File:End Crystal (item) JE1 BE1.png|32px]] End crystals can now be obtained as an item.|End crystals now drop from [[skeleton trap]] horses and can be placed only on [[obsidian]] or bedrock. Placing several of them atop the end exit portal respawns the ender dragon.}}{{History|||snap=15w44b|End crystals are no longer dropped by [[skeleton horse]]s.|Added crafting recipe for end crystals, making end crystals [[renewable]].}}{{History|||snap=15w49a|End crystals now require [[air]]/replaceable [[block]]s and lack of [[entity|entities]] for placement.}}{{History|||snap=15w51a|End crystals can no longer be placed in [[Adventure mode]].}}{{History||1.11|snap=16w32a|The entity ID has been changed from <code>EnderCrystal</code> to <code>ender_crystal</code>.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 426.}}{{History|||snap=18w20b|Renamed to "End Crystal".}}{{History|||snap=pre5|Entity ID has been changed to <code>end_crystal</code>.}}{{History||1.14|snap=18w43a|[[File:End Crystal JE2.png|32px]][[File:End Crystal (item) JE2 BE2.png|32px]] The textures of end crystals and the end crystal [[item]] have been changed.}}{{History||1.19.3|snap=22w43a|End crystal explosions can now be [[blocking|blocked]] by [[shield]]s.<ref>{{bug|MC-188247|||Fixed}}</ref>}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|[[File:End Crystal JE1 BE1.png|32px]][[File:End Crystal (item) JE1 BE1.png|32px]] Added end crystals.}}{{History|bedrock}}{{History||1.6.0|snap=?|[[File:End Crystal BE2.png|32px]] [[File:End Crystal BE2.gif|32px]] The model of the end crystals has been changed. It has now two cubes instead of three.}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:End Crystal BE3.png|32px]][[File:End Crystal (item) JE2 BE2.png|32px]] The textures of end crystals and the end crystal item have been changed.}}{{History||1.17.10|snap=beta 1.17.10.20|[[File:End Crystal JE2.png|32px]] The model of the end crystals has been changed to have three cubes again, and to match ''Java Edition''.}}{{History||1.19.70|snap=beta 1.19.70.20|Increased end crystal collision box size to match ''Java Edition''.|End crystals with obsidian or bedrock below them now will not damage blocks below them when they explode.}}{{History|console}}{{History||xbox=TU9|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:End Crystal JE1 BE1.png|32px]] Added ender crystals.}}{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|Ender crystals now generate one block lower. The fire they generate destroys the [[bedrock]] block that is supposed to be underneath.}}{{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|"Ender crystals" have been renamed to "end crystals".|[[File:End Crystal (item) JE1 BE1.png|32px]] End crystals can now be obtained as an [[item]]. |End crystals now drop from [[skeleton trap]] horses and can be placed only on [[obsidian]] or bedrock. Placing several of them atop the [[end portal|end exit portal]] respawns the ender dragon.|Added a crafting recipe for end crystals.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:End Crystal JE2.png|32px]][[File:End Crystal (item) JE2 BE2.png|32px]] The textures of end crystals and the end crystal item have been changed.}}{{History|new 3ds}}{{History||1.7.10|[[File:End Crystal JE1 BE1.png|32px]][[File:End Crystal (item) JE1 BE1.png|32px]] Added end crystals.}}{{History|foot}}== Issues =={{issue list}}== Trivia ==* According to [[Jens Bergensten|Jeb]], the reason behind the current crafting recipe using glass as opposed to [[Chorus Fruit|chorus fruit]] or any materials introduced in [[Java Edition 1.9|1.9]] is as a means for players to craft end crystals in older worlds that the dragon has already been killed in.<ref>{{tweet|jeb_|667000226524372992|The problem is that you need to be able to craft the crystals on worlds in which the dragon has been destroyed already|November 18, 2015}}</ref>* A historical rendition of the [[beacon]] block featured an animated entity within it, which resembled a yellow miniaturized end crystal. The bedrock platform of the end crystal entity would also render below the beacon, though this would normally be hidden within the block below.* Using a [[piston]] to push an end crystal's fire into an end portal block deletes the end portal block. However, natural portal blocks regenerate if the end crystal is moved.== Gallery ==<gallery>End Crystal Usage.png|Using end crystals to respawn the ender dragon.Crystal Link.png|An ender dragon being hit with the "healing beam" of an end crystal.Ender Crystal.png|An end crystal.EnderCrystalOverworld.png|An end crystal in the Overworld spawned using {{cmd|summon}} {{code|end_crystal}}.Ender Dragon Revival.png|End crystals respawning the ender dragon.CagedEnderCrystal.png|A caged end crystal.Respawn ender dragon.png|A [[player]] trying to respawn the ender dragon.End Crystal (item).gif|An animation of the item of the end crystal.</gallery>== References =={{reflist}}{{Entities}}{{Items}}[[de:Enderkristall]][[el:Κρύσταλλος του Ender]][[es:Cristal del End]][[fr:Cristal de l'End]][[ja:エンドクリスタル]][[ko:엔드 수정]][[nl:Endkristal]][[pl:Kryształ Endu]][[pt:Cristal do End]][[ru:Кристалл Края]][[th:คริสตัลเอนด์]][[uk:Кристал Енду]][[zh:末影水晶]]</li><li>[[A Very Fine Item|A Very Fine Item]]<br/>{{Joke feature}}{{Item| image = A Very Fine Item.png| renewable = No| stackable = Yes (64)}}'''A very fine item''' was a joke item from [[Java Edition 20w14∞]], found only in the {{code|isolation}} dimension.== Appearance ==The texture of a very fine item resembles the side face of a grass block with the words "Home Sweet Home" written on it. Unlike most items, its texture is 64x64 pixels, rather than the usual 16x16.== Obtaining ===== Dimension ===A very fine item can only be obtained from an item frame in the {{Code|isolation}} dimension. There is a maximum of 1 fine item that can be found legitimately in any world.=== Cheats/Creative mode ===This item can't be found in the creative inventory, but it can be middle-click duplicated in creative mode or given with the {{Code|code=give <target> minecraft:fine_item <amount>}} command.== Usage ==This item cannot be placed or used in any way other than a trophy. It can still be inserted and/or rotated inside of an item frame.== Data values ===== ID ==={{ID table|showforms=y|generatetranslationkeys=java|displayname=A Very Fine Item|spritetype=item|nameid=fine_item|form=item|foot=1}}== History =={{History|java}}{{History||20w14∞|[[File:A Very Fine Item.png|32px]] Added a very fine item.}}{{History|foot}}== Gallery ==<gallery>File:isolation biome.png|The Easter Egg dimension that the item spawns in.</gallery>== References =={{reflist}}{{Items}}{{Jokes}}[[Category:Non-renewable resources]][[Category:Joke items]][[es:A Very Fine Item]][[pt:Um item muito bom]]</li></ul></nowiki>
20100204-2Mob spawning is now determined by light level. Hostile mobs spawn only in dark areas, and passive mobs spawn only in bright areas.
Java Edition Infdev
20100327
{{Extension DPL}}<ul><li>[[Tag (item)|Tag (item)]]<br/>{{About|the April Fools item|the standard item used to rename mobs|Name Tag}}{{wip}}{{joke feature}}{{exclusive|java}}{{Item| title = Tag| image = Tag.png| renewable = Yes| stackable = Yes (64)}}Tags and Bits are items exclusive to the [[Java Edition 23w13a or b|23w13a_or_b]] [[Easter eggs#April Fools|April Fools' joke]] snapshot from 2023. They are used to craft in-game representations of [[NBT format|NBT tags]].==Obtaining==A [[stonecutter]] can be used to cut a [[Name Tag|name tag]] into either 16 "Name" or 16 "Tag" items. These can be cut into 16 Bit items each.{{Stonecutting|head=1|showdescription=1|Name Tag|Name, 16; Tag, 16|description=The resulting "Name" items must be named in an [[anvil]].}}{{Stonecutting|showdescription=|Name; Tag|Bit, 16|foot=1}}To be able to proceed from here the <code>nbt_crafting</code> vote must be approved. Bits can be used in a crafting table to craft Left Curly, Right Curly, Left Square, and Right Square. In appears like these are the only tag items that can be crafted from Bits.A [[Crafting Table|crafting table]] can be used to convert a "Tag" item into a "Byte Tag." The amount of [[stick]]s added to the crafting recipe specifies the value of the Byte, as a [[wikipedia:Signed number representations#Two's complement|signed 8-bit value]]. For example, a "Tag" and a full stack of sticks make a Byte with the value <code>64b</code>, while 255 sticks result in <code>-1b</code>. Only one of the sticks is consumed. Two Bytes can be crafted into a "Short Tag" (equivalent to 16 bit), two Shorts into an "Int Tag" (equivalent to 32 bit), and two Ints into a "Long Tag" (equivalent to 64 bit). Many other combinations that form either 16, 32, or 64 bit are possible. For example, two Shorts and an Int make a Long. When combining values, their digits are stuck together in the given order, e.g. <code>1b</code> and <code>0b</code> make <code>256s</code> (equivalent to 0100<sub>16</sub> in [[wikipedia:Hexadecimal|hexadecimal]]). Undoing any of these crafting actions in e.g. a stonecutter is not possible."Float" and "Double Tags" can be crafted by adding one or two [[boat]]s to any numeric tag. A "String Tag" is crafted with a "Tag" and a piece of [[string]].{{Crafting|head=1|showdescription=1|A1= Bit; ; Bit; Bit |B1= ; Bit; Bit; Bit|A2= ; Bit; Bit; |B2= Bit; ; ; Bit|A3= Bit; ; Bit; Bit |B3= ; Bit; Bit; Bit|Output= Right Curly; Left Curly; Left Square; Right Square|ignoreusage=1}}{{Crafting|Tag|String|Output= String Tag|description=String tags must be named in an [[anvil]] to set their value.|ignoreusage=1}}{{Crafting|Tag; Tag; Tag|; Stick; Stick, 64|; ; Stick, 63|Output= Byte Tag; Byte Tag; Byte Tag|description=Only 1 stick is consumed. 128 and more sticks make [[wikipedia:Signed number representations#Two's complement|two's complements]]:128 sticks = <code>-128b</code><br>129 sticks = <code>-127b</code><br>⋮<br>254 sticks = <code>-2b</code><br>255 sticks = <code>-1b</code>|ignoreusage=1}}{{Crafting|Byte Tag; Byte Tag; Byte Tag|Byte Tag; Byte Tag; Byte Tag| ; Byte Tag; Byte Tag| ; Byte Tag; Byte Tag| ; ; Byte Tag| ; ; Byte Tag| ; ; Byte Tag| ; ; Byte Tag|Output= Short Tag; Int Tag; Long Tag|description=Shorts and Ints can be combined the same way, even mixed.Digits are appended, e.g. two <code>1b</code> tags make <code>257b</code> (0101<sub>16</sub> in [[wikipedia:Hexadecimal|hexadecimal]]).|ignoreusage=1}}{{Crafting|Byte Tag; Short Tag; Int Tag; Long Tag|Any Boat; Any Boat; Any Boat; Any Boat|Output= Float Tag; Float Tag; Float Tag; Float Tag|ignoreusage=1}}{{Crafting|Byte Tag; Short Tag; Int Tag; Long Tag|Any Boat; Any Boat; Any Boat; Any Boat|Any Boat; Any Boat; Any Boat; Any Boat|Output= Double Tag; Double Tag; Double Tag; Double Tag|ignoreusage=1}}{{Crafting|Left Curly; Left Curly|Name; Name|Byte Tag; Byte Tag|Right Curly; Name |; Byte Tag | |; Name |; Byte Tag |; Right Curly|Output= Compound Tag; Compound Tag|description=Instead of Bytes any other tag can be used, including other compound tags.|ignoreusage=1}}{{Crafting|Left Square; Left Square|Byte Tag; Byte Tag|Right Square; Byte Tag |; Byte Tag |; Byte Tag |; Byte Tag |; Byte Tag |; Byte Tag |; Right Square|Output= List Tag; List Tag|description=Instead of Bytes any other tag can be used, including other list tags.|ignoreusage=1}}{{Crafting|Compound Tag; List Tag|Compound Tag; List Tag|Output= Compound Tag; List Tag|description=Up to 9 can be combined.When compound tags contain identical names, only the latest of the corresponding values is used.|ignoreusage=1|foot=1}}"Name" and "String Tags" must be named in an [[anvil]] before they can be used. Unnamed Names and Strings always produce a "Sssyntax Error". None of the other tag items can be named.All these items can be combined in a crafting table to form a short sequence of JSON code, as long as the resulting syntax is valid. For example: *A pair of Curlies that enclose a named "Name" item and some value, e.g. a Byte, create a "Compound Tag" with the content <code>{Example:0b}</code>.**Because of the limited size of the crafting table only 3 name-value pairs can be put between Curlies at a time. Compound Tags of any length can be created by concatenating two or more Compound Tags.**An empty pair of Curlies produces an empty Compound Tag with the content <code>{}</code>.*A pair of Square brackets that enclose any number of values, e.g. 7 Bytes, create a "List Tag" with the content <code>[0b,0b,0b,0b,0b,0b,0b]</code>.**Because of the limited size of the crafting table only 7 values can be put between Square brackets at a time. List Tags of any length can be created by concatenating two or more List Tags.**An empty pair of Square brackets produces an empty List with the content <code>[]</code>.**"Name" items cannot be used in a List.The resulting Compound and List Tags can be used as values in other Compound and List Tags, as deeply nested as you want.==Usage==Tags appear to have no further functionality. They cannot be eaten or placed in the world, except in an item frame, as each other item can. However, Compound Tags with values like <code>{Enchantments:[{id:"minecraft:sharpness",lvl:127b}]}</code> will show the [[Enchanting|enchantment]] glint and actually act accordingly when used.<ref>https://www.reddit.com/r/Minecraft/comments/129xdyl/i_figure_out_how_the_nbtcrafting_in_the_vote/</ref> This appears to work with many weapon and tool [[Enchanting#Summary of enchantments by item|enchantments]].In theory, an extremely lucky <code>replace_recipe_output</code> vote can change the crafting recipe for compound tags to output something else. When cheats are enabled you can test this with a command like <code>/vote rule minecraft:replace_recipe_output approve {key:"minecraft:compound_tag",value:"minecraft:netherite_sword"}</code>. However, as long as this vote is approved no other compound tag can be crafted. Use <code>/vote rule minecraft:replace_recipe_output repeal *</code> to undo all recipe replacements.In combination with the <code>midas_touch</code> vote tag items can be converted into [[Gold Ingot|gold ingots]]. These retain their NBT data. When the world is loaded in another version of the game tag items disappear, but gold ingots persist.==Trivia==*This implies that a [[Name Tag|name tag]] is 128 bit.*Compound and list tags are special in so far that the value they show in their [[tooltip]] is not merely a property of the item, but their ''actual'' [[NBT format|NBT data]]. This is also the reason why naming them is disabled as that would mess up the NBT data.*The snapshot also contains an [[History of textures/Unused textures|unused texture]] for an {{ItemLink|End Tag}}.==History=={{History|java}}{{History||23w13a_or_b|[[File:Tag.png|32px]] Added tags.}}{{History|foot}}==Gallery==<gallery>Tag.png|TagBit.png|BitByte Tag.png|Byte TagDouble Tag.png|Double TagEnd Tag.png|End TagFloat Tag.png|Float TagInt Tag.png|Int TagLeft Curly.png|Left CurlyLeft Square.png|Left SqaureList Tag.png|List TagLong Tag.png|Long TagName (23w13a or b).png|NameRight Curly.png|Right CurlyRight Square.png|Right SquareShort Tag.png|Short TagSssyntax Error.png|Sssyntax ErrorString Tag.png|String Tag</gallery>== References =={{reflist}}{{items}}{{jokes}}[[pt:Tag (item)]][[Category:Joke items]]</li><li>[[Dye|Dye]]<br/>{{Item| title = Dyes| image = White Dye.png| extratext = View [[#Gallery|all renders]]| renewable = Yes| stackable = Yes (64)}}'''Dyes''' are a set of sixteen items used to change the color of [[wool]], [[carpet]]s, [[terracotta]], [[concrete powder]], [[glass]], [[shulker box]]es, [[bed]]s, [[candle]]s, the patterns on [[banner]]s, [[firework star]]s, certain mobs, and text on [[sign]]s and [[hanging sign]]s. {{IN|bedrock}} they can also be used to dye water in a [[cauldron]] (which is thereafter used to dye leather [[armor]]); {{in|java}} leather armor can be dyed directly. {{IN|education}} dyes can also be used to dye [[balloon]]s and [[glow stick]]s.{{IN|bedrock|education}}, [[bone meal]], [[ink sac]]s, [[lapis lazuli]], and [[cocoa bean]]s can generally substitute for [[white dye]], [[black dye]], [[blue dye]], and [[brown dye]], respectively, in crafting recipes and for use in dyeing items or mobs. However, they have other important uses that aren't related to color, and are therefore not considered true dyes. They are mentioned in this article only in regard to their use as dyeing agents; see their individual articles for complete information about them.[[File:Dye Recipes.png|400px|thumb|A guide for creating all the dyes]]== Obtaining ==<!--[[File:Dye Chart.png|350px|thumb|A guide to crafting all the dyes.{{until|java 1.14}}]]-->Dyes can be produced by crafting them from plants (mainly flowers), by crafting dyes of different colors together, by smelting plants, or by trading with a [[wandering trader]].{{loadPage|Crafting/Dye|Crafting|h3}}=== Smelting ==={{smelting|head=1|Sea Pickle|Lime Dye|0,2}}{{smelting|foot=1|Cactus|Green Dye|1||b=Lapis Lazuli|c=Any fuel|d=1}}=== Trading ===[[Wandering trader]]s can sell 3 dyes for an [[emerald]]. {{IN|bedrock}}, they can also sell 3 lapis lazuli, bone meal, cocoa beans, or ink sacs for one emerald.Apprentice-level cleric [[villager]]s sell one lapis lazuli per emerald.=== Chest loot ==={{#invoke:LootChest|base3|blue-dye,green-dye,orange-dye,light-blue-dye,yellow-dye,white-dye}}=== Other ===Ink sacs can also be created using 1 iron, 1 sulfur, and 4 oxygen in the [[compound creator]]. {{only|bedrock|education}}== Usage ==Similar to their use in crafting, [[bone meal]], [[ink sac]]s, [[lapis lazuli]], and [[cocoa beans]] can be substituted for the corresponding dye in any of the following usages unless otherwise specified.{{only|bedrock}} <!--- sections are ordered by craftable dyeable blocks, dyeable items, version exclusive sections, and non-crafting miscellaneous uses--->=== Dyeing wool and mobs ===Players can dye wool by placing [[wool]] and any dye in a crafting grid.{{Crafting|nocat=1|Any Wool|Matching Dye|Output=Any Wool}}Dyes can be {{control|use|text=used}} on sheep to change the color of the wool. Shearing a colored sheep drops the corresponding color of the wool, and the sheep retains the color when the wool regenerates. [[Breeding]] colored sheep produces a lamb colored as one of the parent sheep, or a color resulting from the combination of both parents' color. The color combining follows the same rules that dyes use – red and yellow sheep produce an orange lamb, but a blue and yellow sheep cannot create a green lamb. The unlimited reproduction of colored sheep makes dyeing and shearing sheep infinitely more efficient than just dyeing wool directly. Dye can also be used on a tamed [[wolf]] or [[cat]] to change the color of its collar from the default red to the color of the dye.=== Dyeing carpets ===Carpets can be dyed.{{Crafting |Any Carpet |Matching Dye |Output= Matching Carpet |type= Building block}}=== Dyeing terracotta ===[[Terracotta]] can be dyed by placing 8 blocks around a dye on a crafting table.{{Crafting|nocat=1|A1=Terracotta |B1=Terracotta |C1=Terracotta|A2=Terracotta |B2=Matching Dye |C2=Terracotta|A3=Terracotta |B3=Terracotta |C3=Terracotta|Output=Matching Dyed Terracotta,8}}=== Creating concrete powder ===Dyes can also be used to craft [[concrete powder]], which can then be set into their respective [[concrete]] blocks (they cannot be dyed directly).{{Crafting|nocat=1|Sand |Gravel |Sand|Gravel |Matching Dye |Gravel|Sand |Gravel |Sand|Output=Matching Concrete Powder,8}}=== Staining glass ===[[Stained glass]] can be stained by placing 8 blocks of glass around a dye on a [[crafting table]]. Just like regular glass, stained glass can be crafted into stained glass panes. The recipe for this is the same as with regular glass.{{Crafting|nocat=1|A1=Glass |B1=Glass |C1=Glass|A2=Glass |B2=Matching Dye |C2=Glass|A3=Glass |B3=Glass |C3=Glass|Output=Matching Stained Glass,8|head=1}}{{Crafting|nocat=1|A1= Glass Pane|B1= Glass Pane|C1= Glass Pane|A2= Glass Pane|B2= Matching Dye|C2= Glass Pane|A3= Glass Pane|B3= Glass Pane|C3= Glass Pane|Output= Matching Stained Glass Pane,8|type= Decoration block|foot=1}}=== Dyeing shulker boxes ===[[Shulker box]]es are generated in a light shade of purple (like the [[purpur block]]), but can be dyed any color. They can also be re-dyed as often as desired.{{Crafting |ignoreusage=1 |showname=1 |Any Shulker Box |Matching Dye |Output=Matching Shulker Box}}=== Dyeing beds ===Players can dye beds by placing a [[bed]] and any color dye in a crafting grid.{{Crafting|nocat=1|Any Bed|Matching Dye|Output=Matching Bed}}=== Dyeing candles ===Players can dye [[candles]] by placing an undyed candle and any color dye in a crafting grid.{{Crafting|ignoreusage=1|Candle|Matching Dye|Output=Matching Dyed Candle}}=== Banner patterns ==={{main|Banner#Patterns}}Dyes are used in most banner patterns to determine the pattern and color displayed.=== Dyeing armor ===[[File:DyeGraph2.png|200px|thumb|A graph showing all combinations of two dyes on a [[tunic]].]]Leather [[armor]] can be dyed by:* Crafting dyes with a piece of leather armor or leather [[horse armor]].{{Only|java}}* Dousing the leather armor or leather [[horse armor]] in a [[cauldron]] to which dyes have been added.{{Only|bedrock}}There are 5,713,438<ref>https://anrar4.github.io/DyeLeatherArmor/</ref> (34.1% of sRGB) colors leather armor can be, as it is possible to put more than one dye on the crafting bench alongside the leather armor. Armor can be dyed multiple times with previous colors affecting the final outcome. Colored armor can be reverted to their original color using a [[cauldron]] with undyed water.The game has a specific formula for calculating the color of dyed armor: each color, in the RGB color model, has a red value, green value, and blue value. For each dye in the crafting grid, and the armor itself (if it is already dyed), the red, green, and blue values are added to running totals. In addition, a running total of the highest value (be it red, green, or blue) is also kept. After this, each total is divided by the number of colors used. This effectively produces the average red, green, blue, and maximum values. The maximum value of the average RGB values is also calculated. Finally, each average RGB value is multiplied by the average maximum value and divided by the maximum of the average RGB values. The modified average RGB values are then used as the final color. This procedure can be summed up with the following equations: for each color (all "total" variables start at 0 before counting): totalRed = totalRed + redValue totalGreen = totalGreen + greenValue totalBlue = totalBlue + blueValue totalMaximum = totalMaximum + max(redValue, greenValue, blueValue) numberOfColors = numberOfColors + 1 averageRed = totalRed / numberOfColors averageGreen = totalGreen / numberOfColors averageBlue = totalBlue / numberOfColors averageMaximum = totalMaximum / numberOfColors maximumOfAverage = max(averageRed, averageGreen, averageBlue) gainFactor = averageMaximum / maximumOfAverage resultRed = averageRed * gainFactor resultGreen = averageGreen * gainFactor resultBlue = averageBlue * gainFactorDue to the way this formula works, the resulting color can never be darker than the average of the input colors and is often lighter and more saturated. Of course, the resulting color can never be lighter or more saturated than the lightest or most saturated input color. In addition, this formula never creates an RGB value higher than 255 (which would be invalid in the 8-bit RGB color model).If leather armor is renamed on an [[anvil]], it retains its name when dyed or undyed.;Mixing Samples: {{ItemSprite|Yellow Dye}} + {{ItemSprite|Yellow Dye}} = {{Tint|leather-chestplate| #{{CalcDye| yellow=2 }} | code=1}}: {{ItemSprite|Red Dye}} + {{ItemSprite|Blue Dye}} + {{ItemSprite|White Dye}} = {{Tint|leather-chestplate| #{{CalcDye| red=1 | blue=1 | white=1}} | code=1}}: {{ItemSprite|Green Dye}} + {{ItemSprite|Red Dye}} + {{ItemSprite|Pink Dye}} = {{Tint|leather-chestplate| #{{CalcDye| green=1 | red=1 | pink=1}} | code=1}}=== Dyeing firework stars ===A [[firework star]] can have a single color or a combination of up to eight colors when crafted with dyes. Adding one or more dyes to a crafted firework star adds a "fade to color" effect to it, overwriting any existing fade colors.{{Crafting |head=1 |ignoreusage=1 |ingredients=[[Gunpowder]] +<br>Any Dye (1–8) +<br>Extra ingredient (optional) |Gunpowder |Matching Dye |Diamond;Glowstone Dust;Head;Gold Nugget;Feather;Fire Charge; |Output=Matching Firework Star}}{{Crafting |ignoreusage=1 |Matching Firework Star |Any Dye |Output=Matching Firework Star |foot=1}}=== Creating balloons ===Dye can be used to craft balloons.{{only|education}}{{Crafting|nocat=1|A1= Latex|B1= Matching Dye|C1= Latex|A2= Latex|B2= Helium|C2= Latex|A3= Latex|B3= Lead|C3= Latex|Output= Matching Balloon}}=== Creating glow sticks ===Dye can also be used to craft glow sticks.{{only|education}}{{Crafting|nocat=1|A1= Polyethylene|B1= Hydrogen Peroxide|C1= Polyethylene|A2= Polyethylene|B2= Matching Dye|C2= Polyethylene|A3= Polyethylene|B3= Luminol|C3= Polyethylene|Output= Matching Glow Stick}}=== Dyeing water inside cauldrons ===Water can be dyed in a cauldron by holding any dye in the hand and pressing {{Ctrl|use}} on a cauldron filled with water.{{only|bedrock}}=== Signs ===Dye can be {{control|used}} on a [[sign]] or a [[hanging sign]] to change the text color. {{IN|bedrock}}, [[ink sac]]s cannot be used for this purpose; black dye must be used to change the text to black.=== Trading ===Apprentice, journeyman and expert-level shepherd [[villager]]s buy any of the 12 dyes for an [[emerald]].== Color values ==The "color codes" are used to determine the color imparted on sheep, wolf and cat collars, firework stars, [[beacon]] beams, and dyed leather armor. The hex value is shown in the extended tooltips of dyed leather armor; however, to set the color using an NBT data tag in a [[command]], the decimal value must be used instead. The color values for firework stars are slightly different from the ones listed below, and use [[Item colors#Firework stars|these values]] instead.{| class="wikitable" style="margin:2px; border: 1px solid silver; text-align: left;" data-description="Data values"! rowspan=2 | Description! colspan=2 style="text-align:center" | Color Code|-! Dec! <abbr title="Hexadecimal color code">Hex</abbr>|-| style="text-align:center" | White || 16383998 || {{color|#F9FFFE}}|-| style="text-align:center" | Light gray || 10329495 || {{color|#9D9D97}}|-| style="text-align:center" | Gray || 4673362 || {{color|#474F52}}|-| style="text-align:center" | Black || 1908001|| {{color|#1D1D21}}|-| style="text-align:center" | Brown || 8606770 || {{color|#835432}}|-| style="text-align:center" | Red || 11546150 || {{color|#B02E26}}|-| style="text-align:center" | Orange || 16351261 || {{color|#F9801D}}|-| style="text-align:center" | Yellow || 16701501 || {{color|#FED83D}}|-| style="text-align:center" | Lime || 8439583 || {{color|#80C71F}}|-| style="text-align:center" | Green || 6192150 || {{color|#5E7C16}}|-| style="text-align:center" | Cyan || 1481884|| {{color|#169C9C}}|-| style="text-align:center" | Light blue || 3847130 || {{color|#3AB3DA}}|-| style="text-align:center" | Blue || 3949738 || {{color|#3C44AA}}|-| style="text-align:center" | Purple || 8991416 || {{color|#8932B8}}|-| style="text-align:center" | Magenta || 13061821 || {{color|#C74EBD}}|-| style="text-align:center" | Pink || 15961002 || {{color|#F38BAA}}|}== Sounds =={{edition|java}}:{{Sound table|rowspan=2|sound=Dye.ogg|subtitle=Dye stains|source=block|description=When dye is used on a [[sign]]|id=item.dye.use|translationkey=subtitles.item.dye.use|volume=1.0|pitch=1.0/0.9/0.95/1.1|distance=16}}{{Sound table|subtitle=Dye stains|source=player|description=When dye is used on a [[sheep]]|id=item.dye.use|translationkey=subtitles.item.dye.use|volume=1.0|pitch=1.0/0.9/0.95/1.1|distance=16|foot=1}}{{edition|bedrock}}:{{Sound table|type=bedrock|sound=Dye.ogg|source=sound|description=When dye is used on a sign|id=sign.dye.use|volume=1.0|pitch=1.0}}{{Sound table|rowspan=3|sound=Water Splash Old.ogg|source=block|description=When dye is added to a cauldron|id=cauldron.adddye|volume=0.1|pitch=1.0}}{{Sound table|source=block|description=When armor is dyed using a cauldron|id=cauldron.dyearmor|volume=0.1|pitch=1.0}}{{Sound table|source=block|description=When dye is removed from armor using a cauldron|id=cauldron.cleanarmor|volume=0.1|pitch=1.0|foot=1}}== Achievements =={{load achievements|Rainbow Collection;Tie dye outfit}}== Video =={{Video note|These videos are outdated, as it does not include details of the [[Java Edition 1.7.2|1.7.2]] update's changes to the dyeing system/production chain.}}<div style="text-align:center"><span style="display:inline-block">{{yt|8YD7oauNZHE}}</span><span style="display:inline-block">{{yt|7tETaRt7STM}}</span></div>== History =={{History|java beta}}{{History||January 3, 2011|link=https://web.archive.org/web/0/http://notch.tumblr.com/post/2582321901/2011-here-we-go|Notch mentions adding a "paint" feature if he can figure out how.}}{{History||January 10, 2011<ref group="n">Supposed time when fragment was filmed. Based on modified date of client.jar/gui/trap.png in [[Beta 1.2]].</ref>|link=https://www.youtube.com/watch?v=cBF2ugTzXqQ&t=181s|[[File:Red Dye (pre-release).png|32px]] Shown rose red in development as part of [[Minecraft: The Story of Mojang]].}}{{History||1.2|[[File:Ink Sac JE1 BE1.png|32px]] [[File:Red Dye JE1 BE1.png|32px]] [[File:Green Dye JE1 BE1.png|32px]] [[File:Cocoa Beans JE1 BE1.png|32px]] [[File:Lapis Lazuli JE1 BE1.png|32px]] [[File:Purple Dye JE1 BE1.png|32px]] [[File:Cyan Dye JE1 BE1.png|32px]] [[File:Light Gray Dye JE1 BE1.png|32px]] [[File:Gray Dye JE1 BE1.png|32px]] [[File:Pink Dye JE1 BE1.png|32px]] [[File:Lime Dye JE1 BE1.png|32px]] [[File:Yellow Dye JE1 BE1.png|32px]] [[File:Light Blue Dye JE1 BE1.png|32px]] [[File:Magenta Dye JE1 BE1.png|32px]] [[File:Orange Dye JE1 BE1.png|32px]] [[File:Bone Meal JE1 BE1.png|32px]] Added dyes.|[[File:Black Dye (Recreated).png|32px]] [[File:Red Dye (pre-release).png|32px]] [[File:Green Dye (Recreated).png|32px]] [[File:Brown Dye (Recreated).png|32px]] [[File:Blue Dye (Recreated).png|32px]] [[File:Purple Dye (Recreated).png|32px]] [[File:Cyan Dye (Recreated).png|32px]] [[File:Light Gray Dye (Recreated).png|32px]] [[File:Gray Dye (Recreated).png|32px]] [[File:Pink Dye (Recreated).png|32px]] [[File:Lime Dye (Recreated).png|32px]] [[File:Yellow Dye (Recreated).png|32px]] [[File:Light Blue Dye (Recreated).png|32px]] [[File:Magenta Dye (Recreated).png|32px]] [[File:Orange Dye (Recreated).png|32px]] [[File:White Dye (Recreated).png|32px]] Leftovers of old textures can be seen in [[items.png]] with 100% opacity. The white dye texture was reused for [[Sugar]].| The colors were as follows:{{verify|Did the color codes remain the same between Beta 1.2 and Java 1.11.2?}}{{:Color/Java Edition dye colors before 17w06a}}}}{{History|java}}{{History||1.1|snap=11w49a|[[Sheep]] can now regrow their [[wool]] by eating [[grass block|grass]]. Dyed sheep regrow wool in their new color.}}{{History||1.3.1|snap=12w19a|[[File:Cocoa Beans JE2.png|32px]] The texture of [[cocoa beans]] has been changed.}}{{History|||snap=1.3|[[File:bone meal changes.gif|32px]] The textures of [[bone meal]], [[cactus green]], cocoa beans and [[rose red]] have been changed. The textures have been lowered one pixel.}}{{History||1.4.2|snap=12w34a|Added the ability to dye leather [[armor]] and [[wolf]] collars.}}{{History||1.4.4|snap=1.4.3|Color codes have been changed. The colors of red, brown, blue, purple, cyan, pink, light blue, magenta and orange were adjusted a little vividly.}}{{History||1.6.1|snap=13w19a|[[Stained clay]] can now be crafted using dyes.}}{{history||1.7.2|snap=13w36a|With the addition of new [[flower]]s, many secondary and tertiary dyes are now primary dyes.}}{{History|||snap=13w41a|[[Stained glass]] can now be crafted using dyes.}}{{History||1.8|snap=14w02a|As cleric [[villager]]s now sell lapis lazuli, all dyes have become fully renewable.}}{{History|||snap=14w30a|Added [[banner]]s, which can be dyed.}}{{History||1.9|snap=15w34a|Added [[shield]]s, which can be dyed indirectly by applying a matching [[banner]].}}{{History||1.11|snap=16w39b|Dyes are now used to change the color of [[shulker box]]es.}}{{History||1.12|snap=17w06a|Dyes are now used to craft [[concrete powder]].|Color codes have been changed. All colors are adjusted more vividly. The changes were as follows:{{:Color/Java Edition dye color changes in 17w06a}}|Light blue dye, stained glass, and stained glass panes, did not change colors in this update. This means that they still use old colors.<ref name="unchanged dyes">{{Bug|MC-214643}}<br>{{Bug|MC-214641}}</ref>}}{{History|||snap=17w15a|Dyes can now apply color to white [[bed]]s.}}{{History||1.13|snap=17w47a|The different data values for the <code>dye</code> ID have been split up into their own IDs.}}{{History||1.14|snap=18w43a|[[Bone meal]], [[ink sac]]s, [[cocoa beans]] and [[lapis lazuli]] are no longer considered dyes.|[[File:White Dye JE1 BE1.png|32px]] [[File:Black Dye JE1 BE1.png|32px]] [[File:Brown Dye JE1 BE1.png|32px]] [[File:Blue Dye JE1 BE1.png|32px]] Added [[white dye|white]], [[black dye|black]], [[brown dye|brown]] and [[blue dye]]s.|"Rose Red", "Dandelion Yellow" and "Cactus Green" have been renamed to "Red Dye", "Yellow Dye" and "Green Dye", respectively. |[[Glass pane]]s and [[carpet]]s can now be dyed.|[[File:Light Gray Dye JE2 BE2.png|32px]] [[File:Gray Dye JE2 BE2.png|32px]] [[File:Red Dye JE2 BE2.png|32px]] [[File:Orange Dye JE2 BE2.png|32px]] [[File:Yellow Dye JE2 BE2.png|32px]] [[File:Lime Dye JE2 BE2.png|32px]] [[File:Green Dye JE2 BE2.png|32px]] [[File:Cyan Dye.png|32px]] [[File:Light Blue Dye JE2 BE2.png|32px]] [[File:Purple Dye JE2 BE2.png|32px]] [[File:Magenta Dye JE2 BE2.png|32px]] [[File:Pink Dye JE2 BE2.png|32px]] The textures of light gray, gray, red, orange, yellow, lime, green, cyan, light blue, purple, magenta, and pink dyes, have been changed. The color texture for light blue dye was not changed to reflect the updated colors from 1.12.<ref name="unchanged dyes"></ref>}}{{History|||snap=18w44a|The color of the text on [[sign]]s can now be changed with dye.}}{{History|||snap=18w49a|Yellow dyes can now be found in [[chest]]s in [[village]] mason houses.}}{{History|||snap=18w50a|Green dyes can now be found in [[chest]]s in [[desert]] [[village]] houses.}}{{History|||snap=19w05a|Added the [[wandering trader]], which can sell any type of dye.}}{{History|||snap=19w11a|All 16 types of dyes can now be [[trading|bought]] by shepherd villagers.}}{{History||1.16.2|snap=Pre-release 2|Reversed the order of dyes to match other colored items in the [[Creative inventory]].<ref name="reverse dye">{{Bug|MC-136553}}</ref>|Regrouped dyes in the Creative inventory such that white, blue, brown, and black dyes are within and not [[cocoa beans]], [[ink sacs]], [[lapis lazuli]], and [[bone meal]].<ref name="regroup dye">{{Bug|MC-177684}}</ref>}}{{History||1.17|snap=20w45a|Added [[candle]]s, which can be dyed.}}{{History|||snap=21w03a|Added a sound for applying dyes.}}{{History|||snap=21w19a|Candles can no longer be dyed.}}{{History|||snap=Pre-release 1|Candles can now once again be dyed.}}{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|The color of the text on [[hanging sign]]s can now be changed with dye.}}{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[Torchflower]]s can now be crafted into orange dye.|[[Pink petals]] can now be crafted into pink dye.}}{{History||1.20|snap=23w12a|[[Pitcher plant]]s can now be crafted into cyan dye.|Blue, light blue, orange, white, and yellow dye can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}{{History|||snap=23w14a|Pitcher plants can now craft two [[cyan dye]] instead of one.}}{{History|||snap=23w16a|Blue, light blue, orange, white, and yellow dye no longer generates in [[suspicious sand]] in [[trail ruins]].|Due to the split of the archaeological loot tables for the suspicious gravel within the [[trail ruins]]; blue, light blue, orange, white, and yellow dye now are in the common loot.}}{{History|pocket alpha}}{{History||v0.3.0|[[File:Bone Meal JE1 BE1.png|32px]] [[File:Light Gray Dye JE1 BE1.png|32px]] [[File:Gray Dye JE1 BE1.png|32px]] [[File:Ink Sac JE1 BE1.png|32px]] [[File:Cocoa Beans JE1 BE1.png|32px]] [[File:Red Dye JE1 BE1.png|32px]] [[File:Orange Dye JE1 BE1.png|32px]] [[File:Yellow Dye JE1 BE1.png|32px]] [[File:Lime Dye JE1 BE1.png|32px]] [[File:Green Dye JE1 BE1.png|32px]] [[File:Cyan Dye JE1 BE1.png|32px]] [[File:Light Blue Dye JE1 BE1.png|32px]] [[File:Lapis Lazuli JE1 BE1.png|32px]] [[File:Purple Dye JE1 BE1.png|32px]] [[File:Magenta Dye JE1 BE1.png|32px]] [[File:Pink Dye JE1 BE1.png|32px]] Added dyes. Only [[dandelion yellow]] and [[lapis lazuli]] are currently obtainable and have functionality.}}{{History||v0.3.2|[[Cactus green]] is now obtainable by smelting [[cacti]].}}{{History||v0.3.3|[[Bone meal]] is now obtainable via [[crafting]].}}{{History||v0.4.0|[[Cyan dye]], [[light blue dye]], [[lime dye]], [[magenta dye]], [[orange dye]], [[pink dye]], and [[purple dye]] are now obtainable via crafting.|[[Rose red]] is now obtainable by smelting red [[mushroom]]s.|All available dyes, excluding bone meal, can now be used to craft their respective [[wool]] color.}}{{History||v0.8.0|snap=build 1|[[File:Cocoa Beans JE3 BE2.png|32px]] The texture of cocoa beans has been changed.}}{{History|||snap=build 3|[[Ink sac]]s, [[cocoa bean]]s, [[gray dye]], and [[light gray dye]] are now available in the [[creative]] [[inventory]].|Rose red can now be obtained from [[beetroot]]s.}}{{History||v0.9.0|snap=build 1|Cocoa beans can now be obtained from [[cocoa pod]]s.|The [[rose]] has been removed and replaced with a new poppy [[flower]] that can be crafted into rose red.}}{{History|||snap=build 3|All new [[flower]]s can now be [[crafting|crafted]] into dyes. Because of this, many secondary and tertiary dyes are now primary dyes.|[[Gray dye]] and [[light gray dye]] can now be obtained in [[survival]].}}{{History|||snap=build 11|[[Terracotta|Stained clay]] can now be crafted using dyes.}}{{History||v0.11.0|snap=build 1|[[Ink sac]]s can now be obtained from [[squid]].|Added the ability to dye [[wolf]] collars.}}{{History||v0.12.1|snap=build 1|Red [[mushroom]]s can no longer be smelted to obtain [[rose red]].}}{{History||v0.14.0|snap=build 1|[[Cauldron]]s now used for leather dyeing, by applying a dye to a [[water]]-filled cauldron.}}{{History||v0.16.0|snap=build 1|[[Cocoa bean]]s can no longer be crafted.}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|Added a ''Dye'' button for [[sheep]].|Added [[shulker]]s, which can be dyed.|Added [[stained glass]]. Stain glass cannot be [[crafting|crafted]], but purple glass generates in [[end city|end cities]].}}{{History||1.1.0|snap=alpha 1.1.0.0|Dyes can now apply color to a white [[bed]]s.|Dyes are now used to craft [[concrete powder]].|The color palette has been changed.}}{{History|bedrock}}{{History||1.2.0|snap=beta 1.2.0.2|Dyes can now be used for [[banner]] crafting.|Dyes can now be used to craft [[firework star]]s.|[[Stained glass]] is now [[crafting|craftable]], using dyes.}}{{History||1.4.0|snap=beta 1.2.20.1|[[Lime dye]] can now be obtained from smelting [[sea pickle]]s.|Dyes can now used to craft [[glow stick]]s and [[balloon]]s.}}{{History||1.8.0|snap=beta 1.8.0.8|Dyes can now be used to dye [[cat]] collars.}}{{History|||snap=beta 1.8.0.10|[[File:White Dye JE1 BE1.png|32px]] [[File:Black Dye JE1 BE1.png|32px]] [[File:Brown Dye JE1 BE1.png|32px]] [[File:Blue Dye JE1 BE1.png|32px]] Added [[white dye|white]], [[brown dye|brown]], [[black dye|black]] and [[blue dye]]s, which can be crafted from [[lapis lazuli]], [[bone meal]], [[cocoa beans]] and [[ink sac]]s. This, however, the later four still use as dyes.<ref>{{Bug|MCPE-42473}}</ref>|"Rose Red", "Dandelion Yellow" and "Cactus Green" have been renamed to "Red Dye", "Yellow Dye" and "Green Dye", respectively.}}{{History||1.9.0|snap=beta 1.9.0.0|Blue and white dye can now be obtained from [[cornflower]]s and [[lily of the valley]]s.}}{{History||1.10.0|snap=beta 1.10.0.3|[[Glass pane]]s and [[carpet]]s can now be dyed.|Only a single dye is now required to apply a banner pattern in a [[loom]].|Various dyes except black dye, white dye, brown dye and blue dye are now [[trading|sold]] by [[wandering trader]]s.|[[File:Bone Meal JE2 BE2.png|32px]] [[File:Light Gray Dye JE2 BE2.png|32px]] [[File:Gray Dye JE2 BE2.png|32px]] [[File:Ink Sac JE2 BE2.png|32px]] [[File:Cocoa Beans JE4 BE3.png|32px]] [[File:Red Dye JE3 BE3.png|32px]] [[File:Orange Dye JE2 BE2.png|32px]] [[File:Yellow Dye JE2 BE2.png|32px]] [[File:Lime Dye JE2 BE2.png|32px]] [[File:Green Dye JE2 BE2.png|32px]] [[File:Cyan Dye.png|32px]] [[File:Light Blue Dye JE2 BE2.png|32px]] [[File:Lapis Lazuli JE2 BE2.png|32px]] [[File:Purple Dye JE2 BE2.png|32px]] [[File:Magenta Dye JE2 BE2.png|32px]] [[File:Pink Dye JE2 BE2.png|32px]] The textures of bone meal, light gray, gray, ink sac, cocoa beans, red, orange, yellow, lime, green, cyan, light blue, lapis lazuli, purple, magenta, and pink dyes have been changed.}}{{History||1.11.0|snap=beta 1.11.0.4|Dye can now be [[trading|sold]] to shepherd [[villager]]s.}}{{History||1.16.210|snap=beta 1.16.210.59|The color of the text on [[sign]]s can now be changed with dye.}}{{History|||snap=beta 1.16.210.60|The ability to dye the color of the text on [[sign]]s was temporarily removed.}}{{History||1.16.220|snap=beta 1.16.220.50|The color of the text on [[sign]]s can now be changed with dye again.}}{{History||1.17.10|snap=beta 1.17.10.22|Added [[candles]], which can be dyed.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Bone Meal JE1 BE1.png|32px]] [[File:Light Gray Dye JE1 BE1.png|32px]] [[File:Gray Dye JE1 BE1.png|32px]] [[File:Ink Sac JE1 BE1.png|32px]] [[File:Cocoa Beans JE1 BE1.png|32px]] [[File:Red Dye JE1 BE1.png|32px]] [[File:Orange Dye JE1 BE1.png|32px]] [[File:Yellow Dye JE1 BE1.png|32px]] [[File:Lime Dye JE1 BE1.png|32px]] [[File:Green Dye JE1 BE1.png|32px]] [[File:Cyan Dye JE1 BE1.png|32px]] [[File:Light Blue Dye JE1 BE1.png|32px]] [[File:Lapis Lazuli JE1 BE1.png|32px]] [[File:Purple Dye JE1 BE1.png|32px]] [[File:Magenta Dye JE1 BE1.png|32px]] [[File:Pink Dye JE1 BE1.png|32px]] Added dyes.}}{{History||xbox=TU9|[[File:Cocoa Beans JE3 BE2.png|32px]] The texture of cocoa beans has been changed.}}{{History||xbox=none|xbone=none|ps=1.83|wiiu=none|switch=none|[[File:White Dye JE1 BE1.png|32px]] [[File:Black Dye JE1 BE1.png|32px]] [[File:Brown Dye JE1 BE1.png|32px]] [[File:Blue Dye JE1 BE1.png|32px]] Added [[white dye|white]], [[black dye|black]], [[brown dye|brown]], and [[blue dye|blue]] dyes, which can crafted from [[bone meal]], [[ink sac]], [[cocoa beans]], and [[lapis lazuli]].|"Rose Red", "Dandelion Yellow" and "Cactus Green" have been renamed to "Red Dye", "Yellow Dye" and "Green Dye", respectively.}}{{History||ps=1.90|[[File:Bone Meal JE2 BE2.png|32px]] [[File:Light Gray Dye JE2 BE2.png|32px]] [[File:Gray Dye JE2 BE2.png|32px]] [[File:Ink Sac JE2 BE2.png|32px]] [[File:Cocoa Beans JE4 BE3.png|32px]] [[File:Red Dye JE2 BE2.png|32px]] [[File:Orange Dye JE2 BE2.png|32px]] [[File:Yellow Dye JE2 BE2.png|32px]] [[File:Lime Dye JE2 BE2.png|32px]] [[File:Green Dye JE2 BE2.png|32px]] [[File:Cyan Dye.png|32px]] [[File:Light Blue Dye JE2 BE2.png|32px]] [[File:Lapis Lazuli JE2 BE2.png|32px]] [[File:Purple Dye JE2 BE2.png|32px]] [[File:Magenta Dye JE2 BE2.png|32px]] [[File:Pink Dye JE2 BE2.png|32px]] The textures of bone meal, light gray, gray, ink sac, cocoa beans, red, orange, yellow, lime, green, cyan, light blue, lapis lazuli, purple, magenta, and pink dyes have been changed.}}{{History|3ds}}{{History||0.1.0|[[File:Bone Meal JE1 BE1.png|32px]] [[File:Light Gray Dye JE1 BE1.png|32px]] [[File:Gray Dye JE1 BE1.png|32px]] [[File:Ink Sac JE1 BE1.png|32px]] [[File:Cocoa Beans JE3 BE2.png|32px]] [[File:Red Dye JE1 BE1.png|32px]] [[File:Orange Dye JE1 BE1.png|32px]] [[File:Yellow Dye JE1 BE1.png|32px]] [[File:Lime Dye JE1 BE1.png|32px]] [[File:Green Dye JE1 BE1.png|32px]] [[File:Cyan Dye JE1 BE1.png|32px]] [[File:Light Blue Dye JE1 BE1.png|32px]] [[File:Lapis Lazuli JE1 BE1.png|32px]] [[File:Purple Dye JE1 BE1.png|32px]] [[File:Magenta Dye JE1 BE1.png|32px]] [[File:Pink Dye JE1 BE1.png|32px]] Added dyes from [[Pocket Edition v0.15.4 alpha]].}}{{History|foot}}<gallery>Pre-release dyes.png|Pre-release dye textures hidden within [[Items.png]].</gallery>;Notes{{reflist|group=n}}== Gallery ==<gallery>White Dye.png|White DyeLight Gray Dye.png|Light Gray DyeGray Dye.png|Gray DyeBlack Dye.png|Black DyeBrown Dye.png|Brown DyeRed Dye.png|Red DyeOrange Dye.png|Orange DyeYellow Dye.png|Yellow DyeLime Dye.png|Lime DyeGreen Dye.png|Green DyeCyan Dye.png|Cyan DyeLight Blue Dye.png|Light Blue DyeBlue Dye.png|Blue DyePurple Dye.png|Purple DyeMagenta Dye.png|Magenta DyePink Dye.png|Pink Dye</gallery>==Issues=={{issue list}}== Trivia ==* Players can obtain each one of every color with 1 cocoa bean, 2 yellow dye, 2 ink sac, 3 green dye, 4 lapis lazuli, 4 red dye, and 6 bone meal (2 bones).* The dyed sheep breeding behavior mirrors [[wikipedia:Lamarckism|Lamarck's theory]], in which the organisms evolve inheriting the external changes and adaptations of the previous generation, transmitting them to their offspring.* In ''Bedrock Edition'', tertiary colors, along with their regular crafting recipes, can be crafted with primary colors. E.g.: Magenta can be crafted with one rose red and two bone meals.* The colors of the dyes match the chat colors in [[color codes]] except for brown (dye only), light aqua, and gold (color codes only).* The texture for light blue dye still uses the color from prior to the 1.12 World of Color update.<ref name="unchanged dyes"></ref>== References =={{reflist}}== External Links ==* Tools for calculating leather dye combination: [https://minecraft.tools/en/armor.php minecraft.tools] (webapp); [https://github.com/pudquick/pyMCdyes/ pyMCDyes] (open-source Python script, outdated); [https://anrar4.github.io/DyeLeatherArmor/ DyeLeatherArmor]: a tool for calculating an exact crafting recipe for any sRGB color{{Items}}[[Category:Dyes]][[Category:Renewable resources]][[cs:Barvivo]][[de:Farbstoff]][[es:Tinte]][[fr:Teinture]][[hu:Színezés]][[it:Colorante]][[ja:染料]][[ko:염료]][[nl:Kleurstof]][[pl:Barwniki]][[pt:Corante]][[ru:Красители]][[th:สีย้อม]][[uk:Барвники]][[zh:染料]]</li></ul>
The player now drops their inventory and respawns at the spawn location upon death, rather than having to reload the last save.
Java Edition Alpha
v1.2.0
{{Extension DPL}}<ul><li>[[Cookie|Cookie]]<br/>{{Item| title = Cookie| image = Cookie.png| heals = {{hunger|2}}| renewable = Yes| stackable = Yes (64)}}'''Cookies''' are [[food]] items that can be obtained in large quantities, but do not restore hunger or saturation significantly.== Obtaining ===== Trading ===Journeyman-level farmer [[villager]]s sell 18 cookies for 3 [[emerald]]s as part of their trades.=== Crafting ==={{Crafting|A2= Wheat|B2= Cocoa Beans|C2= Wheat|Output= Cookie,8|type= Foodstuff}}=== Villager gifts ==={{in|java}}, if the [[player]] has the [[Hero of the Village]] effect, a farmer villager may gift them a cookie.== Usage ===== Food ===To eat a cookie, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|2}} [[hunger]] and 0.4 hunger [[Hunger#Mechanics|saturation]].=== Parrots ===Feeding a cookie to a [[parrot]] kills the parrot instantly, and causes it to give off [[Poison]] [[particles]] as it dies due to chocolate being toxic to parrots.{{IN|Bedrock}}, feeding a cookie to a parrot inflicts the parrot with [[Fatal Poison]] for 1,000 seconds.=== Composting ===Placing a cookie into a [[composter]] has an 85% chance of raising the compost level by 1.Considering the high yield of cookies (8 cookies from 1 cocoa bean and 2 wheats) and the higher chance to successfully compost a cookie (85%), it is more efficient to craft cookies to compost rather than using separate ingredients. For example, 100 wheats and 50 cocoa beans, which in total could yield only 13.92 bone meal on average, could be crafted into 400 cookies to yield 48.57 bone meal on average.== Sounds =={{Sound table/Entity/Food}}== Advancements =={{load advancements|Husbandry;A Balanced Diet}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Cookie|spritetype=item|nameid=cookie|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Cookie|spritetype=item|nameid=cookie|id=271|form=item|foot=1}}== History =={{History|java beta}}{{History||1.4|[[File:Cookie JE1 BE1.png|32px]] Added cookies. |Cookies restore {{hp|1}} and are currently the only stackable [[food]], up to 8 cookies per stack.}}{{History||1.8|snap=Pre-release|Cookies can now be stacked to 64.|Cookies now restore {{hunger|1}}.}}{{History|java}}{{History||1.3.1|snap=12w18a|Cocoa beans have become farmable, making cookies [[renewable resource|renewable]] and ''much'' cheaper.}}{{History|||snap=12w19a|Cookies now restore {{hunger|2}} instead of {{hunger|1}}.}}{{History|||snap=12w21a|Farmer [[villager]]s now [[trading|sell]] 8–10 cookies for 1 [[emerald]].}}{{History||1.8|snap=14w02a|Farmer villagers now sell 6 cookies for 1 emerald.}}{{History||1.11|snap=16w33a|Farmer villagers now sell 6–10 cookies for 1 emerald.}}{{History||1.12|snap=17w13a|Cookies can now be used to tame [[parrot]]s.}}{{History|||snap=pre3|Cookies are no longer used to tame [[parrot]]s. Instead, a cookie now instantly kills a parrot.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 357.}}{{History||1.14|snap=18w43a|[[File:Cookie JE2 BE2.png|32px]] The texture of cookies has been changed.}}{{History|||snap=19w03a|Placing a cookie into the new [[composter]] has a 80% chance of raising the compost level by 1.}}{{History|||snap=19w05a|Cookies now have an 85% chance of increasing the compost level in a composter by 1.}}{{History|||snap=19w13a|Farmer villagers now give cookies to players under the [[Hero of the Village]] effect.}}{{History|pocket alpha}}{{History||v0.9.0|snap=build 1|[[File:Cookie JE1 BE1.png|32px]] Added cookies.}}{{History||v0.12.1|snap=build 1|Cookies now restore [[hunger]] instead of [[health]].}}{{History|pocket}}{{History||1.0.4|snap=alpha 1.0.4.0|Farmer [[villager]]s now [[trading|sell]] 6-10 cookies for 1 [[emerald]].}}{{History|bedrock}}{{History||1.2.0|snap=beta 1.2.0.2|Cookies can now be used to inflict a fatal [[Poison]] [[status effect]] to [[parrot]]s.}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Cookie JE2 BE2.png|32px]] The texture of cookies has been changed.}}{{History||1.11.0|snap=beta 1.11.0.1|Cookies can now be used to fill up [[composter]]s.}}{{History|||snap=beta 1.11.0.4|Farmer [[villager]]s now [[trading|sell]] 18 cookies for 3 [[emerald]]s as part of their third tier [[trading|trades]].}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Cookie JE1 BE1.png|32px]] Added cookies.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Cookie JE2 BE2.png|32px]] The texture of cookies has been changed.}}{{History|new 3ds}}{{History||0.1.0|[[File:Cookie JE1 BE1.png|32px]] Added cookies.}}{{History|foot}}== Issues =={{issue list}}== Gallery ==<gallery>File:12w21a CookiePurchase.png|Cookies being obtained by [[trading]] with a farmer [[villager]].File:Eating Steve.png|[[Steve]] eating a cookie.File:Eating Alex.png|Alex eating a cookie.</gallery>== References =={{reflist}}== External Links ==*[https://www.minecraft.net/en-us/article/taking-inventory--cookie Taking Inventory: Cookie] – Minecraft.net on August 22, 2019{{Items}}[[Category:Food]][[Category:Renewable resources]][[cs:Sušenka]][[de:Keks]][[es:Galleta]][[fr:Cookie]][[hu:Csokis süti]][[ja:クッキー]][[ko:쿠키]][[nl:Koekje]][[pl:Ciastko]][[pt:Biscoito]][[ru:Печенье]][[uk:Печиво]] [[zh:曲奇]]</li><li>[[Amethyst Shard|Amethyst Shard]]<br/>{{Item| title = Amethyst Shard| image = Amethyst Shard.png| renewable = Yes| stackable = Yes (64)}}An '''amethyst shard''' is a crystal ore obtained from mining a fully grown [[amethyst cluster]] or can be obtained from chests in [[Ancient City|ancient cities]].== Obtaining ===== Mining ===An [[amethyst cluster]] mined using a non-[[Silk Touch]], non-[[Fortune]] [[pickaxe]] drops 4 amethyst shards. When mined using any other tool, [[item]] or mechanism (such as [[explosion]]s or [[piston]]s) it drops 2 shards. The maximum amount of amethyst shards dropped can be increased with Fortune. Fortune I gives a {{frac|1|3}} chance for eight shards, averaging 5.33 shards; Fortune II gives a 25% chance (each) to give eight or 12 shards, averaging 7 shards, and Fortune III gives a 20% chance (each) to give 8, 12, or 16 shards, averaging 8.8 shards.If the amethyst cluster in any of its growth stages is mined using a pickaxe enchanted with [[Silk Touch]], it drops itself rather than amethyst shards.=== Chest loot ==={{LootChestItem|amethyst-shard}} == Usage ===== Crafting ingredient ==={{Crafting usage}}=== Smithing ingredient ==={{Smithing|head=1|ingredients=Any Armor Trim +<br/>Any Armor Piece + <br/>Amethyst Shard|Any Armor Trim Smithing Template|Netherite Chestplate|Amethyst Shard|Amethyst Trim Netherite Chestplate|showdescription=1|description = All armor types can be used in this recipe;<br/>a netherite chestplate is shown as an example.<br/>|tail=1}};Trim color paletteThe following color palette is shown on the designs on trimmed armor:*{{TrimPalette|amethyst shard}}=== Allay duplication ===If an amethyst shard is given to an [[allay]] that is currently dancing to an active [[jukebox]], the allay emits heart particles, consumes the amethyst shard and duplicates into another allay. After this, there is a 5 minute cool down until both allays can be duplicated like this again.== Sounds =={{Edition|Java}}:{{Sound table|sound=Amethyst shimmer.ogg|subtitle=Amethyst chimes|source=neutral|description=When an amethyst shard duplicates an allay|id=block.amethyst_block.chime|translationkey=subtitles.block.amethyst_block.chime|volume=0.4|pitch=1.0|distance=16|foot=1}}{{Edition|Bedrock}}:{{Sound table|type=bedrock|sound=Amethyst shimmer.ogg|source=block|description=When an amethyst shard duplicates an allay|id=chime.amethyst_block|volume=1.0|pitch=0.5-1.7|foot=1}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Amethyst Shard|spritetype=item|nameid=amethyst_shard|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Amethyst Shard|spritetype=item|nameid=amethyst_shard|form=item|id=625|foot=1}}==History=={{History||October 3, 2020|link={{ytl|DBvZ2Iqmm3M|t=23m14s}}|Amethyst shards are mentioned, but not shown at [[Minecraft Live 2020]].}}{{History|java}}{{History||1.17|snap=20w45a|[[File:Amethyst Shard JE1.png|32px]] Added amethyst shards.}}{{History|||snap=20w46a|[[File:Amethyst Shard JE2 BE1.png|32px]] The texture for amethyst shards has changed.}}{{History||1.19|snap=22w13a|Amethyst shards can now be found in [[ancient city]] [[chest]]s.}}{{History||1.19.1|snap=22w24a|Amethyst shards can now be used to duplicate [[allay]]s.}}{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Amethyst shards can now be used as an armor trim material.}}{{History||1.20|snap=23w12a|Amethyst shards can now be used to craft [[calibrated sculk sensor]]s.}}{{History|bedrock}}{{History||1.17.0|snap=beta 1.17.0.50|[[File:Amethyst Shard JE2 BE1.png|32px]] Added amethyst shards.}}{{History|||snap=beta 1.17.0.52|Amethyst shards are now available without enabling [[Experimental Gameplay]].}}{{History||1.19.0|snap=beta 1.19.0.26|Amethyst shards can now be found in [[ancient city]] [[chest]]s.}}{{History||1.19.10|snap=beta 1.19.10.22|Amethyst shards can now be used to duplicate allays.}}{{History||1.20.0<br>(Experimental)|link=Bedrock Edition 1.19.80|snap=beta 1.19.80.21|Amethyst shards can now be used as an armor trim material.}}{{History|||snap=beta 1.19.80.22|Amethyst shards can now be used to craft calibrated sculk sensors.}}{{History|foot}}==Issues=={{issue list}}==Trivia==* Although in real life {{w|amethyst}} is a variety of {{w|quartz}} like [[Nether Quartz|nether quartz]], the two resources are not interchangeable.* besides netherite, amethyst is the only or to be attempted not from an ore in caves== External Links ==*[https://www.minecraft.net/en-us/article/taking-inventory--amethyst-shard Taking Inventory: Amethyst Shard] – Minecraft.net on May 20, 2021{{Items}}[[Category:Renewable resources]][[de:Amethystscherbe]][[es:Fragmento de amatista]][[fr:Éclat d'améthyste]][[it:Scheggia di ametista]][[ja:アメジストの欠片]][[lzh:紫水玉片]][[pl:Odłamek ametystu]][[pt:Fragmento de ametista]][[ru:Осколок аметиста]][[uk:Уламок аметисту]][[zh:紫水晶碎片]][[Category:Ore]]</li></ul>
?The mob spawning algorithm has been changed. Trying to spawn mobs inside a solid block no longer causes that entire spawn cycle to bail out.
The chunk 0,0 (X 0-15 and Z 0-15) is no longer always the first chunk evaluated for mob spawning. Previously, if one built a dark room inside that chunk, almost all mobs would spawn there as there was no chance of the algorithm bailing out before reaching that chunk.
Hostile mobs can now spawn in higher light levels at lower depths, using the formula 16 − (Layer / 8). At level 8 and below, mobs could spawn even in sunlight.
v1.2.1
{{Extension DPL}}<ul><li>[[Ice Bomb|Ice Bomb]]<br/>{{education feature}}{{exclusive|bedrock|education}}{{ItemEntity|image=Ice Bomb.png|renewable=No (unless [[Material Reducer]] is available)<!-- Well, CHO are everywhere in sugar and charcoal, and sodium is in cobblestone... -->|stackable=Yes (16)|size=Height: 0.25 Blocks<br>Width: 0.25 Blocks}}The '''ice bomb''' is an [[item]] that is used to freeze [[water]] into [[ice]].== Obtaining ===== Lab Table ==={| class="wikitable"! Result! Materials Needed|-!rowspan=2|{{slot|Ice Bomb}}<br>[[Ice Bomb]]|{{slot|Sodium Acetate|link=Compound#List_of_compounds}}{{slot|Sodium Acetate|link=Compound#List_of_compounds}}{{slot|Sodium Acetate|link=Compound#List_of_compounds}}{{slot|Sodium Acetate|link=Compound#List_of_compounds}}|-|<center>[[Compound#List_of_compounds|Sodium Acetate]] x4</center>|}== Usage ==Ice bombs can be thrown by {{control|using}} them. They are affected by gravity.Like with [[ender pearl]]s, there is a short cooldown before the player can throw another ice bomb. The cooldown is shown in the [[hotbar]] by a white overlay that shrinks before the player is able to use it again.Ice bombs explode upon hitting most [[blocks]], including non-solid blocks, but not [[air]]. They also explode upon hitting other entities, but do not deal [[damage]], and unlike [[egg]]s and [[snowball]]s, their impact is not considered an attack and does no damage or knockback. When exploding, any [[water]] (including flowing water, but not [[waterlogged]] blocks) in a 3×3×3 cube around the ice bomb freezes into [[ice]]. Ice bombs can be used to contain and displace [[mobs]] in ice under water.While [[endermen]] teleport away from arrows shot at them, they can be hit by ice bombs. Throwing an ice bomb while underwater encloses the player in ice.{| class="wikitable"|+Ice bomb arrangement table!y\x!-2!-1!0!1!2|-!64|Air|Air|Air|Air|Air|-!63|Air|Air|Ice bomb|Air|Air|-!62!Water!Ice!Ice!Ice!Water|-!61!Water!Ice!Ice!Ice!Water|-!60!Water!Water!Water!Water!Water|}== Sounds =={{Sound table|type=bedrock|sound=Zombie breaks door.ogg|source=hostile|description=When an ice bomb is created by a [[lab table]]|id=mob.wither.break_block|volume=0.5|pitch=1.1/1.3}}{{Sound table|sound=Glass dig1.ogg|sound2=Glass dig2.ogg|sound3=Glass dig3.ogg|source=block|description=When an ice bomb impacts something|id=random.glass|volume=1.0|pitch=1.4/1.6|foot=1}}== Data values ===== ID ==={{ID table|edition=bedrock|firstcolumnname=Ice Bomb|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Item|spritename=ice-bomb|spritetype=item|nameid=ice_bomb|id=595|form=item|foot=1}}{{ID table|edition=bedrock|firstcolumnname=Ice Bomb|shownumericids=y|generatetranslationkeys=y|displayname=Entity|spritename=ice-bomb|spritetype=entity|nameid=ice_bomb|id=106|foot=1}}== History =={{History|bedrock}}{{History||1.4.0|snap=beta 1.2.20.1|[[File:Ice Bomb BE1.png|32px]] Added ice bombs.}}{{History|education}}{{History||1.0.27|[[File:Ice Bomb BE1.png|32px]] Added ice bombs.}}{{History|foot}}== Trivia ==* In real life, mixing a sufficient amount of sodium acetate in water does solidify it, but creates [[wikipedia:Sodium acetate#Heating pad|hot ice]] (sodium acetate trihydrate) instead of normal ice.{{items}}{{entities}}{{Education Edition}}[[Category:Non-renewable resources]][[Category:Education Edition items]][[Category:Education Edition entities]][[pl:Lodowa bomba]][[de:Eisbombe]][[ja:氷の爆弾]][[ko:얼음 폭탄]][[lzh:冰丸]][[pt:Bomba de gelo]][[zh:冰弹]]</li><li>[[Cooked Salmon|Cooked Salmon]]<br/>{{Dungeons hatnote|type=consumable}}{{Item| title = Cooked Salmon| image = Cooked Salmon.png| renewable = Yes| heals = {{hunger|6}}| stackable = Yes (64)}}'''Cooked salmon''' is a [[food]] item obtained by cooking [[raw salmon]].== Obtaining ===== Mob loot =======Salmon====[[Salmon]] always drops 1 raw salmon when killed, unaffected by Looting.<ref>{{bug|MC-212795||Salmon & Fish mobs are not affected by Looting}}</ref> If it is killed while on [[fire]], it drops 1 [[Cooked Salmon|cooked salmon]] instead.====Guardians and elder guardians====[[Guardian|Guardians]] and [[Elder Guardian|elder guardians]] have a 2.5% chance to drop a random fish, with 25% of them being raw salmon, which drops as cooked if the guardian was on fire. The chance of getting the fish drop is increased by 1% per level with [[Looting]] (for a maximum of 5.5% with Looting III), but the type of fish is not affected.====Polar bears ====[[Polar bear]]s have a 25% chance of dropping 0–2 raw salmon when killed. The maximum amount can be increased by 1 per level of Looting, for a maximum of 0-5 with Looting III. If killed while on fire, they drop cooked salmon instead.=== Cooking ===Cooked salmon can be obtained by cooking raw salmon in a [[furnace]], [[smoker]], or on a [[campfire]]. Each piece of cooked salmon removed from a furnace output slot gives 0.35 [[experience]] (22.4 experience per stack).{{smelting|Raw Salmon|Cooked Salmon|0,35}}=== Chest loot ==={{LootChestItem|cooked-salmon}}=== Trading ===Apprentice-level fishermen villagers have a 50%{{only|bedrock}} or {{frac|2|3}}{{only|java}} chance to sell 6 cooked salmon for 6 raw salmon and an [[emerald]].== Usage ===== Food ===To eat cooked salmon, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|6}} and 9.6 [[Hunger#Mechanics|saturation]], the same as [[cooked mutton]].=== Wolves ==={{IN|Bedrock}}, cooked salmon can be fed to [[wolves]] only if they are not at full health, healing them by {{hp|6|mob=1}}. Cooked salmon does not accelerate the growth of baby wolves and cannot be used to [[breed]] them.==Sounds=={{Sound table/Entity/Food}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showitemtags=y|showforms=y|generatetranslationkeys=y|displayname=Cooked Salmon|spritetype=item|nameid=cooked_salmon|itemtags=fishes|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Cooked Salmon|spritetype=item|nameid=cooked_salmon|id=269|form=item|foot=1}}== Achievements =={{load achievements|Lion Hunter}}== Advancements =={{load advancements|Husbandry;A Balanced Diet;Fishy Business}}== Video ==<div style="text-align:center">{{yt|s_GcAFeoREk}}</div>== History =={{History|java}}{{History||1.7.2|snap=13w36a|[[File:Cooked Salmon JE1 BE1.png|32px]] Added cooked salmon.}}{{History||1.8|snap=14w02a|Cooked salmon can no longer be [[trading|traded]] by [[villager]]s.}}{{History||1.13|snap=17w47a|The different data values for the <code>cooked_fish</code> IDs have been split up into their own IDs.|Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral IDs were 349 and 250.}}{{History|||snap=18w08b|Salmon has been added as a [[mob]], which drops raw salmon when killed (cooked while on [[fire]]).|[[File:Cooked Salmon JE2 BE2.png|32px]] The texture of cooked salmon has been changed.}}{{History|||snap=18w10a|Cooked salmon now generates in [[buried treasure]] [[chest]]s.}}{{History|||snap=19w11a|Fisherman [[villager]]s can now convert raw salmon to cooked salmon, if [[trading|paid]] with emeralds.}}{{History|pocket alpha}}{{History||v0.11.0|snap=build 1|[[File:Cooked Salmon JE1 BE1.png|32px]] Added cooked salmon.}}{{History||v0.12.1|snap=build 1|Salmon now restores [[hunger]] instead of [[health]].}}{{History||v0.16.0|snap=build 1|Salmon is now dropped by [[guardian]]s and [[elder guardian]]s.}}{{History|bedrock}}{{History||1.4.0|snap=beta 1.2.14.2|Salmon has been added as a [[mob]], which drops raw salmon when killed (cooked while on [[fire]]).|[[File:Cooked Salmon JE2 BE2.png|32px]] The texture of cooked salmon has been changed.}}{{History||1.11.0|snap=beta 1.11.0.4|Cooked salmon can now be obtained from [[trading]] with fishermen [[villager]]s.}}{{History||1.16.100|snap=beta 1.16.100.52|Salmon now drops cooked salmon when killed on [[fire]].}}{{History|console}}{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|[[File:Cooked Salmon JE1 BE1.png|32px]] Added cooked salmon.}}{{History||xbox=TU69|ps=1.76|wiiu=Patch 38|[[File:Cooked Salmon JE2 BE2.png|32px]] The texture of cooked salmon has been changed.}}{{History|new 3ds}}{{History||0.1.0|[[File:Cooked Salmon JE1 BE1.png|32px]] Added cooked salmon.}}{{History|foot}}== Issues =={{issue list}}== See also ==* [[Fishing]]* [[Cooked Cod]]{{items}}[[Category:Food]][[Category:Renewable resources]][[de:Gebratener Lachs]][[es:Salmón ahumado]][[pt:Salmão assado]][[ko:익힌 연어]][[zh:熟鲑鱼]][[ru:Жареный лосось]]</li></ul>
Hostile mobs can no longer spawn in higher light levels at lower depths.
?The spawning area used to be 17x17 chunks rather than 15x15. The area was reduced, but the old size is still used to calculate mob caps.
It was not always possible to funnel mobs into a spawning room by preventing them from spawning elsewhere. Some older sources of information about spawning might make reference to this.
Large amounts of empty space used to encourage spawning in the general area. This remains true on a smaller scale, and only horizontally, due to pack spawning.
Java Edition Beta
1.4_01
{{Extension DPL}}<ul><li>[[Shulker Shell|Shulker Shell]]<br/>{{Item| image = Shulker Shell.png|type=|renewable = Yes| stackable = Yes (64)}}{{about|the item that drops from the mob|the mob |Shulker|the storage block|Shulker Box}}'''Shulker shells''' are [[item]]s dropped by [[shulker]]s that are used solely to craft [[shulker box]]es.== Obtaining ===== Mob loot ==={{IN|bedrock}}, [[shulker]]s drop 0-1 shulker shells. The maximum can be increased by 1 per level of [[Looting]], which is 0-4 shells with Looting III.{{IN|java}}, shulkers have a 50% chance of dropping a shulker shell when killed. This is increased by 6.25% per level of [[Looting]], for a maximum of 68.75% with Looting III.== Usage ===== Crafting ingredient ==={{crafting usage}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Shulker Shell|spritetype=item|nameid=shulker_shell|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Shulker Shell|spritetype=item|nameid=shulker_shell|id=566|form=item|foot=1}}== History =={{History|java}}{{History||1.11|snap=16w39a|[[File:Shulker Shell JE1 BE1.png|32px]] Added shulker shells.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 450.}}{{History||1.14|snap=18w43a|[[File:Shulker Shell JE2 BE2.png|32px]] The texture of the shulker shell has now been changed.}}{{History||1.17|snap=20w45a|When a shulker is hit by a shulker bullet, the shulker can spawn another shulker depending on the amount of shulkers in the area, making shulker shells [[renewable resource|renewable]].}}{{History|pocket}}{{History||1.0.0|snap=alpha 1.0.0.1|[[File:Shulker Shell JE1 BE1.png|32px]] Added shulker shells.|Shulker shells currently have no purpose as [[shulker box]]es haven't been implemented yet.}}{{History||1.1.0|snap=alpha 1.1.0.0|Shulker shells can now be used to [[crafting|craft]] shulker boxes.}}{{History|bedrock}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Shulker Shell JE2 BE2.png|32px]] The texture of the shulker shell has now been changed.}}{{History||1.18.30|snap=beta 1.18.30.22|Shulkers now have a chance to spawn another shulker when hit by a shulker projectile, making shulker shells [[renewable resource|renewable]].}}{{History|console}}{{History||xbox=TU53|xbone=CU43|ps=1.49|wiiu=Patch 23|switch=1.0.3|[[File:Shulker Shell JE1 BE1.png|32px]] Added shulker shells.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Shulker Shell JE2 BE2.png|32px]] The texture of the shulker shell has now been changed.}}{{History|new 3ds}}{{History||1.7.10|[[File:Shulker Shell JE1 BE1.png|32px]] Added shulker shells.}}{{History|foot}}== Issues =={{Issue list}}{{Items}}[[de:Shulkerschale]][[es:Caparazón de shulker]][[fr:Carapace de Shulker]][[it:Guscio di shulker]][[ja:シュルカーの殻]][[ko:셜커 껍데기]][[nl:Shulkerschelp]][[pl:Skorupa Shulkera]][[pt:Casco de shulker]][[ru:Панцирь шалкера]][[th:เปลือกชัลเกอร์]][[zh:潜影壳]]</li><li>[[Egg|Egg]]<br/>{{About|chicken eggs|the similar item that spawns mobs|Spawn egg|other uses}}{{ItemEntity|image=Egg.png|renewable=Yes|stackable=Yes (16)|size=Height: 0.25 Blocks<br>Width: 0.25 Blocks}}An '''egg''' is an [[item]] that can be used to craft [[food]] items, or thrown for a chance to spawn [[chick]]s on impact.== Obtaining ===== Mob loot ==={{see also|Tutorials/Egg farming}}A [[chicken]] drops an egg item every 5–10 minutes. The theoretical average would be expected at 1 egg every 7.5 minutes, or 0.1333 eggs per minute.A [[fox]] sometimes spawns holding an egg, which it always drops upon death. Alternatively, a player dropping a food item causes the fox to drop the egg.=== Chest loot ==={{LootChestItem|egg}}== Usage ===== Crafting ingredient ==={{crafting usage}}=== Combat ===Players are able to throw eggs and deal knockback to [[mob]]s (but not other players{{only|JE|short=1}}<ref>{{bug|MC-3179|||WAI}}</ref>{{until|JE Combat Tests}}), but no damage is dealt, similar to a [[snowball]]. Likewise, throwing eggs at [[neutral mobs]] provokes them. Eggs can also be fired from [[dispenser]]s and are affected by gravity.=== Spawning chickens ===When thrown by a dispenser or by pressing the {{control|use}} button, an egg has a {{fraction|1|8}} (12.5%) chance of spawning a [[chick]]. If this occurs, there is a {{fraction|1|32}} (3.125%) chance of spawning three additional chicks (on average, 1 out of every 256 eggs spawns 4 chicks). In other words, whenever an egg is thrown, there is a {{fraction|31|256}} chance of spawning 1 chick and a {{fraction|1|256}} chance of spawning four chicks.The expected value of the number of chicks an egg produces is {{fraction|35|256}} or 13.7%. This means that on average, a chick is spawned every 7.3 eggs, a stack of 16 eggs spawns 2.188 chicks, and a full inventory including the hotbar and off-hand (<code>37 * 16 = 592</code> eggs) is expected to spawn approximately 81 chicks.== Sounds =={{Edition|Java}}:<br>Thrown eggs use the Friendly Creatures sound category for entity-dependent sound events.{{Sound table|rowspan=2|sound=Bow shoot.ogg|subtitle=Egg flies|source=player|description=When an egg is thrown|id=entity.egg.throw|translationkey=subtitles.entity.egg.throw|volume=0.5|pitch={{frac|1|3}}-0.5|distance=16}}{{Sound table|subtitle=Dispensed item|source=block|description=When a dispenser shoots an egg|id=block.dispenser.launch|translationkey=subtitles.block.dispenser.dispense|volume=1.0|pitch=1.2|distance=16}}{{Sound table|sound=Chicken plop.ogg|subtitle=Chicken plops|source=Friendly Creatures|description=When an egg is laid by a chicken|id=entity.chicken.egg|translationkey=subtitles.entity.chicken.egg|volume=1.0|pitch=0.8-1.2|distance=16|foot=1}}{{Edition|Bedrock}}:{{Sound table|type=bedrock|rowspan=2|sound=Bow shoot.ogg|source=player|description=When an egg is thrown|id=random.bow|volume=0.5|pitch=0.33-0.5}}{{Sound table|source=player|description=When a dispenser shoots an egg|id=random.bow|volume=1.0|pitch=0.83-1.25}}{{Sound table|sound=Chicken plop.ogg|source=neutral|description=When an egg is laid by a chicken|id=mob.chicken.plop|volume=1.0|pitch=0.8-1.2|foot=1}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Egg|spritetype=item|nameid=egg|form=item|foot=1}}{{ID table|edition=java|showentitytags=y|generatetranslationkeys=y|displayname=Thrown Egg|spritetype=entity|spritename=Egg|nameid=egg|entitytags=impact_projectiles|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Egg|spritetype=item|nameid=egg|id=390|form=item|foot=1}} {{ID table|edition=bedrock|shownumericids=y|generatetranslationkeys=y|displayname=Egg|spritetype=entity|nameid=egg|id=82|foot=1}}=== Entity Data ===Thrown eggs have entity data that define various properties of the entity.{{el|java}}:{{main|Entity format}}{{/ED}}{{el|bedrock}}:: See [[Bedrock Edition level format/Entity format]].== Achievements =={{load achievements|The Lie}}==Advancements=={{Load advancements|Bullseye}}== Video ==<div style="text-align:center">{{yt|8rDbF8UYuTc}}</div>== History =={{History|java alpha}}{{History||v1.0.14|[[File:Egg JE1 BE1.png|32px]] Added eggs.|Eggs currently have no purpose.}}{{History|java beta}}{{History||1.0|Eggs are now throwable at the request of a fan as the result of a [[wikipedia:Twitter|Twitter]] conversation about a man eating his [[wikipedia:USB|USB]], if [[Notch]] added egg throwing.<ref>{{tweet|notch|11773078791000065}}</ref>}}{{History||1.2|Eggs are now used to craft [[cake]]s.|Eggs can now be thrown by [[dispenser]]s.}}{{History|java}}{{History||1.0.0|snap=Beta 1.9 Prerelease 2|[[Breeding]] has been added, making eggs easier to obtain.}}{{History|||snap=RC1|Thrown eggs now hatch chicks instead of adult chickens.|The egg's throw [[sound]] has been changed.}}{{History||1.4.2|snap=12w37a|Eggs are now used to craft [[pumpkin pie]]s.}}{{History||1.9|snap=15w32a|Eggs no longer [[damage]] the [[ender dragon]].}}{{History|||snap=15w36b|Eggs now produce particles when thrown at an entity.}}{{History|||snap=15w49a|Eggs, like all throwable projectiles, now take the thrower's motion into account when fired.}}{{History||1.11|snap=16w32a|The [[entity]] ID has now been changed from <code>ThrownEgg</code> to <code>egg</code>.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 344.}}{{History||1.14|snap=18w43a|[[File:Egg JE2 BE2.png|32px]] The texture of eggs has been changed.}}{{History|||snap=18w50a|Eggs can now be found in [[chest]]s in [[village]] fletcher houses.|Therefore, chickens are no longer the only source of eggs.}}{{History|||snap=19w07a|Added [[fox]]es, which sometimes spawn with eggs in their mouths.}}{{History||1.16.2|snap=Pre-Release 1|Eggs are now affected by [[bubble column]]s.}}{{History|pocket alpha}}{{History||v0.4.0|[[File:Egg JE1 BE1.png|32px]] Added eggs. They are currently unobtainable.|Eggs are throwable, but are unable to spawn chickens.}}{{History||v0.7.0|[[Chicken]]s now occasionally lay eggs.|Eggs can be used to craft [[cake]].|Thrown eggs now have a chance of spawning adult chickens.}}{{History||v0.8.0|snap=build 1|Eggs are now used to craft [[pumpkin pie]]s.}}{{History|||snap=build 3|Thrown eggs now have a chance of spawning chicks instead of adult chickens.}}{{History|pocket}}{{History||1.1.0|snap=alpha 1.1.0.0|The [[entity]] ID has now been changed from <code>thrownegg</code> to <code>egg</code>.}}{{History|bedrock}}{{History||1.2.0|Eggs now deal knockback to [[player]]s.}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Egg.png|32px]] The texture of eggs has been changed.}}{{History||1.11.0|snap=beta 1.11.0.1|Eggs can now be found in [[village]] fletcher [[chest]]s.}}{{History|||snap=beta 1.11.0.4|Eggs can now be [[trading|sold]] to farmer [[villager]]s.}}{{History||1.13.0|snap=beta 1.13.0.1|Added [[fox]]es, which can [[drops|drop]] eggs.}}{{History||1.16.0|snap=beta 1.16.0.57|[[Trading]] has now been changed, eggs can no longer be [[trading|sold]] to farmer [[villager]]s.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Egg JE1 BE1.png|32px]] Added eggs.}}{{History|PS4}}{{History||1.90|[[File:Egg JE2 BE2.png|32px]] The texture of eggs has been changed.}}{{History|New 3DS}}{{History||0.1.0|[[File:Egg JE1 BE1.png|32px]] Added eggs.}}{{History|foot}}== Issues =={{issue list}}== Trivia ==* Eggs break mid-fall if hit by another projectile; the chance of spawning a chick is not affected.* Throwing an egg at a [[nether portal]] breaks the egg when it hits the portal.* A thrown egg faces toward the [[player]] in first-person view, while it appears rotated horizontally in third-person view. This is the case for all throwable [[item]]s ([[ender pearl]]s, eggs, [[snowball]]s, and all throwable [[potion]]s).== References =={{Reflist}}{{Items}}{{entities}}[[Category:Combat]][[Category:Egg]][[cs:Vajíčko]][[de:Ei]][[es:Huevo]][[fr:Œuf]][[hu:Tojás]][[it:Uovo]][[ja:卵]][[ko:달걀]][[nl:Ei]][[pl:Jajko]][[pt:Ovo]][[ru:Яйцо]][[th:ไข่ไก่]][[uk:Яйце]][[zh:鸡蛋]]<br /></li></ul>
Beds now act as respawn points for players.
1.8
{{Extension DPL}}<ul><li>[[Water Bucket|Water Bucket]]<br/>{{Item| title = Water Bucket| renewable = Yes| image = Water Bucket.png| stackable = No}}A '''water bucket''' is a [[bucket]] filled with [[water]].== Obtaining ===== Interacting ===To fill an empty [[bucket]] with water, {{control|use}} it on a [[water]] source block. The water is consumed in the process. Flowing water does not fill a bucket.{{control|Using}} an empty bucket on a [[cauldron]] filled with water (water level 3) empties the cauldron and fills the bucket.Water buckets can also be filled by placing an empty one in the fuel slot of a [[furnace]], and a wet [[sponge]] into the oven slot. The bucket is filled when the [[smelting]] process completes, which also leaves the sponge dry and ready to be reused.=== Chest Loot ==={{LootChestItem|water-bucket}}== Usage =={{Control|Using}} a water bucket on a solid block places a water source block against that block, emptying the bucket; using a water bucket on a [[waterlogging|waterloggable]] block waterlogs the block. In [[the Nether]], however, the water evaporates, making a fire extinguishing sound and displays smoke particles while nothing gets placed.=== Dispensers ===A [[dispenser]] can be loaded with a water bucket, and when activated it places a water block directly before it, emptying the bucket. A dispenser loaded with an empty bucket and a water source right in front of it draws the source into the bucket when activated.=== Cauldrons ===A single water bucket can fill a [[cauldron]], and using an empty bucket on a water-filled cauldron fills the bucket. Empty buckets cannot be filled from partly-filled cauldrons.=== Filling bucket with mobs ===Water buckets can be used on a [[fish]], [[axolotl]] or [[tadpole]] to create a [[bucket of aquatic mob]].=== Transportation ==={{main|Tutorials/Elevators#Water elevators}}Water buckets can be used as a means of quickly descending great heights in the [[Overworld]] and [[the End]], either by creating a waterfall or using the water bucket while falling to create a safe water landing.Water buckets can also be used to climb vertical surfaces anywhere but [[the Nether]] by repeatedly creating higher waterfalls from the bottom and swimming up them.== Sounds =={{el|je}}:{{Sound table|sound=Fill water bucket1.ogg|sound2=Fill water bucket2.ogg|sound3=Fill water bucket3.ogg|subtitle=Bucket fills|source=player|description=When a bucket is filled with water|id=item.bucket.fill|translationkey=subtitles.item.bucket.fill|volume=1.0|pitch=1.0|distance=16}}{{Sound table|sound=Empty water bucket1.ogg|sound2=Empty water bucket2.ogg|sound3=Empty water bucket3.ogg|subtitle=Bucket empties|source=block|description=When the bucket is placed|id=item.bucket.empty|translationkey=subtitles.item.bucket.empty|volume=1.0 <ref group=sound>Except for the second copy of {{cd|empty1}}, which is 0.9</ref>|pitch=1.0|distance=16|foot=1}}{{el|je}}:{{Sound table|type=bedrock|sound=Fill water bucket1.ogg|sound2=Fill water bucket2.ogg|sound3=Fill water bucket3.ogg|source=block|description=When a bucket is filled with water|id=bucket.fill_water|volume=1.0|pitch=1.0}}{{Sound table|sound=Empty water bucket1.ogg|sound2=Empty water bucket2.ogg|sound3=Empty water bucket3.ogg|source=block|description=When a water bucket is emptied|id=bucket.empty_water|volume=1.0|pitch=1.0}}{{Sound table|rowspan=2|sound=Water Splash Old.ogg|source=block|description=When a water bucket is placed in a cauldron<wbr><ref group=sound name=bucketsplash>{{Bug|MCPE-135919}}</ref>|id=cauldron.fillwater|volume=0.1|pitch=1.0}}{{Sound table|source=block|description=When a water bucket is removed from a cauldron<wbr><ref group=sound name=bucketsplash/>|id=cauldron.takewater|volume=0.1|pitch=1.0|foot=1}}==Data values===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Water Bucket|spritetype=item|nameid=water_bucket|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|showaliasids=y|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Water Bucket|spritetype=item|nameid=water_bucket|aliasid=bucket / 8|id=362|form=item|translationkey=item.bucketWater.name|foot=1}}== Advancements =={{load advancements|Tactical fishing;The Cutest Predator;Bukkit bukkit}}==History=={{History|java infdev}}{{History||20100615|[[File:Water Bucket JE1 BE1.png|32px]] Added water buckets.}}{{History|java alpha}}{{History||v1.2.6|{{control|use|text=Using}} a water bucket on [[block]]s with GUIs ([[chest]]s, [[furnace]]s, etc.) no longer places the water.}}{{History|java}}{{History||1.0.0|snap=Beta 1.9 Prerelease 2|Water buckets can now be used to fill [[cauldron]]s.}}{{History||1.3.1|snap=12w15a|[[Dispenser]]s have now been given the ability to dispense water buckets. They can also collect if activated again.}}{{History||1.8|snap=14w25a|A water bucket is now shown as the icon when [[water]] is used as a layer in [[Superflat]].}}{{History|||snap=14w25b|[[Smelting]] a wet [[sponge]] while an empty bucket is in the fuel slot fills the bucket with water.}}{{History||1.9|snap=15w44a|A full [[cauldron]] can now be emptied with a bucket, yielding a water bucket.}}{{History|||snap=15w50a|Added sounds for collecting and pouring water using a bucket.}}{{History||1.13|snap=17w47a|Prior to the ''[[Flattening]]'' this item's numerical ID was 326.}}{{History|||snap=18w08b|Water buckets can now be used to pick up [[fish]] mobs.}}{{History||1.14|snap=18w43a|[[File:Water Bucket JE2 BE2.png|32px]] The texture of water buckets has now been changed.|Water buckets can now suck up liquids directly adjacent to the side they are facing. How this works is unknown, given the water bucket clearly already contains a liquid.}}{{History|||snap=18w48a|Water buckets can now be found in [[chest]]s in [[village]] fishing cottages.}}{{History|||snap=19w02a|Water buckets can now be used to put out [[campfire]]s.}}{{History||1.17|snap=20w51a|Water buckets can now be used to collect [[axolotl]]s.}}{{History||1.19|snap=22w11a|Water buckets can now be used to collect [[tadpole]]s.}}{{History||1.19.3|snap=22w45a|Water buckets can now be emptied into [[waterlogging|waterlogged]] blocks, instead of placing water against them.<ref>{{bug|MC-127110|||Fixed}}</ref>}}{{History|upcoming java}}{{History||Villager Trade Rebalance<br>(Experimental)|link=Java Edition 1.20.2|snap=23w31a|[[Wandering trader]]s now have a chance to [[trading|buy]] a water bucket from the player.}}{{History|pocket alpha}}{{History||v0.7.0|[[File:Water Bucket JE1 BE1.png|32px]] Added water buckets.|Water buckets were simply called "Bucket".}}{{History||v0.7.4|Water buckets no longer stack to 64.}}{{History||v0.14.0|snap=build 1|Dispensers can now shoot out water from water buckets.}}{{History|bedrock}}{{History||1.4.0|snap=beta 1.2.14.2|Water buckets can now be used to pick up [[fish mob]]s.|Moved all bucket items, including water buckets, from the Equipment tab to the Items tab in the [[Creative inventory]].{{verify|type=update}}{{info needed}}<!---please check snapshots, only 1 major release version was checked each--->}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Water Bucket JE2 BE2.png|32px]] The texture of water buckets has now been changed.}}{{History||1.16.100|snap=beta 1.16.100.56|The ID of water buckets has been changed from <code>bucket/8</code> to <code>water_bucket</code>.}}{{History||1.17.0|snap=beta 1.16.230.52|Water buckets can now be used to collect [[axolotl]]s.}}{{History||1.18.10|snap=beta 1.18.10.24|Water buckets can now be used to collect [[tadpole]]s behind the "Wild Update" experimental toggle.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Water Bucket JE1 BE1.png|32px]] Added water buckets.}}{{History||xbox=TU9|[[Dispenser]]s have now been given the ability to shoot out the [[liquids]] inside water buckets. They can also suck up the liquids if activated again, but a bug prevents the empty [[bucket]] from being filled. Whether this was ever fixed is unknown.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Water Bucket JE2 BE2.png|32px]] The texture of water buckets has now been changed.}}{{History|New Nintendo 3DS Edition}}{{History||0.1.0|[[File:Water Bucket JE1 BE1.png|32px]] Added water buckets.}}{{History|foot}}==Issues=={{issue list}}==Gallery==<gallery>Water Bucket SDGP.png|Water bucket in the [[Super Duper Graphics Pack]].</gallery>==References=={{Reflist}}{{Items}}[[Category:Renewable resources]][[Category:Tools]][[de:Wassereimer]][[ja:水入りバケツ]][[pt:Balde de água]][[th:ถังน้ำ]][[uk:Відро води]][[zh:水桶]]</li><li>[[Apple|Apple]]<br/>{{for}}{{Item| title = Apple| image = Apple.png| renewable = Yes| heals = {{hunger|4}}| stackable = Yes (64)}}'''Apples''' are [[food]] items that can be eaten by the [[player]].== Obtaining ===== Block loot ===Oak and dark oak [[leaves]] have 0.5% ({{frac|1|200}}) chance of dropping an apple when decayed or broken, but not if burned. Breaking leaves with a [[tool]] enchanted with the [[Fortune]] enchantment increases the chances of dropping an apple: 0.556% ({{frac|1|180}}) with Fortune I, 0.625% ({{frac|1|160}}) with Fortune II, and 0.833% ({{frac|1|120}}) with Fortune III.=== Chest loot ==={{LootChestItem|apple}}=== Trading ===Apprentice-level [[Trading#Farmer|farmer]] [[Villager|villagers]] have a 50% ({{frac|1|2}}){{only|bedrock}} or 66.7% ({{frac|2|3}}){{only|java}} chance of selling 4 apples as part of their trades.== Usage =={{see also|Tutorials/Hunger management|title1=Hunger management}}To eat an apple, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|4}} [[hunger]] and 2.4 [[Hunger#Mechanics|saturation]].=== Crafting ingredient ==={{crafting usage}}=== Composting ===Placing an apple into a [[composter]] has a 65% ({{frac|13|20}}) chance of raising the compost level by 1.== Sounds =={{Sound table/Entity/Food}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Apple|spritetype=item|nameid=apple|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Apple|spritetype=item|nameid=apple|id=257|form=item|foot=1}}== Advancements =={{load advancements|Husbandry;A Balanced Diet}}== History =={{History|java indev}}{{History||0.31|snap=20091231-2|[[File:Apple JE1 BE1.png|32px]] Added apples. |Apples are currently non-functional in this version.}}{{History|||snap=20100110|Apples are now functional and are edible, restoring {{hp|2}}. They are intended to replace [[mushroom]]s, which were previously edible.}}{{History|||snap=20100128|Apples now used to [[craft]] [[arrow]]s.}}{{History|||snap=20100129|Apples no longer used to craft [[arrow]]s.}}{{History||20100206|Apples now use the texture of [[golden helmet]]s.}}{{History|java infdev}}{{History||February 23, 2010|link=none|At the bottom of a [[crafting]] guide they made, a player named JTE jokingly indicated that [[Notch]] dropped an apple when killed, and that apples could be crafted into something called a "[[golden apple]]" – this was a joke on the fact that apples were totally unobtainable.<ref>http://www.minecraftforum.net/topic/2750582-the-secret-history-of-minecraft/</ref><ref name="JTECraftingGuide">https://echidnatribe.org/Minecraft/crafting.php (This is an unofficial recreation with the original domain)</ref>}}{{History||20100227-1|Players named "[[Notch]]" now drop an apple when they die in addition to their [[inventory]].|Apples are now used to craft golden apples.|Apples now correctly use the apple texture again.}}{{History||20100327|With the addition of the respawn feature, apples have become legitimately obtainable in Survival and renewable for players named "Notch".}}{{History|java beta}}{{History||1.8|snap=Pre-release|Apples can now be found in the new [[stronghold]] storeroom [[chest]]s, making them obtainable in normal [[Survival]] gameplay for the first time.|Apples now restore {{hunger|4}} instead of {{hp|4}}.|Apples are now stackable.}}{{History|java}}{{History||1.0.0|snap=Beta 1.9 Prerelease 3|Apples are now found in the new stronghold altar chests.}}{{History||1.1|snap=11w48a|Oak [[leaves]] now have a 1/200 chance of dropping an apple when destroyed, making apples fully [[renewable]].}}{{History|||snap=12w01a|Apples are now found in the new [[village]] blacksmith chests.}}{{History||1.3.1|snap=12w16a|Apples can now be found in the new [[bonus chest]]s.}}{{History|||snap=12w18a|"[[Notch]]" players no longer drop apples when they die.}}{{History|||snap=12w21a|Farmer [[villager]]s now [[trade|sell]] 5 apples for 1 [[emerald]].|Apples are now used to craft [[enchanted golden apple]]s.}}{{History||1.4.2|snap=12w37a|[[File:Apple JE2 BE2.png|32px]] The apple's texture has been changed: the [[item]] sprite no longer has a dark outline and now has a more detailed look.}}{{History||1.5|snap=13w09b|The [[Fortune]] enchantment now increases the chance of dropping apples.}}{{History||1.7.2|snap=13w43a|Added [[dark oak]] leaves, which drop apples.}}{{history||1.9|snap=15w43a|Apples may now be found in [[igloo]] basem*nt chests.}}{{history|||snap=15w44a|Average yield of apples has been slightly increased in bonus chests.|Apples can no longer be used to craft enchanted golden apples.}}{{History||1.11|snap=16w33a|Farmer villagers now sell 5–7 apples for 1 emerald.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this item's numeral ID was 260.}}{{History||1.14|snap=18w43a|[[File:Apple JE3 BE3.png|32px]] The texture of apples has been changed.}}{{History|||snap=18w48a|Apples can now be found in [[chest]]s in [[plains]] village houses.}}{{History|||snap=19w03a|Placing an apple into the new [[composter]] has a 50% chance of raising the compost level by 1.}}{{History|||snap=19w05a|Apples now have a 65% chance of increasing the compost level in a composter by 1.}}{{History|pocket alpha}}{{History||v0.4.0|[[File:Apple JE1 BE1.png|32px]] Added apples.}}{{History||v0.5.0|Apples now restore {{hp|4}} instead of {{hp|2}}.}}{{History||v0.8.0|snap=build 1|[[File:Apple JE2 BE2.png|32px]] The apple's texture has been changed: the item sprite no longer has a dark outline and now has a more detailed look.}}{{History||v0.12.1|snap=build 1|Added apples to the [[Creative inventory]].|Apples are now stackable.|Apples now restore {{hunger|4}} instead of {{hp|4}}.|The [[Fortune]] [[enchantment]] can now be used to increase chance of dropping apples.|Apples can now be used to craft golden apples and enchanted golden apples.}}{{History||v0.15.0|snap=build 1|Apples can now be used to feed [[horse]]s.}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|Apples can now be found inside [[igloo]] chests.}}{{History||1.0.4|snap=alpha 1.0.4.0|Farmer villagers now sell 5-7 apples for 1 emerald.}}{{History|bedrock}}{{History||1.2.0|snap=beta 1.2.0.2|Apples can no longer be used to craft enchanted golden apples.|Apples can now be found inside bonus chests.}}{{History||1.10.0|snap=beta 1.10.0.3|Apples can now be found in [[plains]] village weaponsmith chests and plains house chests.|[[File:Apple JE3 BE3.png|32px]] The texture of apples has been changed.}}{{History||1.11.0|snap=beta 1.11.0.1|Apples can now be found in [[desert]], [[savanna]], [[taiga]] and [[snowy taiga]] village weaponsmith chests.|Apples can now be used to fill up composters.}}{{History|||snap=beta 1.11.0.4|Farmer villagers now sell 4 apples as part of their second tier trades.}}{{History|console}}{{History||xbox=TU1|wiiu=Patch 1|[[File:Apple JE1 BE1.png|32px]] Added apples.}}{{History||xbox=TU5|Apples are now stackable.|Apples now restore {{hunger|4}} instead of {{hp|4}}.}}{{History||xbox=TU12|ps=1.03|[[File:Apple JE2 BE2.png|32px]] The apple's texture has been changed: the item sprite no longer has a dark outline and now has a more detailed look.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Apple JE3 BE3.png|32px]] The texture of apples has been changed.}}{{History|New 3DS}}{{History||0.1.0|[[File:Apple JE2 BE2.png|32px]] Added apples.}}{{History|foot}}== Issues =={{issue list}}== Trivia ==*Prior to the texture update in Java Edition 1.4.2, the sprite of the apple was the same one used in [[Notch]]'s game ''[[Legend of the Chambered]]''.*Before it was added to ''Minecraft'', apples dropping from trees was already a feature in ''[[Minicraft]]''.== Gallery ==<gallery>Apple in Stronghold.png|An apple found in a stronghold chest.Apple Item.png|An apple that dropped from decaying leaves.Obtaining an apple by trading.png|Obtaining apples via villager trading.File:Candy Apple (Trails and Tales Summer Event) Render.png|The Candy Apple, an item featured in the [[Trails & Tales Event]].</gallery>== References =={{reflist}}== External Links ==*[https://www.minecraft.net/en-us/article/taking-inventory-apple Taking Inventory: Apple] – Minecraft.net on November 23, 2018{{items}}[[Category:Plants]][[Category:Food]][[Category:Renewable resources]][[cs:Jablko]][[de:Apfel]][[es:Manzana]][[fr:Pomme]][[hu:Alma]][[it:Mela]][[ja:リンゴ]][[ko:사과]][[nl:Appel]][[pl:Jabłko]][[pt:Maçã]][[ru:Яблоко]][[th:แอปเปิ้ล]][[uk:Яблуко]][[zh:苹果]]</li></ul>
Pre-releaseThe player's spawn point is now bound to a specific biome rather than to any sand block (when this was first the case is unknown). The player can spawn in forest, swamp and taiga biomes.
Previously, mob spawning was determined by light level rather than the current chunk properties. This was no longer the case in Beta 1.8. In a pre-Beta 1.8 world, hostile mobs would spawn in light level 7 or lower while friendly mobs would spawn in light levels 9 or higher. Because of this, hostile mobs had a slight chance of spawning even though it was light due to them spawning in the air where there was little light. If you had a lot of torches down, go down to your mine, then return, you would have a tendency to find your house having some cows, pigs, chickens or sheep running about.
Java Edition
1.1
{{Extension DPL}}<ul><li>[[Slimeball|Slimeball]]<br/>{{about|the item|the mob|Slime|the block constructed with slimeballs|Slime Block|other uses|Slime (disambiguation)}}{{Item| image = Slimeball.png| renewable = Yes| stackable = Yes (64)}}A '''slimeball''' is a [[crafting]] ingredient commonly dropped by [[slime]]s, and can be sneezed out by [[panda]]s.== Obtaining ===== Mob loot ======= Slimes ===={{see also|Tutorials/Slime farming}}If a [[slime]]'s size is 1, it drops 0–2 slimeballs when killed. The maximum number of slimeballs is increased by 1 per level of [[Looting]], for a maximum of 5 slimeballs with Looting III.==== Pandas ====Baby [[panda]]s have a {{frac|1|700}} chance of [[drop]]ping one slimeball when sneezing.=== Crafting ==={{Crafting |Slime Block |Output= Slimeball,9 |type= Miscellaneous}}=== Trading ===[[Wandering trader]]s sometimes offer to sell a slimeball for 4 [[emerald]]s.== Usage ===== Crafting ingredient ==={{crafting usage}}=== Breeding ===Slimeballs can be used to breed [[frog]]s and reduce the remaining growth duration of [[tadpole]]s by 10%. Both also follow a player holding a slimeball.==Video=={{Video note|This video is outdated, as slimeballs can now also be used to craft [[lead]]s and [[slime block]]s, breed [[frog]]s, and can now be obtained from baby [[panda]]s and [[wandering trader]]s.}}{{yt|J6oR3fdbbjY}}== Data values =====ID==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Slimeball|spritetype=item|nameid=slime_ball|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Slimeball|spritetype=item|nameid=slime_ball|id=388|form=item|foot=1}}==History=={{History|java alpha}}{{History||v1.0.11|[[File:Slimeball JE1 BE1.png|32px]] Added slimeballs, which are dropped from [[slime]]s. At the moment, they serve no purpose.}}{{History|java beta}}{{History||1.7|Slimeballs are now used to craft [[sticky piston]]s.}}{{History|java}}{{History||1.0.0|snap=Beta 1.9 Prerelease 2|Slimeballs are used to craft [[magma cream]].}}{{History||1.6.1|snap=13w18a|[[Lead]]s, which were originally implemented in the [[13w16a]] snapshot, now have a [[crafting]] recipe that includes slimeballs.}}{{History||1.8|snap=14w02a|Nine slimeballs are now used to [[crafting|craft]] a [[slime block]]. Slime blocks also act as storage [[block]]s, being able to craft back into 9 slimeballs.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 341.}}{{History||1.14|snap=18w43a|[[File:Slimeball JE2 BE2.png|32px]] The texture of slimeballs has been changed.|Slimeballs can now be obtained when a [[panda|baby panda]] sneezes.}}{{History|||snap=19w05a|Slimeballs can now be bought from [[wandering trader]]s.}}{{History||1.19|snap=22w11a|Slimeballs can now be used to breed [[frog]]s.}}{{History|pocket alpha}}{{History||v0.9.0|snap=build 1|[[File:Slimeball JE1 BE1.png|32px]] Added slimeballs. They are currently unobtainable and serve no purpose.}}{{History||v0.12.1|snap=build 1|Added slimeballs to the [[creative]] [[inventory]].|Slimeballs can now be obtained by killing [[slime]]s.|Slimeballs are now used to craft [[magma cream]].}}{{History||v0.14.0|snap=build 1|Slimeballs are now used to craft [[slime block]]s.}}{{History||v0.15.0|snap=build 1|Slimeballs are now used to craft [[sticky piston]]s and [[lead]]s.}}{{History|bedrock}}{{History||1.8.0|snap=beta 1.8.0.8|Slimeballs can now be obtained when a [[panda|baby panda]] sneezes.}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Slimeball JE2 BE2.png|32px]] The texture of slimeballs has been changed.|Slimeballs can now be obtained via [[trading]] with [[wandering trader]]s.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Slimeball JE1 BE1.png|32px]] Added slimeballs.}}{{History||xbox=TU3|Slimeballs are now used to craft [[sticky piston]]s.}}{{History||xbox=TU5|Slimeballs are found in the Miscellaneous tab in the [[Creative inventory]].}}{{History||xbox=TU9|Moved slimeballs to the Materials tab in the Creative inventory.}}{{History||xbox=none|xbone=none|ps=1.83|wiiu=none|switch=none|Slimeballs can now be obtained when a [[panda|baby panda]] sneezes.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Slimeball JE2 BE2.png|32px]] The texture of slimeballs has been changed.}}{{History|New 3DS}}{{History||0.1.0|[[File:Slimeball JE1 BE1.png|32px]] Added slimeballs.}}{{History|foot}}==Issues =={{issue list}}== External Links ==*[https://www.minecraft.net/en-us/article/taking-inventory--slimeball Taking Inventory: Slimeball] – Minecraft.net on June 24, 2021{{Items}}[[Category:Renewable resources]][[cs:Sliz]][[de:Schleimball]][[es:Bola de slime]][[fr:Boule de Slime]][[hu:Nyálkagolyó]][[it:Palla di slime]][[ja:スライムボール]][[ko:슬라임볼]][[nl:Slijmbal]][[pl:Kula szlamu]][[pt:Bola de slime]][[ru:Слизь]][[th:ลูกเมือก]][[uk:Слизова кулька]][[zh:黏液球]]</li><li>[[Sugar Cane|Sugar Cane]]<br/>{{Block|image=Sugar Cane.png|image2=Sugar Cane (item) JE3.png|extratext = View all [[#Gallery|renders]]|transparent=Yes|light=No|tool=any|renewable=Yes|stackable=Yes (64)|flammable=No|lavasusceptible=No}}'''Sugar cane''' is a block found as 1–4-block-tall. It plants near water in the [[Overworld]]. As an item, it is an important crafting ingredient.==Obtaining==Sugar cane can be mined instantly with anything.When the spot a sugar cane block is placed in becomes unsuitable, such as when the supporting block is removed, the sugar cane block uproots and drops as an item. {{IN|be}}, sugar cane uproots immediately after all adjacent water is removed. {{IN|je}}, sugar cane uproots on the next block update or [[Tick#Random tick|random tick]].A sugar cane block drops itself as an item if a piston tries to push it (trying to pull it does nothing) or moves a block into its space.===Natural generation===[[File:Sugar Canez.png|thumb|250px|Naturally-occurring sugar cane near a river.]]Sugar cane can generate naturally near [[water]] and [[ice]], as two ({{frac|11|18}} chance), three ({{frac|5|18}} chance), or four ({{frac|2|18}} chance) blocks tall. Rare taller sugar canes can be found if the world generator places two smaller canes on top of each other. It generates in approximately 0.8 sugar cane per chunk seeing as how they only generate near bodies of water.Sugar canes attempt to generate 10 times in any Overworld biome, which requires water. An extra 10 attempts are made in [[swamp]] biomes, and 50 in [[desert]] biomes, which makes sugar cane twice as frequent in swamps and six times as frequent in desert biomes, making the banks of [[river]]s that cut through deserts lined with sugar canes. Sugar canes do not grow faster in swamps or deserts they only spawn a increased amount.Sugar cane cannot generate in caves {{in|je}}.<ref>{{bug|MC-214959||Sugar cane generated in cave|Fixed}}</ref>===Trading===[[Wandering trader]]s can sell sugar cane for an [[emerald]].==Usage==Due to its water-displacing properties, sugar cane can interestingly be used to create underwater paths, allowing [[player]]s to move at normal speed and breathe if it is two blocks in height.{{only|java}}<ref>{{bug|MC-929||Sugar cane can be placed underwater|WAI}}</ref>Sugar cane takes on a different shade of green depending on the biome in which it is placed.===Crafting ingredient==={{crafting usage}}===Farming==={{main|Tutorials/Sugar cane farming}}[[File:Underground Sugar Farm.png|200px|thumb|An underground sugar cane farm.]]Sugar cane can generate naturally up to any number of blocks tall, but ''grow'' only to a height of three blocks, adding a block of height when the top sugar cane block has received 16 random [[Tick#Block tick|block tick]]s (i.e. on average every 18 minutes on ''Java Edition''<!-- Average 68.27 seconds/tick * 16 ticks/growth = 18.2 minutes --> or 54 minutes on Bedrock Edition, but the actual rate can vary widely). Sugar cane must be planted on a [[grass block]], [[dirt]], [[coarse dirt]], [[rooted dirt]], [[podzol]], [[mycelium]], [[sand]], [[red sand]], [[suspicious sand]], [[moss block]], or [[mud]] that is directly adjacent to [[water]], [[waterlogged]] block, or [[frosted ice]] (not merely above or diagonal to water), or on top of another sugar cane block. The adjacent water block can be covered with another block, whether [[opacity|opaque or transparent]], and sugar cane can still be placed and grow next to it. Sugar cane grows regardless of light level, even in complete darkness.[[File:4blockcane.png|thumb|A natural 4-block-high sugar cane plant.]]{{IN|bedrock}}, [[bone meal]] can be used to instantly grow sugar cane to three blocks. Only one bone meal is consumed. {{IN|java}}, bone meal cannot be used on sugar cane.<ref>{{bug|MC-73963||Can't use bonemeal on cacti or sugar cane|WAI}}</ref>On average, it takes [[Tutorials/Sugar_cane_farming#Mechanics|18 minutes]] for a single block of sugar cane to grow 3 blocks tall.=== Composting ===Placing sugar cane into a [[composter]] has a 50% chance of raising the compost level by 1.== List of colors =={{Missing information|Bedrock Edition colors (see [[Water#Color]]{{verify|it's there?}})}}=== ''Java Edition'' ===These values are generated by the biome dyeing algorithm. See [[Color#Biome colors|Biome colors]] for more information.<div class="mw-collapsible mw-collapsed" style="float: left">{| class="wikitable sortable" style="text-align:center" data-description="Java edition biome colors"!Biome!! Category!! Rainfall!! Sugarcane Color!! Temperature Affects!! Render|-| {{BiomeLink|Badlands}} || Mesa || No || #90814d || No || [[File:Badlands Sugar Cane.png|32px]]|-| {{BiomeLink|Beach}} || Beach || Rain || #91bd59 || || [[File:Plains Sugar Cane.png|32px]]|-| {{BiomeLink|Birch Forest}} || Forest || Rain || #88bb67 || || [[File:Birch Forest Sugar Cane.png|32px]]|-| {{BiomeLink|Cold Ocean}} || Ocean || Rain || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]|-| {{BiomeLink|Dark Forest}} || Forest || Rain || #507a32 || || [[File:Dark Forest Sugar Cane.png|32px]]|-| {{BiomeLink|Deep Cold Ocean}} || Ocean || Rain || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]|-| {{BiomeLink|Deep Frozen Ocean}} || Ocean || Rain || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]|-| {{BiomeLink|Deep Lukewarm Ocean}} || Ocean || Rain || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]|-| {{BiomeLink|Deep Ocean}} || Ocean || Rain || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]|-| {{BiomeLink|Desert}} || Desert || No || #bfb755 || || [[File:Desert Sugar Cane.png|32px]]|-| {{BiomeLink|End Barrens}} || The End || No || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]|-| {{BiomeLink|End Highlands}} || The End || No || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]|-| {{BiomeLink|End Midlands}} || The End || No || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]|-| {{BiomeLink|Eroded Badlands}} || Mesa || No || #90814d || No || [[File:Badlands Sugar Cane.png|32px]]|-| {{BiomeLink|Flower Forest}} || Forest || Rain || #79c05a || || [[File:Forest Sugar Cane.png|32px]]|-| {{BiomeLink|Forest}} || Forest || Rain || #79c05a || || [[File:Forest Sugar Cane.png|32px]]|-| {{BiomeLink|Frozen Ocean}} || Ocean || Snow || #80b497 || || [[File:Snowy Plains Sugar Cane.png|32px]]|-| {{BiomeLink|Frozen River}} || River || Snow || #80b497 || || [[File:Snowy Plains Sugar Cane.png|32px]]|-| {{BiomeLink|Old Growth Spruce Taiga}} || Taiga || Rain || #86b783 || || [[File:Taiga Sugar Cane.png|32px]]|-| {{BiomeLink|Old Growth Pine Taiga}} || Taiga || Rain || #86b87f || || [[File:Old Growth Pine Taiga Sugar Cane.png|32px]]|-| {{BiomeLink|Ice Spikes}} || Icy || Snow || #80b497 || || [[File:Snowy Plains Sugar Cane.png|32px]]|-| {{BiomeLink|Jungle}} || Jungle || Rain || #59c93c || || [[File:Jungle Sugar Cane.png|32px]]|-| {{BiomeLink|Sparse Jungle}} || Jungle || Rain || #64c73f || || [[File:Sparse Jungle Sugar Cane.png|32px]]|-| {{BiomeLink|Lukewarm Ocean}} || Ocean || Rain || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]|-| {{BiomeLink|Windswept Hills}} || Extreme Hills || Rain || #8ab689 || || [[File:Windswept Hills Sugar Cane.png|32px]]|-| {{BiomeLink|Mushroom Fields}} || Mushroom || Rain || #55c93f || || [[File:Mushroom Fields Sugar Cane.png|32px]]|-| {{BiomeLink|Nether}} || Nether || No || #bfb755 || || [[File:Desert Sugar Cane.png|32px]]|-| {{BiomeLink|Ocean}} || Ocean || Rain || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]|-| {{BiomeLink|Plains}} || Plains || Rain || #91bd59 || || [[File:Plains Sugar Cane.png|32px]]|-| {{BiomeLink|River}} || River || Rain || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]|-| {{BiomeLink|Savanna}} || Savanna || No || #bfb755 || || [[File:Desert Sugar Cane.png|32px]]|-| {{BiomeLink|Savanna Plateau}} || Savanna || No || #bfb755 || || [[File:Desert Sugar Cane.png|32px]]|-| {{BiomeLink|Windswept Savanna}} || Savanna || No || #bfb755 || || [[File:Desert Sugar Cane.png|32px]]|-| {{BiomeLink|Small End Islands}} || The End || No || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]|-| {{BiomeLink|Snowy Beach}} || Beach || Snow || #83b593 || || [[File:Snowy Beach Sugar Cane.png|32px]]|-| {{BiomeLink|Snowy Taiga}} || Taiga || Snow || #80b497 || || [[File:Snowy Plains Sugar Cane.png|32px]]|-| {{BiomeLink|Snowy Plains}} || Icy || Snow || #80b497 || || [[File:Snowy Plains Sugar Cane.png|32px]]|-| {{BiomeLink|Stony Shore}} || None || Rain || #8ab689 || || [[File:Windswept Hills Sugar Cane.png|32px]]|-| {{BiomeLink|Sunflower Plains}} || Plains || Rain || #91bd59 || || [[File:Plains Sugar Cane.png|32px]]|-| {{BiomeLink|Swamp}} || Swamp || Rain || #6A7039 || If temperature below -0.1, used #4C763C. || [[File:Swamp Sugar Cane.png|32px]] / [[File:Swamp Sugar Cane (Cold).png|32px]]|-| {{BiomeLink|Taiga}} || Taiga || Rain || #86b783 || || [[File:Taiga Sugar Cane.png|32px]]|-| {{BiomeLink|Old Growth Birch Forest}} || Forest || Rain || #88bb67 || || [[File:Birch Forest Sugar Cane.png|32px]]|-| {{BiomeLink|The End}} || The End || No || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]|-| {{BiomeLink|The Void}} || None || No || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]|-| {{BiomeLink|Warm Ocean}} || Ocean || Rain || #8eb971 || || [[File:Ocean Sugar Cane.png|32px]]|-| {{BiomeLink|Wooded Badlands}} || Mesa || No || #90814d || No || [[File:Badlands Sugar Cane.png|32px]]|-| {{BiomeLink|Windswept Forest}} || Extreme Hills || Rain || #8ab689 || || [[File:Windswept Hills Sugar Cane.png|32px]]|}</div>{{clear}}=== Bedrock Edition ==={{empty section}}== Sounds =={{Sound table/Block/Grass}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Sugar Cane|spritetype=block|nameid=sugar_cane|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|firstcolumnname=Sugar Cane|shownumericids=y|showforms=y|showaliasids=y|generatetranslationkeys=y|displayname=Block|spritename=sugar-cane|spritetype=block|nameid=reeds|id=83|form=block|itemform=item.reeds}}{{ID table|displayname=Item|spritename=sugar-cane|spritetype=item|nameid=sugar_cane|id=385|form=item|aliasid=reeds|translationkey=item.reeds.name|foot=1}}=== Block states ==={{see also|Block states}}{{/BS}}== Video =={{Video note|This video was made before sugar cane had a different shade of green depending on the biome.|minor}}<div style="text-align:center">{{yt|zlOnwn3PH5o}}</div>== History =={{more images|Appearance when affected by {{bug|MC-48831}}}}{{History|java alpha}}{{History||v1.0.11|[[File:Sugar Cane JE1 BE1.png|32px]] [[File:Sugar Cane (item) JE1 BE1.png|32px]] Added reeds in the [[Seecret Updates|Seecret Friday Update 6]].|Reeds are informally referred to as "bamboo" or "papyrus" by many [[player]]s. |Since reeds can be washed away with [[water]] currents or instantly destroyed by removing the water adjacent to them, automated reed farms can be made. |Reeds can be used to craft [[paper]].}}{{History|java beta}}{{History||1.2|[[Notch]] has [[wikipedia:Retroactive continuity|retconned]] reeds into sugar cane so that it can now be [[crafting|crafted]] into [[sugar]], included in the recipe for the [[cake]]s.}}{{History||1.6|snap=Test Build 3|[[Arrow]]s no longer stick to sugar cane, and instead, they pass through. However, [[snowball]]s still come into contact with any sugar cane blocks, as if they are solid.}}{{History||1.8|snap=Pre-release|Sugar cane can now grow and be placed onto [[sand]] as long as they are adjacent to [[water]]. This update allows sugar canes to appear next to [[water]] ponds in [[desert]] biomes.|Sugar cane is now available in the [[creative]] [[inventory]] in both block and item forms.}}{{History|java}}{{History||1.0.0|snap=?|The sugar cane block has been removed from the creative inventory.}}{{History||1.7.2|snap=13w36a|[[File:Sugar Cane JE2 BE2.png|32px]] Sugar cane is now [[tint]]ed depending on the [[biome]] it's in.|The item texture remained unchanged, however, and still used the color palette from Alpha to 1.6.4.<ref name="Bug">{{bug|MC-216227}}</ref>}}{{History||1.9|snap=15w43a|Sugar cane no longer breaks if its adjacent [[water]] is turned to [[frosted ice]].}}{{History||1.13|snap=17w47a|The ID of sugar cane has now been changed from <code>reeds</code> to <code>sugar_cane</code>.|"Sugar Canes" have now been renamed to "Sugar Cane".|Prior to [[1.13/Flattening|''The Flattening'']], this [[block]]'s numeral ID was 83, and the [[item]]'s 338.}}{{History||1.14|snap=18w43a|[[File:Sugar Cane (item) JE2 BE2.png|32px]] The texture of the sugar cane item has been changed.}}{{History|||snap=19w03a|Placing sugar cane into a [[composter]] has a 20% chance of raising the compost level by 1.}}{{History|||snap=19w05a|Sugar cane now has a 50% chance of increasing the compost level in a composter by 1.|Added [[wandering trader]]s, which sell sugar cane.}}{{History||1.16|snap=20w13a|Sugar cane has been moved from the Miscellaneous tab to the Decoration Blocks tab in the [[Creative inventory]].<ref name="misc decoration">https://bugs.mojang.com/browse/MC-174434</ref>}}{{History||1.17|snap=21w11a|[[File:Sugar Cane (item) JE3.png|32px]] The texture of the sugar cane item has been changed, so that it actually matches the color it uses when placed again.<ref name="Bug"/>}}{{History|||snap=Pre-release 1|Sugar cane now generates in mushroom fields.<ref>{{bug|MC-226683}}</ref>}}{{History||1.19|snap=22w15a|Sugar cane can now be planted on mud.}}{{History||1.20|snap=23w14a|Sugar cane can now be planted on [[suspicious sand]].}}{{History|pocket alpha}}{{History||Pre-release|[[File:Sugar Cane JE1 BE1.png|32px]] [[File:Sugar Cane (item) JE1 BE1.png|32px]] Added sugar cane.}}{{History||v0.2.0|Despite being visible in the inventory, sugar cane does not drop anything when mined, making it unobtainable in Survival mode.}}{{History||v0.2.1|Survival players now start with an infinite stack of sugar cane in the inventory.}}{{History||v0.3.0|Sugar cane now drops its item form when mined.|Survival players no longer start with an infinite stack of sugar cane in the inventory.}}{{History||v0.5.0|Sugar cane can now be grown on [[sand]].|Sugar cane can now be obtained after activating the [[nether reactor]].}}{{History||v0.8.0|snap=build 5|[[Bone meal]] can now grow sugar cane to maximum height.}}{{History||v0.9.0|snap=build 1|[[File:Sugar Cane JE2 BE2.png|32px]] The color of sugar cane now changes depending on the [[biome]] they are in.|Using bone meal on sugar cane is no longer able to break blocks above it.}}{{History||v0.12.1|snap=build 1|Sugar cane is no longer available from the [[nether reactor]].}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|[[File:Sugar Cane JE1 BE1.png|32px]] Due to a bug, sugar canes no longer change color depending on the [[biome]].}}{{History|bedrock}}{{History||1.2.13|snap=beta 1.2.13.5|[[File:Sugar Cane JE2 BE2.png|32px]] The color of sugar canes now changes depending on the [[biome]], once again.}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Sugar Cane (item) JE2 BE2.png|32px]] The texture of the sugar cane [[item]] has been changed.|Sugar cane can now be [[trading|bought]] from [[wandering trader]]s.}}{{History||1.11.0|snap=beta 1.11.0.1|Sugar canes can now be used to fill up [[composter]]s.}}{{History||1.17.0|snap=beta 1.17.0.50|[[File:Sugar Cane (item) JE3.png|32px]] The texture of the sugar cane item has been changed, so that it actually matches the color it uses when placed again.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Sugar Cane JE1 BE1.png|32px]] [[File:Sugar Cane (item) JE1 BE1.png|32px]] Added sugar canes.|Sugar canes are solid, making it useful for growable walls. Unlike on Java Edition, they were never renamed to Sugar Cane.}}{{History||xbox=TU2|Sugar canes are no longer solid, and arrows pass through them.}}{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|[[File:Sugar Cane JE2 BE2.png|32px]] The color of sugar cane now changes depending on the [[biome]] they're in.}}{{History||xbox=TU60|xbone=CU51|ps=1.64|wiiu=Patch 30|switch=1.0.11|Sugar cane can now be grown with [[bonemeal]].}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Sugar Cane (item) JE2 BE2.png|32px]] The texture of the sugar cane [[item]] has been changed.}}{{History||xbox=none|xbone=none|ps=1.91|wiiu=none|switch=none|Sugar cane can now be [[trading|bought]] from [[wandering trader]]s.|Sugar canes can now be used to fill up [[composter]]s.}}{{History|New Nintendo 3DS Edition}}{{History||0.1.0|[[File:Sugar Cane JE1 BE1.png|32px]] [[File:Sugar Cane (item) JE1 BE1.png|32px]] Added sugar cane.}}{{History|foot}}=== Sugar cane "item" ==={{:Technical blocks/Sugar Cane}}== Issues =={{Issue list}}== Trivia ==*When a sugar cane is broken at the second level, the time resets (for example, if a two-block high sugar cane is broken, but is just about to grow to the third stage, it would reset that time).*By placing more sugar canes on top of a sugar cane plant, it is possible to create tall sugar canes (up to y=319, the maximum height for building), although they do not naturally grow this high.*Before sugar cane received an official name, they were sometimes referred to as [[bamboo]], a block added 9 years later. Other names were "reeds" and "papyrus".== Gallery ===== Renders ===<gallery>Plains Sugar Cane.png|PlainsTaiga Sugar Cane.png|TaigaSnowy Plains Sugar Cane.png|Snowy plainsJungle Sugar Cane.png|JungleDesert Sugar Cane.png|DesertSwamp Sugar Cane (Cold).png|Swamp (cold)Swamp Sugar Cane.png|SwampBadlands Sugar Cane.png|Badlands</gallery>=== In-game ===<gallery>Huge Sugar Farm.png|A large sugar cane farm using 2×2 [[water]] holes.Sugar Cane Waterfall.png|Water flowing over sugar cane.UnderwaterSugarCane.png|Naturally generated sugar cane found underwater.Sugar and Cactus.png|A [[cactus]] and sugar cane stalk generated next to each other.SugarCaneRavine.png|Sugar cane found in the [[ravine]].Reeds in Winter mode.png|Reeds generated in the [[winter mode]].Sugar Cane Naturally Growing.png|Sugar cane growing between [[biome]]s.Mesa Sugar Cane.jpg|Sugar cane growing on [[red sand]] in a [[badlands]] biome.Sugarcanenowaterglitch.png|Sugar cane generated without a water source.SwampCane.png|Sugar cane generated in a [[swamp]] biome.Sugar cane savanna.png|Sugar cane growing in a [[savanna]] biome.ForestSugarcane.png|Sugar cane growing in a [[forest]] biome.Lava cane.png|Sugar cane growing with lava flowing around it.Before breaking.png|Sugar canes few seconds before breaking because the water is frozen.Undergroundreed.png|A sugar cane plant that generated in an underground [[water lake]].Cave Sugar.png|Another example.</gallery>=== Heights ===<gallery>Tall Sugar Cane.png|Four-block tall sugar cane.4RiverCane.png|Four-block tall sugar cane.4-block tall sugar cane.png|Four-block tall sugar cane in a [[plains]] biome.</gallery>== References =={{Reflist}}{{Blocks|vegetation}}{{Items}}[[Category:Plants]][[Category:Natural blocks]][[Category:Non-solid blocks]][[cs:Cukrová třtina]][[de:Zuckerrohr]][[es:Caña de azúcar]][[fr:Canne à sucre]][[hu:Cukornád]][[it:Canna da zucchero]][[ja:サトウキビ]][[ko:사탕수수]][[nl:Suikerriet]][[pl:Trzcina cukrowa]][[pt:Cana-de-açúcar]][[ru:Сахарный тростник]][[th:อ้อย]][[uk:Цукрова тростина]][[zh:甘蔗]]</li></ul>
12w01aThe biomes valid for the player's spawn location were adjusted. Players can now spawn in forest, plains, taiga, forest hills and taiga hills biomes.
1.2.1
{{Extension DPL}}<ul><li>[[Torchflower Seeds|Torchflower Seeds]]<br/>{{wip}}{{Block| image = <gallery>Torchflower Age 0.png| Age 0Torchflower Age 1.png| Age 1Torchflower Age 2.png| Age 2</gallery>| image2 = Torchflower Seeds JE1.png| transparent = Yes| light = No| tool = N/A| renewable = Yes| stackable = Yes (64)| rarity = Common|flammable=No|lavasusceptible=No}}'''Torchflower seeds''' are seeds that have a chance to be dropped by [[Sniffer|sniffers]] when they finish digging.== Obtaining ==[[Sniffer]]s will occasionally bury their nose in the ground and start digging. Once the sniffer has finished digging, one torchflower seed will have a chance to be dropped on the floor as an item.Sniffers can only dig for torchflower seeds in the following blocks:*{{BlockLink|Dirt}}*{{BlockLink|Grass Block}}*{{BlockLink|Podzol}}*{{BlockLink|Coarse Dirt}}*{{BlockLink|Rooted Dirt}}*{{BlockLink|Moss Block}}*{{BlockLink|Mud}}*{{BlockLink|Muddy Mangrove Roots}}They cannot dig for torchflower seeds on [[mycelium]], which is intended.<ref>{{bug|MC-260259||Sniffers cannot dig nor find seeds on mycelium|WAI}}</ref>== Usage ===== Crop ==={{main|Tutorials/Crop farming|title1=Crop farming}}Torchflower seeds can be {{control|placed}} on [[farmland]], where they grow through three stages. Breaking the torchflower crop before it matures drops the seed, while breaking the final stage produces one [[torchflower]] and does not yield the seed.Crops break if pushed by a [[piston]] or if their supporting farmland breaks or turns to dirt (i.e. by being trampled), dropping their usual drops.Farmer [[villager]]s can plant torchflower seeds, but cannot harvest them after they have fully grown.<ref>{{bug|MC-263382|||WAI}}</ref>=== Feeding ===Torchflower seeds can be used to breed [[sniffer]]s and [[chicken]]s and reduce the remaining growth duration of snifflets and chicks by 10%. Also, if some torchflower seeds were fed to an injured sniffer, it will heal it by {{hp|2}} health points.=== Taming ===Torchflower seeds can be used to tame [[parrot]]s.=== Composting ===Placing torchflower seeds into a [[composter]] has a 30% chance of raising the compost level by 1.== Sounds =={{Sound table/Block/Crop}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showblocktags=y|showitemtags=y|showforms=y|generatetranslationkeys=y|displayname=Torchflower Crop|spritetype=block|nameid=torchflower_crop|form=block|blocktags=bee_growables, crops}}{{ID table|displayname=Torchflower Seeds|spritetype=item|nameid=torchflower_seeds|form=item|itemtags=villager_plantable_seeds|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|generatetranslationkeys=y|displayname=Torchflower Crop|spritetype=block|nameid=torchflower_crop|id=-567|form=block|translationkey=-}}{{ID table|displayname=Torchflower Seeds|spritetype=item|nameid=torchflower_seeds|id=296|form=item|foot=1}}=== Block states ==={{see also|Block states}}{{/BS}}== Achievements =={{Load achievements|Planting The Past}}== Advancements =={{load advancements|A Seedy Place;Planting The Past;Little Sniffs}}== History =={{History|java}}{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[File:Torchflower Seeds JE1.png|32px]] Added torchflower seeds behind the [[Java Edition 1.20|Update 1.20 experimental datapack]].}}{{History|||snap=1.19.4 Pre-release 1|Torchflower seeds can now be used to breed [[chicken]]s and tame [[parrot]]s.<ref>{{bug|MC-260035|||Fixed}}</ref>|Torchflower seeds are now next to other seeds in the [[Creative inventory]].|Placing torchflower seeds in farmland now gives the player the "A Seedy Place" [[advancement]].}}{{History||1.20|snap=23w12a|[[Sniffer]]s can now be obtained in Survival, making torchflower seeds [[renewable]].|Torchflower seeds are now available without using the "Update 1.20" experimental datapack.}}{{History|||snap=23w14a|Torchflower seeds can now be picked up by farmer [[villager]]s.|[[Sniffer]]s can now be tempted with torchflower seeds.}}{{History|||snap=23w16a|[[Villager]]s can now plant torchflower seeds.}}{{History|||snap=23w17a|The player now get the [[advancement]] "Little sniffs" when they feed a [[snifflet]] using torchflower seeds, "Planting the past" when they plant torchflower seeds on [[farmland]].}}{{History|bedrock}}{{History||Sniffer<br>(Experimental)|link=Bedrock Edition 1.19.70|snap=beta 1.19.70.23|[[File:Torchflower Seeds JE1.png|32px]] Added torchflower seeds behind the "[[Bedrock Edition 1.20.0|Sniffer]]" [[experimental]] toggle.}}{{History||1.20.0|snap=beta 1.20.0.20|Torchflower seeds are now available without using the "Sniffer" experimental toggle.}}{{History|foot}}== Issues =={{issue list}}== Trivia ==* The final growth stage of the torchflower crop uses the same ID as the actual torchflower. This causes some side effects, such as the plant becoming offset and randomly jumping to the side.<ref>{{bug|MC-260472|resolution=wai}}</ref> == Gallery ==<gallery>Torchflower Seeds stages.png|All the growth stages of torchflower seeds.</gallery>== Notes =={{notelist}}== References =={{reflist}}{{Blocks|upcoming}}{{Items}}[[Category:Plants]][[Category:Non-solid blocks]][[de:Fackelliliensamen]][[es:Semillas de plantorcha]][[ja:トーチフラワーの種]][[pt:sem*ntes de plantocha]][[zh:火把莲种子]]</li><li>[[Leggings|Leggings]]<br/>{{Update|Include information about armor trims and updated netherite upgrade information.}}{{Item| image = <gallery>Leather Pants.png | LeatherChainmail Leggings.png | ChainmailIron Leggings.png | IronDiamond Leggings.png | DiamondGolden Leggings.png | GoldenNetherite Leggings.png | Netherite</gallery>| durability = * Leather: 75* Chainmail: 225* Iron: 225* Golden: 105* Diamond: 495* Netherite: 555| renewable = * '''Netherite''': No* '''All others''': Yes| stackable = No}}'''Leggings''' are a type of [[armor]] that covers the lower body of the player. There are six types of leggings: '''leather pants'''<ref group=fn>Known as '''leather trousers''' in British English variant.{{only|java}}</ref>, '''chainmail leggings''', '''iron leggings''', '''diamond leggings''', '''gold leggings''', and '''netherite leggings'''.== Obtaining ===== Crafting ==={{crafting |head=1 |showname=0 |showdescription=1 |name=Leggings |A1= Leather;Gold Ingot;Iron Ingot;Diamond |B1= Leather;Gold Ingot;Iron Ingot;Diamond |C1= Leather;Gold Ingot;Iron Ingot;Diamond |A2= Leather;Gold Ingot;Iron Ingot;Diamond |C2= Leather;Gold Ingot;Iron Ingot;Diamond |A3= Leather;Gold Ingot;Iron Ingot;Diamond |C3= Leather;Gold Ingot;Iron Ingot;Diamond |Output= Leather Pants;Golden Leggings;Iron Leggings;Diamond Leggings |type= Combat}}{{crafting |foot=1 |ignoreusage=1 |name=Leggings |ingredients=Damaged Matching Leggings |Damaged Leather Pants; Damaged Golden Leggings; Damaged Chainmail Leggings; Damaged Iron Leggings; Damaged Diamond Leggings; Damaged Netherite Leggings |Damaged Leather Pants; Damaged Golden Leggings; Damaged Chainmail Leggings; Damaged Iron Leggings; Damaged Diamond Leggings; Damaged Netherite Leggings |Output= Leather Pants; Golden Leggings; Chainmail Leggings; Iron Leggings; Diamond Leggings; Netherite Leggings |description= The durability of the two leggings is added together, plus an extra 5% durability. Removes any enchantments. |type= Combat}}=== Upgrading ==={{Smithing|Netherite Upgrade|Diamond Leggings|Netherite Ingot|Netherite Leggings|description=|tail=1}}=== Repairing ======= Grinding ===={{Grinding|showdescription=1|ingredients=Damaged Matching Leggings|Damaged Leather Pants; Damaged Chainmail Leggings; Damaged Iron Leggings; Damaged Golden Leggings; Damaged Diamond Leggings; Damaged Netherite Leggings|Damaged Leather Pants; Damaged Chainmail Leggings; Damaged Iron Leggings; Damaged Golden Leggings; Damaged Diamond Leggings; Damaged Netherite Leggings|Leather Pants; Chainmail Leggings; Iron Leggings; Golden Leggings; Diamond Leggings; Netherite Leggings|description=The durability of the two leggings are added together, plus an extra 5% durability.}}==== [[Anvil mechanics#Unit repair|Unit repair]] ====Leggings may be repaired on an [[anvil]] by combining them with their corresponding crafting material (leather, gold ingots, iron ingots, diamonds, or netherite ingots), with each repair material restoring 25% of the leggings' maximum durability, rounded down. Any enchantments are retained. Chainmail leggings may be repaired in this way with iron ingots. Leggings may also be repaired by crafting them together with another pair of leggings of the same material, although enchantments are lost.=== Mob loot ===If a [[zombie]], [[piglin]], [[zombie pigman]] or [[skeleton]] is wearing armor, there is an 8.5% chance (9.5% with Looting I, 10.5% with Looting II and 11.5% with Looting III) for the mob to drop leggings upon death. The leggings are usually badly damaged and may be enchanted.[[Vindicator]]s and [[pillager]]s spawn in [[raid]]s have a chance to drop iron leggings, which are usually badly damaged, and may be enchanted.=== Chest loot ==={{IN|BE}}, a sealed room in [[woodland mansion]]s can appear that has a chest sometimes containing an [[Efficiency]] I leather pants.<ref>{{bug|MCPE-109048}}</ref>{{LootChestItem|leather-pants,random-enchanted-leather-pants,chainmail-leggings,iron-leggings,level-enchanted-iron-leggings,golden-leggings,random-enchanted-golden-leggings,diamond-leggings,damaged-diamond-leggings,level-enchanted-diamond-leggings,damaged-random-enchanted-diamond-leggings,damaged-random-enchanted-diamond-leggings-2}}=== Trading ==={{IN|java}}, novice-level armorer villagers have a 40% chance to sell iron leggings for 7 emeralds. Apprentice-level armorer villagers have a 50% chance to sell chainmail leggings for 3 emeralds. Expert-level armorer villagers always sell enchanted diamond leggings for 18-35 emeralds. Novice-level leatherworker villagers have a {{frac|2|3}} chance to sell randomly dyed<ref group="note">The leather armor has a random color created by two dyes (possibly the same dye twice).</ref> leather pants for 3 emeralds.Armorer villagers may give the players with the [[Hero of the Village]] effect chainmail leggings. {{only|java}}{{IN|bedrock}}, novice-level armorer villagers have a 25% chance of selling iron leggings for 7 emeralds. Apprentice-level armorers have a {{frac|1|3}} chance to sell chainmail leggings for 3 emeralds. Expert-level armorers have a 50% chance to sell enchanted diamond leggings for 14 emeralds. Novice-level leatherworker villagers have 50% chance to sell leather pants for 3 emeralds.{{notelist|columns=1}}== Usage ==Leggings can be placed in the 3rd armor slot of a player's [[inventory]] for activation.=== Defense points ===Defense points are each signified by half of a shirt of mail in the armor bar above the health bar. Each defense point reduces any damage dealt to the player that is absorbed by armor by 4%, increasing additively with the number of defense points. Different materials and combinations of armor provide different levels of defense.The following table shows the number of defense points added by leggings.{| class="wikitable" data-description="Defense points"|-!scope="col" | Material!scope="col" | Defense points|-!scope="row" | Leather| {{armor|2}}|-!scope="row" | Golden| {{armor|3}}|-!scope="row" | Chain| {{armor|4}}|-!scope="row" | Iron| {{armor|5}}|-!scope="row" | Diamond| rowspan="2" | {{armor|6}}|-!scope="row" | Netherite|}=== Knockback resistance ===Netherite leggings provide 10% knockback resistance.=== Durability ===The following table shows the amount of damage each piece of armor can absorb before being destroyed.Any "hit" from a damage source that can be blocked by armor removes one point of durability from each piece of armor worn for every {{hp|4}} of incoming damage (rounded down, but never below 1). Damage taken but not protected by that armor (such as [[Damage#Fall damage|falling]] or [[Damage#Drowning|drowning]]) does not damage the armor, even if it is enchanted to protect against that type of damage. The following chart displays how many hits leggings can endure.Netherite armor is not damaged by [[lava]] or [[fire]] when worn.{| class="wikitable" data-description="Durability"|-! Material!Durability|-!scope="row" | Leather| 75|-!scope="row" | Golden| 105|-!scope="row" | Chain/Iron| 225|-!scope="row" | Diamond| 495|-!scope="row" | Netherite| 555|}=== Enchantments ===Leggings can receive the following [[enchantment]]s:{| class="wikitable"|-! Enchantment!! Max Level !! Notes|-| [[Fire Protection]] || IV || <ref group=note name=exclusive>Fire Protection, Blast Protection, Projectile Protection and Protection are mutually exclusive</ref>|-| [[Projectile Protection]] || IV || <ref group=note name="exclusive"/>|-| [[Blast Protection]] || IV || <ref group=note name="exclusive"/>|-| [[Protection]] || IV || <ref group=note name="exclusive"/>|-| [[Unbreaking]] || III |||-| [[Thorns]] || III || <ref group="note" name="anvil">Only from using an [[anvil]] and [[enchanted book]]s.</ref>|-| [[Mending]] || I || <ref group=note name="anvil2">Only from chest loot, fishing, or an anvil and enchanted books.</ref>|-| [[Curse of Binding]] || I || <ref group="note" name="anvil2"/>|-| [[Curse of Vanishing]] || I || <ref group="note" name="anvil2"/>|-| [[Swift Sneak]] || III || <ref group=note name="anvil"/>|}{{notelist}}=== Smelting usage ==={{Smelting|showname=1|Iron Leggings;Chainmail Leggings;Golden Leggings|Iron Nugget;Iron Nugget;Gold Nugget|0,1}}=== Piglins ==={{EntityLink|Piglin|Piglins}} are attracted to ''golden'' leggings and pick them up, examining them for 6 to 8 seconds. Piglins can wear other leggings but are not attracted to them. They prefer stronger leggings over weaker leggings, with one exception: They always prefer golden leggings over all other leggings, throwing out stronger leggings in favor of gold leggings. Enchanted leggings are preferred over unenchanted leggings.== Sounds =={{el|je}}:{{Sound table|sound=Equip leather1.ogg|sound2=Equip leather2.ogg|sound3=Equip leather3.ogg|sound4=Equip leather4.ogg|sound5=Equip leather5.ogg|sound6=Equip leather6.ogg|subtitle=Leather armor rustles|source=player|description=When leather leggings are equipped|id=item.armor.equip_leather|translationkey=subtitles.item.armor.equip_leather|volume=1.0|pitch=1.0|distance=16}}{{Sound table|sound=Equip chain1.ogg|sound2=Equip chain2.ogg|sound3=Equip chain3.ogg|sound4=Equip chain4.ogg|sound5=Equip chain5.ogg|sound6=Equip chain6.ogg|subtitle=Chain armor jingles|source=player|description=When chainmail leggings are equipped|id=item.armor.equip_chain|translationkey=subtitles.item.armor.equip_chain|volume=1.0|pitch=1.0|distance=16}}{{Sound table|sound=Equip iron1.ogg|sound2=Equip iron2.ogg|sound3=Equip iron3.ogg|sound4=Equip iron4.ogg|sound5=Equip iron5.ogg|sound6=Equip iron6.ogg|subtitle=Iron armor clanks|source=player|description=When iron leggings are equipped|id=item.armor.equip_iron|translationkey=subtitles.item.armor.equip_iron|volume=1.0|pitch=1.0|distance=16}}{{Sound table|sound=Equip gold1.ogg|sound2=Equip gold2.ogg|sound3=Equip gold3.ogg|sound4=Equip gold4.ogg|sound5=Equip gold5.ogg|sound6=Equip gold6.ogg|subtitle=Gold armor clinks|source=player|description=When gold leggings are equipped|id=item.armor.equip_gold|translationkey=subtitles.item.armor.equip_gold|volume=1.0|pitch=1.0|distance=16}}{{Sound table|sound=Equip diamond1.ogg|sound2=Equip diamond2.ogg|sound3=Equip diamond3.ogg|sound4=Equip diamond4.ogg|sound5=Equip diamond5.ogg|sound6=Equip diamond6.ogg|subtitle=Diamond armor clangs|source=player|description=When diamond leggings are equipped|id=item.armor.equip_diamond|translationkey=subtitles.item.armor.equip_diamond|volume=1.0|pitch=1.0|distance=16}}{{Sound table|sound=Equip netherite1.ogg|sound2=Equip netherite2.ogg|sound3=Equip netherite3.ogg|sound4=Equip netherite4.ogg|subtitle=Netherite armor clanks|source=player|description=When netherite leggings are equipped|id=item.armor.equip_netherite|translationkey=subtitles.item.armor.equip_netherite|volume=0.8|pitch=1.0/0.9|distance=16}}{{Sound table|sound=Random break.ogg|subtitle=Item breaks|source=dependent|description=When a pair of leggings' durability is exhausted|id=entity.item.break|translationkey=subtitles.entity.item.break|volume=0.8|pitch=0.8-1.2|distance=16|foot=1}}{{el|be}}:{{Sound table|type=bedrock|sound=Equip leather1.ogg|sound2=Equip leather2.ogg|sound3=Equip leather3.ogg|sound4=Equip leather4.ogg|sound5=Equip leather5.ogg|sound6=Equip leather6.ogg|source=player|description=When leather leggings are equipped|id=armor.equip_leather|volume=1.0|pitch=1.0}}{{Sound table|sound=Equip chain1.ogg|sound2=Equip chain2.ogg|sound3=Equip chain3.ogg|sound4=Equip chain4.ogg|sound5=Equip chain5.ogg|sound6=Equip chain6.ogg|source=player|description=When chain leggings are equipped|id=armor.equip_chain|volume=1.0|pitch=1.0}}{{Sound table|sound=Equip iron1.ogg|sound2=Equip iron2.ogg|sound3=Equip iron3.ogg|sound4=Equip iron4.ogg|sound5=Equip iron5.ogg|sound6=Equip iron6.ogg|source=player|description=When iron leggings are equipped|id=armor.equip_iron|volume=1.0|pitch=1.0}}{{Sound table|sound=Equip gold1.ogg|sound2=Equip gold2.ogg|sound3=Equip gold3.ogg|sound4=Equip gold4.ogg|sound5=Equip gold5.ogg|sound6=Equip gold6.ogg|source=player|description=When gold leggings are equipped|id=armor.equip_gold|volume=1.0|pitch=1.0}}{{Sound table|sound=Equip diamond1.ogg|sound2=Equip diamond2.ogg|sound3=Equip diamond3.ogg|sound4=Equip diamond4.ogg|sound5=Equip diamond5.ogg|sound6=Equip diamond6.ogg|source=player|description=When diamond leggings are equipped|id=armor.equip_diamond|volume=1.0|pitch=1.0}}{{Sound table|sound=Equip netherite1.ogg|sound2=Equip netherite2.ogg|sound3=Equip netherite3.ogg|sound4=Equip netherite4.ogg|source=player|description=When netherite leggings are equipped.|id=armor.equip_netherite|volume=1.0|pitch=1.0}}{{Sound table|rowspan=2|sound=Water Splash Old.ogg|source=block|description=When leather leggings are dyed using a cauldron|id=cauldron.dyearmor|volume=0.1|pitch=1.0}}{{Sound table|source=block|description=When leather leggings' dye is removed using a cauldron|id=cauldron.cleanarmor|volume=0.1|pitch=1.0}}{{Sound table|sound=Random break.ogg|source=player|description=When a pair of leggings' durability is exhausted|id=random.break|volume=1.0|pitch=0.9|foot=1}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showitemtags=y|showforms=y|generatetranslationkeys=y|displayname=Leather Pants|spritetype=item|nameid=leather_leggings|itemtags=freeze_immune_wearables|form=item}}{{ID table|displayname=Chainmail Leggings|spritetype=item|nameid=chainmail_leggings|form=item}}{{ID table|displayname=Iron Leggings|spritetype=item|nameid=iron_leggings|form=item}}{{ID table|displayname=Diamond Leggings|spritetype=item|nameid=diamond_leggings|form=item}}{{ID table|displayname=Golden Leggings|spritetype=item|nameid=golden_leggings|form=item}}{{ID table|displayname=Netherite Leggings|spritetype=item|nameid=netherite_leggings|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Leather Pants|spritetype=item|nameid=leather_leggings|id=337|form=item}}{{ID table|displayname=Chainmail Leggings|spritetype=item|nameid=chainmail_leggings|id=341|form=item}}{{ID table|displayname=Iron Leggings|spritetype=item|nameid=iron_leggings|id=345|form=item}}{{ID table|displayname=Diamond Leggings|spritetype=item|nameid=diamond_leggings|id=349|form=item}}{{ID table|displayname=Golden Leggings|spritetype=item|nameid=golden_leggings|id=353|form=item}}{{ID table|displayname=Netherite Leggings|spritetype=item|nameid=netherite_leggings|id=611|form=item|foot=1}}=== Item data ===When leather pants are dyed, it has the following NBT:<div class="treeview">* {{nbt|compound|tag}}: Parent tag.** {{nbt|compound|display}}: Display properties.*** {{nbt|int|color}}: The color of the leather armor. The tooltip displays "Dyed" if advanced tooltips are disabled, otherwise it displays the hexadecimal color value. Color codes are calculated from the red, green, and blue components using this formula:<br>'''<span style="color:red">Red</span>[[wikipedia:Logical shift|<<]]16 + <span style="color:green">Green</span><<8 + <span style="color:blue">Blue</span>'''<ref>For positive values larger than 0x00FFFFFF, the top byte is ignored. All negative values produce white.</ref></div>== Achievements =={{load achievements|Iron Man;Tie Dye Outfit;Cover me in debris;Oooh, shiny!}}== Advancements =={{load advancements|Suit Up;Cover me With Diamonds;Oh Shiny;Cover Me in Debris}}== History =={{Cleanup|Split history into just leggings history}}{{Needs render|type=old|Add of armor models from February 12, 2010 ("Added armor models" / "Armor models are displayed on the player in the inventory").}}{{History|java indev}}{{History||0.31|snap=20091231-2|[[File:Studded Leggings (item) JE1.png|32px]] [[History of textures/Unused textures#Studded armor|Studded leggings]] are now able to be seen in the [[inventory]]. This was taken directly from one of [[Notch|Notch's]] game's ''[[Legend of the Chambered 2]]''.}}{{History||February 9, 2010|link=wordofnotch:380486636|[[File:Notch revealed armor.png|32px]] [[Notch]] revealed new models for armor, which included leggings.}}{{History||20100212-1|Added leggings models.{{more info|No armor sets were added until later, what does this mean?}}|[[File:Indev 20100212 armor.png|50px]] Leggings models are now displayed on the [[player]] in the [[inventory]].{{more info|No armor sets were added until later, what does this mean?}}}}{{History||20100218|[[File:Leather Pants JE1.png|32px]] [[File:Leather Pants (item) JE1 BE1.png|32px]] Added cloth leggings, which have been given the textures from one of [[Notch]]'s previous games, ''[[Legend of the Chambered]]''.|[[File:Chainmail Leggings JE1 BE1.png|32px]] [[File:Chainmail Leggings (item) JE1 BE1.png|32px]] Added chain leggings.|[[File:Iron Leggings JE1 BE1.png|32px]] [[File:Iron Leggings (item) JE1 BE1.png|32px]] Added iron leggings.|[[File:Golden Leggings JE1 BE1.png|32px]] [[File:Golden Leggings (item) JE1 BE1.png|32px]] Added gold leggings.|[[File:Diamond Leggings JE1 BE1.png|32px]] [[File:Diamond Leggings (item) JE1 BE1.png|32px]] Added diamond leggings.|Leggings can be [[crafting|crafted]] and worn.|Leggings now function, giving {{Armor|6}}. Leggings have limited [[item durability|durability]], with lower tier leggings less durable than higher tier leggings.}}{{History|java alpha}}{{History||v1.0.8|"Wool leggings" have been renamed to "leather leggings".{{verify|Were they "pants" or "leggings" at the time? If not, when did the name change?}}|Leather pants are now [[crafting|crafted]] with [[leather]] instead of [[wool]].}}{{History|java}}{{History||1.0.0|snap=Beta 1.9 Prerelease|The armor protection behavior has been changed. Previous to this update, the total armor protection is based in this equation: (((''total equipped armor damage reduction'' − 1) × (''all equipped armor max damage'' − ''total equipped armor damage'')) ÷ (''total equipped armor max damage'' + 1)).}}{{History|||snap=October 3, 2011|slink={{tweet|notch|120859830339637249}}|The first images of a [[player]] wearing enchanted armor, including leggings, are revealed.}}{{History|||snap=Beta 1.9 Prerelease 3|Iron leggings can be found in the new [[stronghold]] altar [[chest]]s.}}{{History|||snap=Beta 1.9 Prerelease 4|Leggings can be [[enchanting|enchanted]].}}{{History||1.1|snap=12w01a|Iron leggings can be found in the new blacksmith [[chest]]s in [[village]]s.}}{{History||1.3.1|snap=12w15a|{{key|Shift}}+clicking can be used to equip leggings.}}{{History|||snap=12w21a|Chain leggings can be obtained legitimately in [[survival]] mode through [[trading]].|Blacksmith [[villager]]s now [[trading|sell]] chain leggings for 9–10 emeralds.|Blacksmith villagers now sell diamond leggings for 11–13 emeralds.|Blacksmith villagers now sell iron leggings for 8–9 emeralds.|Butchers now sell leather pants for 2–3 emeralds.}}{{History||1.4.2|snap=12w32a|[[Mob]] armor has been reintroduced. A partial or full set of any armor is now sometimes worn by [[zombie]]s, [[skeleton]]s and [[zombie pigman|zombie pigmen]], with the likelihood increasing with difficulty.}}{{History|||snap=August 17, 2012|slink={{tweet|Dinnerbone|236445090929844225}}|[[Jeb]] and [[Dinnerbone]] tweeted pictures of [[dye]]able leather armor, including leggings.}}{{History|||snap=12w34a|Leather pants can be dyed by [[crafting]] leather pants with [[dye]]s. Dyes can be removed by {{control|use|text=using}} dyed leather pants on a [[cauldron]] with [[water]].|[[File:Leather Pants JE2.png|32px]] [[File:Leather Pants (item) JE2.png|32px]] Default leather pants are now slightly darker.}}{{History|||snap=12w36a|[[Dye]]d leather pants are now more saturated and have a slight tint of tan in respect to the default armor color.|[[Wither skeleton]]s can now spawn wearing leggings.}}{{History|||snap=12w37a|[[File:Leather Pants (item) JE3 BE2.png|32px]]{{info needed|needs updating.}}[[Category:Needs updating]] Leather leggings now have non-dyed parts. This has been implemented so that [[player]]s can distinguish between other types of armor and similar-colored leather armor.|Leather pants now have knee pads, which has changed the texture from [[File:Leather Pants JE2.png|32px]] to [[File:Leather Pants JE3 BE1.png|32px]].}}{{History||1.5|snap=13w04a|Leggings in the [[player]]'s hand can be equipped by right-clicking.|[[Dispenser]]s can now equip nearby players with leggings.}}{{History||1.8|snap=14w02a|Armorer [[villager]]s now [[trading|sell]] chain leggings for 9–11 emeralds.|Armorer villagers no longer sell diamond leggings.|Armorer villagers no longer sell iron leggings.|Leatherworkers now sell leather pants for 2–4 emeralds.}}{{History|||snap=14w05a|Leggings no longer turn red when [[mob]]s and [[player]]s are hurt.}}{{History|||snap=14w06a|Leggings are now visible on [[giant]]s.}}{{History|||snap=14w25a|Chain leggings [[Java Edition removed features#Chain armor|can no longer be crafted anymore]] due to the [[item]] form of [[fire]] being [[Java Edition removed features#Obtainable until 1.8|removed]].}}{{History||1.9|snap=15w31a|Enchanted iron and diamond leggings can be found in [[end city]] ship [[chest]]s.|[[Mob]]s now wear armor from the bottom to the top, rather than from the top to the bottom. This means that a mob with three armor pieces, for example, spawn with all armor except a helmet.}}{{History|||snap=15w34b|Leggings' [[item durability|durability]] now affects armor value.}}{{History|||snap=15w36a|Armor value and armor [[enchanting|enchantment]] calculations have been changed. For the original values, see [[Armor/Before 1.9|here]].}}{{History|||snap=15w36d|Leggings' durability affecting value has been removed.|Leggings now have an attribute controlling the defense points.}}{{History|||snap=15w50a|Added {{cd|equip}} [[sound]]s for leggings.}}{{History|||snap=16w02a|Armor value and armor enchantment calculations have been changed again.}}{{History|||snap=16w05a|Armor value calculations have been changed, once again.}}{{History||1.11.1|snap=16w50a|Golden, chain, and iron leggings can be [[smelting|smelted]] down into one of their respective [[nugget]]s. Chain leggings smelt into iron nuggets.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral IDs were 300 (Leather), 304 (Chainmail), 308 (Iron), 312 (Diamond), and 316 (Golden).}}{{History|||snap=18w11a|Enchanted leather pants can now generate in the chests of [[shipwreck]]s.}}{{History|||snap=18w20a|Chain leggings have been renamed to "chainmail leggings".}}{{History||1.14|snap=18w43a|[[File:Leather Pants JE4 BE2.png|32px]] [[File:Leather Pants (item) JE4 BE3.png|32px]] The textures of leather leggings have been changed.|[[File:Chainmail Leggings JE2 BE2.png|32px]] [[File:Chainmail Leggings (item) JE2 BE2.png|32px]] The textures of chainmail leggings have been changed.|[[File:Iron Leggings JE2 BE2.png|32px]] [[File:Iron Leggings (item) JE2 BE2.png|32px]] The textures of iron leggings have been changed.|[[File:Golden Leggings JE2 BE2.png|32px]] [[File:Golden Leggings (item) JE2 BE2.png|32px]] The textures of gold leggings have been changed.|[[File:Diamond Leggings JE2 BE2.png|32px]] [[File:Diamond Leggings (item) JE2 BE2.png|32px]] The textures of diamond leggings have been changed.}}{{History|||snap=18w48a|Leather pants can be found in [[chest]]s in [[village]] tanneries.}}{{History|||snap=19w08a|[[File:Golden Leggings (item) JE3 BE3.png|32px]] The texture of gold leggings [[item]]s have been changed.}}{{History|||snap=19w11a|Armorer villagers now sell iron and enchanted diamond leggings, making diamond leggings effectively [[renewable resource|renewable]] again.|Leather pants sold by leatherworker villagers are now randomly [[dye]]d.}}{{History|||snap=19w13a|Armorer villagers now give chainmail leggings to players under the [[Hero of the Village]] effect.}}{{History||1.16|snap=20w06a|[[File:Netherite Leggings JE1.png|32px]] [[File:Netherite Leggings (item) JE1.png|32px]] Added netherite leggings.|Netherite leggings can be [[crafting|crafted]] using one diamond leggings and one [[netherite ingot]].}}{{History|||snap=20w09a|[[File:Diamond Leggings (item) JE3 BE3.png|32px]] The textures of diamond leggings [[item]]s have been changed.}}{{History|||snap=20w10a|[[File:Netherite Leggings JE2.png|32px]] [[File:Netherite Leggings (item) JE2 BE1.png|32px]] The texture of netherite leggings have been changed.|Netherite leggings can no longer be [[crafting|crafted]].|Netherite leggings are now obtained by combining one diamond leggings and one [[netherite ingot]] in a [[smithing table]].}}{{History|||snap=20w16a|Netherite leggings now generate randomly enchanted in [[bastion remnant]] chests.|Golden leggings now generate randomly enchanted in [[ruined portal]] chests.}}{{History|||snap=20w17a|Diamonds leggings now generate in place of netherite leggings in bastion remnant [[chest]]s.}}{{History||1.16.4|snap=Pre-release 1|[[File:Netherite Leggings JE3 BE2.png|32px]] The texture of netherite leggings has been changed.}}{{History||1.18.2|snap=22w03a|Netherite leggings knockback resistance is no longer random.}}{{History||1.19|snap=22w12a|Added the [[Swift Sneak]] enchantment, which can be applied only to leggings.}}{{History|||snap=22w13a|Enchanted iron and diamond leggings may be found in [[ancient city]] [[chest]]s.}}{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Non-leather leggings can now be trimmed using a [[smithing table]].|There are 10 types of material that determine the color of the trim:*Iron*Copper*Gold*Lapis*Emerald*Diamond*Netherite*Redstone*Amethyst*Quartz|Upgrading diamond leggings to netherite leggings now requires the netherite upgrade [[smithing template]].}}{{History|||snap=23w05a|Leather pants can now be trimmed using a smithing table.|Leggings can now have trims of the same material it is made out of.}}{{History|||snap=23w06a|Swapped {{cd|iron}} and {{cd|iron_darker}} palette, then made {{cd|iron_darker}} darker overall.}}{{History||1.19.4|snap=23w05a|Leggings can now be swapped by {{ctrl|using}} them in the hotbar.<ref>{{bug|MC-216270|||Fixed}}</ref>}}{{History||?|Leggings can now be swapped in [[armor stand]]s by {{ctrl|using}} them in the armor stand's slot.}}{{History||1.20|snap=23w12a|The pattern textures of dune and sentry armor trims are changed.|Those previous patterns were left with different names: dune was renamed sentry and sentry was renamed shaper.}}{{History|pocket alpha}}{{History||v0.6.0|[[File:Leather Pants JE1 BE1.png|32px]] [[File:Leather Pants (item) JE1 BE1.png|32px]] Added the leather pants.|[[File:Chainmail Leggings JE1 BE1.png|32px]] [[File:Chainmail Leggings (item) JE1 BE1.png|32px]] Added the chain leggings.|[[File:Iron Leggings JE1 BE1.png|32px]] [[File:Iron Leggings (item) JE1 BE1.png|32px]] Added the iron leggings.|[[File:Golden Leggings JE1 BE1.png|32px]] [[File:Golden Leggings (item) JE1 BE1.png|32px]] Added the golden leggings.|[[File:Diamond Leggings JE1 BE1.png|32px]] [[File:Diamond Leggings (item) JE1 BE1.png|32px]] Added the diamond leggings.}}{{History||v0.8.0|snap=build 2|[[File:Leather Pants (item) JE3 BE2.png|32px]] The leather pants sprites have been changed to that of the [[Java Edition|PC]] version, but its armor [[model]] remains that of older versions.}}{{History||v0.9.0|snap=build 1|Iron leggings now naturally generates in [[village]] [[chest]]s and a [[stronghold]] altar chest.}}{{History||v0.11.0|snap=build 11|Armor now protects against [[damage]] from [[mob]]s only.}}{{History||v0.12.1|snap=build 1|Leggings can be worn by mobs.|Chainmail leggings can be obtained in [[survival]] mode from a mob wearing it.}}{{History||?|Leggings no longer turn red when [[mob]]s and [[player]]s are hurt.}}{{History||v0.14.0|snap=build 1|[[File:Leather Pants JE3 BE2.png|32px]] Leather armor can be dyed and the model has been updated.}}{{History||v0.15.0|snap=build 1|Leggings can be obtained from [[stray]]s and [[husk]]s that naturally spawn with armor.}}{{History||v0.15.10|[[Cape]]s no longer clip through armor.}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|[[Enchanting|Enchanted]] iron leggings and enchanted diamond leggings can be found inside [[chest]]s within [[end city]].}}{{History||1.0.4|snap=alpha 1.0.4.0|Chainmail leggings are now [[trading|sold]] by armorer smith [[villager]]s via [[trading]].}}{{History||1.1.0|snap=alpha 1.1.0.0|Golden, chain, and iron leggings can be [[smelting|smelted]] down into one of their respective [[nugget]]s.}}{{History|bedrock}}{{History||1.4.0|snap=beta 1.2.14.2|Chainmail leggings now generate in [[buried treasure]] chests.|Enchanted leather leggings can be found inside [[shipwreck]] supply room [[chest]]s.}}{{History||1.10.0|snap=beta 1.10.0.3|Iron leggings now can be found in plains [[village]] weaponsmith [[chest]]s.|Leather pants can be found inside plains village tannery chests.|[[File:Leather Pants JE4 BE2.png|32px]] [[File:Leather Pants (item) JE4 BE3.png|32px]] The textures of leather pants have been changed.|[[File:Chainmail Leggings JE2 BE2.png|32px]] [[File:Chainmail Leggings (item) JE2 BE2.png|32px]] The textures of chainmail leggings have been changed.|[[File:Iron Leggings JE2 BE2.png|32px]] [[File:Iron Leggings (item) JE2 BE2.png|32px]] The textures of iron leggings have been changed.|[[File:Golden Leggings JE2 BE2.png|32px]] [[File:Golden Leggings (item) JE2 BE2.png|32px]] The textures of golden leggings have been changed.|[[File:Diamond Leggings JE2 BE2.png|32px]] [[File:Diamond Leggings (item) JE2 BE2.png|32px]] The textures of diamond leggings have been changed.}}{{History||1.11.0|snap=beta 1.11.0.1|Iron leggings now can be found in [[savanna]], [[taiga]], [[desert]], [[snowy taiga]], and [[snowy tundra]] [[village]] weaponsmith [[chest]]s.|Leather leggings can be found inside savanna, taiga, desert, snowy taiga, and snowy tundra village tannery chests.}}{{History|||snap=beta 1.11.0.4|[[Pillager]]s and [[vindicator]]s that spawn in [[raid]]s can now drop iron leggings.|Leather pants are now [[trading|sold]] by leather worker [[villager]]s.|Iron leggings and diamond leggings are now sold by armorer villagers.}}{{History||1.11.0|snap=beta 1.11.0.5|[[File:Golden Leggings (item) JE3 BE3.png|32px]] The textures of golden leggings [[item]]s have been changed.}}{{History||1.12.0|snap=beta 1.12.0.2|[[File:Armor Stand with Leather Armor MCPE-44669.png|32px]] Leather armor no longer show as being [[dye]]d properly when worn by [[armor stand]]s.}}{{History||1.13.0|snap=beta 1.13.0.1|Leather armor now appears dyed properly when worn by armor stands.}}{{History||1.16.0|snap=beta 1.16.0.51|[[File:Netherite Leggings BE1.png|32px]] [[File:Netherite Leggings (item) JE2 BE1.png|32px]] Added netherite leggings.|Netherite leggings can be [[crafting|crafted]] using one diamond leggings and one [[netherite ingot]].|[[File:Diamond Leggings (item) JE3 BE3.png|32px]] The texture of diamond leggings has been changed.|Golden leggings can be obtained from [[piglin]]s wearing [[armor]].}}{{History||1.16.0|snap=beta 1.16.0.57|Netherite leggings can no longer be [[crafting|crafted]].|Netherite leggings are now obtained by combining one diamond leggings and one [[netherite ingot]] in a [[smithing table]].|Golden leggings can be found in [[ruined portal]] chests.|Golden and netherite leggings can be found in [[bastion remnant]] chests.}}{{History|||snap=beta 1.16.0.63|Diamonds leggings now generate in place of netherite leggings in bastion remnant chests.}}{{History||1.16.200|snap=beta 1.16.200.52|[[File:Netherite Leggings JE3 BE2.png|32px]] The texture of netherite leggings has been changed.}}{{History||1.19.0|snap=beta 1.19.0.24|Added the [[Swift Sneak]] enchantment, which is applicable only to leggings.}}{{History|||snap=beta 1.19.0.26|Enchanted iron and diamond leggings may be found in [[ancient city]] [[chest]]s.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Leather Pants JE3 BE1.png|32px]] [[File:Leather Pants (item) JE1 BE1.png|32px]] Added the leather leggings.|[[File:Iron Leggings JE1 BE1.png|32px]] [[File:Iron Leggings (item) JE1 BE1.png|32px]] Added the iron leggings.|[[File:Golden Leggings JE1 BE1.png|32px]] [[File:Golden Leggings (item) JE1 BE1.png|32px]] Added the golden leggings.|[[File:Diamond Leggings JE1 BE1.png|32px]] [[File:Diamond Leggings (item) JE1 BE1.png|32px]] Added the diamond set.}}{{History||xbox=TU5|[[File:Chainmail Leggings JE1 BE1.png|32px]] [[File:Chainmail Leggings (item) JE1 BE1.png|32px]] Added the chain leggings.|Added a quick equip for armor to the [[inventory]] interface.}}{{History||xbox=TU12|ps=1.03|[[File:Leather Pants (item) JE3 BE2.png|32px]] The textures for leather armor [[item]]s have been changed.}}{{History||xbox=TU14|ps=1.05|Leather armor can be [[dye]]d.|[[Item repair]] can now repair armor.}}{{History||xbox=TU25|xbone=CU13|ps=1.16|Armor now have the quick equip functionality.}}{{History||xbox=TU53|xbone=CU43|ps=1.49|wiiu=Patch 23|switch=1.0.3|Golden, chain, and iron armor can be [[smelting|smelted]] down into one of their respective [[nugget]]s.}}{{History|PS4}}{{History||1.90|[[File:Leather Cap JE4 BE2.png|32px]] [[File:Leather Tunic JE4 BE2.png|32px]] [[File:Leather Pants JE4 BE2.png|32px]] [[File:Leather Boots JE3 BE2.png|32px]]<br>[[File:Leather Cap (item) JE4 BE3.png|32px]] [[File:Leather Tunic (item) JE4 BE3.png|32px]] [[File:Leather Pants (item) JE4 BE3.png|32px]] [[File:Leather Boots (item) JE4 BE3.png|32px]] The textures of leather armor have been changed.|[[File:Chainmail Helmet JE3 BE2.png|32px]] [[File:Chainmail Chestplate JE3 BE2.png|32px]] [[File:Chainmail Leggings JE2 BE2.png|32px]] [[File:Chainmail Boots JE2 BE2.png|32px]]<br>[[File:Chainmail Helmet (item) JE2 BE2.png|32px]] [[File:Chainmail Chestplate (item) JE2 BE2.png|32px]] [[File:Chainmail Leggings (item) JE2 BE2.png|32px]] [[File:Chainmail Boots (item) JE2 BE2.png|32px]] The textures of chainmail armor have been changed.|[[File:Iron Helmet JE2 BE2.png|32px]] [[File:Iron Chestplate JE2 BE2.png|32px]] [[File:Iron Leggings JE2 BE2.png|32px]] [[File:Iron Boots JE2 BE2.png|32px]]<br>[[File:Iron Helmet (item) JE2 BE2.png|32px]] [[File:Iron Chestplate (item) JE2 BE2.png|32px]] [[File:Iron Leggings (item) JE2 BE2.png|32px]] [[File:Iron Boots (item) JE2 BE2.png|32px]] The textures of iron armor have been changed.|[[File:Golden Helmet JE2 BE2.png|32px]] [[File:Golden Chestplate JE2 BE2.png|32px]] [[File:Golden Leggings JE2 BE2.png|32px]] [[File:Golden Boots JE2 BE2.png|32px]]<br>[[File:Golden Helmet (item) JE3 BE3.png|32px]] [[File:Golden Chestplate (item) JE3 BE3.png|32px]] [[File:Golden Leggings (item) JE3 BE3.png|32px]] [[File:Golden Boots (item) JE3 BE3.png|32px]] The textures of gold armor have been changed.|[[File:Diamond Helmet JE2 BE2.png|32px]] [[File:Diamond Chestplate JE3 BE2.png|32px]] [[File:Diamond Leggings JE2 BE2.png|32px]] [[File:Diamond Boots JE2 BE2.png|32px]]<br>[[File:Diamond Helmet (item) JE2 BE2.png|32px]] [[File:Diamond Chestplate (item) JE2 BE2.png|32px]] [[File:Diamond Leggings (item) JE2 BE2.png|32px]] [[File:Diamond Boots (item) JE2 BE2.png|32px]] The textures of diamond armor have been changed.}}{{History|new 3ds}}{{History||0.1.0|[[File:Leather Cap JE3 BE1.png|32px]] [[File:Leather Tunic JE3 BE1.png|32px]] [[File:Leather Pants JE3 BE1.png|32px]] [[File:Leather Boots JE2 BE1.png|32px]]<br>[[File:Leather Cap (item) JE3 BE2.png|32px]] [[File:Leather Tunic (item) JE3 BE2.png|32px]] [[File:Leather Pants (item) JE3 BE2.png|32px]] [[File:Leather Boots (item) JE3 BE2.png|32px]] Added the leather set.|[[File:Chainmail Helmet JE2 BE1.png|32px]] [[File:Chainmail Chestplate JE2 BE1.png|32px]] [[File:Chainmail Leggings JE1 BE1.png|32px]] [[File:Chainmail Boots JE1 BE1.png|32px]]<br>[[File:Chainmail Helmet (item) JE1 BE1.png|32px]] [[File:Chainmail Chestplate (item) JE1 BE1.png|32px]] [[File:Chainmail Leggings (item) JE1 BE1.png|32px]] [[File:Chainmail Boots (item) JE1 BE1.png|32px]] Added the chain set.|[[File:Iron Helmet JE1 BE1.png|32px]] [[File:Iron Chestplate JE1 BE1.png|32px]] [[File:Iron Leggings JE1 BE1.png|32px]] [[File:Iron Boots JE1 BE1.png|32px]]<br>[[File:Iron Helmet (item) JE1 BE1.png|32px]] [[File:Iron Chestplate (item) JE1 BE1.png|32px]] [[File:Iron Leggings (item) JE1 BE1.png|32px]] [[File:Iron Boots (item) JE1 BE1.png|32px]] Added the iron set.|[[File:Golden Helmet JE1 BE1.png|32px]] [[File:Golden Chestplate JE1 BE1.png|32px]] [[File:Golden Leggings JE1 BE1.png|32px]] [[File:Golden Boots JE1 BE1.png|32px]]<br>[[File:Golden Helmet (item) JE1 BE1.png|32px]] [[File:Golden Chestplate (item) JE1 BE1.png|32px]] [[File:Golden Leggings (item) JE1 BE1.png|32px]] [[File:Golden Boots (item) JE1 BE1.png|32px]] Added the golden set.|[[File:Diamond Helmet JE1 BE1.png|32px]] [[File:Diamond Chestplate JE1 BE1.png|32px]] [[File:Diamond Leggings JE1 BE1.png|32px]] [[File:Diamond Boots JE1 BE1.png|32px]]<br>[[File:Diamond Helmet (item) JE1 BE1.png|32px]] [[File:Diamond Chestplate (item) JE1 BE1.png|32px]] [[File:Diamond Leggings (item) JE1 BE1.png|32px]] [[File:Diamond Boots (item) JE1 BE1.png|32px]] Added the diamond set.}}{{History|foot}}== Issues =={{issue list}}== Gallery ===== Enchanted Leggings ===<gallery>File:Enchanted Leather Pants (item).gifFile:Enchanted Chainmail Leggings (item).gifFile:Enchanted Iron Leggings (item).gifFile:Enchanted Golden Leggings (item).gifFile:Enchanted Diamond Leggings (item).gifFile:Enchanted Netherite Leggings (item).gif</gallery><gallery>File:Enchanted Leather Leggings.gifFile:Enchanted Chainmail Leggings.gifFile:Enchanted Iron Leggings.gifFile:Enchanted Golden Leggings.gifFile:Enchanted Diamond Leggings.gifFile:Enchanted Netherite Leggings.gif</gallery>== Notes =={{fnlist}}== References =={{reflist}}== External Links ==*[https://www.minecraft.net/en-us/article/taking-inventory-leggings Taking Inventory:Leggings] – Minecraft.net on February 15, 2019{{Items}}[[Category:Armor]][[fr:Armure#Jambières]][[ja:レギンス]][[ko:각반]][[pl:Nogawice]][[pt:Calças]][[zh:护腿]]</li></ul>
12w03aThe player's spawn point can now also be located in jungle and jungle hills biomes.
1.4.2
{{Extension DPL}}<ul><li>[[Flint|Flint]]<br/>{{Item| image = Flint.png|type=| renewable = Yes| stackable = Yes (64)}}'''Flint''' is a mineral obtained from [[gravel]].== Obtaining ===== Mining ===When a block of [[gravel]] is mined, there is a 10% chance for a single piece of flint to drop instead of the [[gravel]] block. When mined with a [[Fortune]]-enchanted tool, this chance increases to 16% at Fortune I, 25% at Fortune II, and 100% at Fortune III. Gravel mined using a tool with [[Silk Touch]] or gravel that fell on a non-solid block never produces flint.=== Trading ===Novice-level [[Trading#Fletcher|fletcher]] [[villager]]s have a 50%{{only|bedrock}} or {{frac|2|3}}{{only|java}} chance to offer 10 pieces of flint for 10 blocks of gravel and an [[emerald]].=== Chest loot ==={{LootChestItem|flint}}== Usage ===== Crafting ingredient ==={{crafting usage}}=== Trading ===Apprentice-level fletcher villagers buy 26 flint for an emerald.Apprentice-level leatherworker villagers have a {{frac|2|3}} chance to buy 26 flint for an emerald {{in|java}}, and always offer the trade {{in|bedrock}}.Journeyman-level toolsmith villagers have a {{frac|2|5}} chance to buy 30 flint for one emerald in ''Java Edition'', and always offer the trade in Bedrock Edition.Journeyman-level weaponsmith villagers buy 24 flint for an emerald.== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Flint|spritetype=item|nameid=flint|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Flint|spritetype=item|nameid=flint|id=356|form=item|foot=1}}== History =={{History|java indev}} {{History||20100219|[[File:Flint JE1 BE1.png|32px]] Added flint.|Flint is now used to craft [[flint and steel]].}}{{History|java alpha}}{{History||v1.0.14|Crafting [[arrow]]s now requires flint, rather than [[iron ingot]]s.}}{{History|java}}{{History||1.3.1|snap=12w21a|Farmer [[villager]]s now [[trading|sell]] 4–5 flint for 1 [[emerald]] and 10 [[gravel]].}}{{History|||snap=1.3|[[File:Flint JE2 BE2.png|32px]] The texture of flint has been slightly changed.}}{{History||1.8|snap=14w02a|Fletcher [[villager]]s now sell 6–10 flint for 1 emerald and 10 gravel.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 318.}}{{History||1.14|snap=18w43a|[[File:Flint JE3 BE3.png|32px]] The texture of flint has been changed.}}{{History|||snap=18w50a|Flint can now be found in [[chest]]s in [[village]] fletcher houses.}}{{History|||snap=19w11a|Fletcher, leatherworker, toolsmith and weaponsmith [[villager]]s now [[trading|buy]] flint.}}{{History||1.16|snap=20w07a|Flint has a {{frac|10|109}} (~9.17%) chance of being given by the new [[piglin]]s when [[bartering]], in a stack size of 3–8, making it renewable.}}{{History|||snap=20w09a|Flint can no longer be obtained by bartering with piglins. However, they are still renewable as piglins offer [[gravel]].}}{{History|||snap=20w16a|Flint now generates in[[ruined portal]]chests.}}{{History|pocket alpha}}{{History||v0.3.3|[[File:Flint JE1 BE1.png|32px]] Added flint. |Flint can be used to craft [[arrow]]s.}}{{History||v0.4.0|Flint can now be used to make [[flint and steel]].}}{{History||v0.8.0|snap=build 1|[[File:Flint JE2 BE2.png|32px]] The texture of flint has been changed.}}{{History|pocket}}{{History||1.0.4|snap=alpha 1.0.4.0|Fletcher [[villager]]s now [[trading|sell]] 6–10 flint for 1 [[emerald]] and 10 [[gravel]].}}{{History|bedrock}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Flint JE3 BE3.png|32px]] The texture of flint has been changed.}}{{History||1.11.0|snap=beta 1.11.0.1|Flint can now be found in [[village]] fletcher [[chest]]s.}}{{History|||snap=beta 1.11.0.4|[[Trading]] has been changed, fletcher [[villager]]s now have a 50% chance to [[trading|sell]] 10 flint for 10 [[gravel]] and one [[emerald]] as part of their first tier trade.|Flint can now be [[trading|sold]] to toolsmith, weaponsmith, fletcher, and leatherworker villagers.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Flint JE1 BE1.png|32px]] Added flint.}}{{History||?|[[File:Flint JE2 BE2.png|32px]] The texture of flint has been changed.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Flint JE3 BE3.png|32px]] The texture of flint has been changed.}}{{History|foot}}== Issues =={{issue list}}== Gallery ==<gallery>File:GodPortal.png|A piece of flint found in a [[ruined portal]] chest, together with an [[enchanted golden apple]].</gallery>== References =={{reflist}}== External Links ==*[https://www.minecraft.net/en-us/article/taking-inventory--flint Taking Inventory: Flint] – Minecraft.net on October 31, 2019{{Items}}[[Category:Renewable resources]][[cs:Pazourek]][[de:Feuerstein]][[es:Pedernal]][[fr:Silex]][[hu:Kovakő]][[it:Selce]][[ja:火打石]][[ko:부싯돌]][[nl:Vuursteen]][[pl:Krzemień]][[pt:Sílex]][[ru:Кремень]][[th:หินเหล็กไฟ]][[uk:Кремінь]][[zh:燧石]]</li><li>[[Door|Door]]<br/>{{About|the block|the music track|Minecraft - Volume Alpha}}{{See also|Trapdoor}}{{Block| image = <gallery>Iron Door.png|Java EditionIron Door BE.png|Bedrock Edition</gallery>| extratext = View [[#Gallery|all renders]]| transparent = Partial| light = No| tntres = {{Blast resistance values|Wooden Door}} <small>(Wood)</small><br>{{Blast resistance values|Iron Door|Copper Door}}<small> (Iron)</small>| hardness = {{Hardness values|Wooden Door}} <small>(Wood)</small><br>{{Hardness values|Iron Door|Copper Door}}<small> (Iron)</small>| tool = axe| tool2 = wooden pickaxe| renewable = Yes| stackable = Yes (64)| flammable = No| lavasusceptible = '''Overworld wood''': Yes<br>'''Nether wood''','''iron''','''copper''': No}}A '''door''' is a block that can be used as a barrier that can be opened by hand or with [[redstone]].== Obtaining ==Doors can be found in any Overworld biome, and can also be crafted from any type of [[wood]] as well as materials found in [[the Nether]]. Some have built-in openings that are useful for determining the time of day.=== Breaking ===Wooden doors can be broken with anything, but [[axe]]s are fastest. An iron door can be broken with anything if the top half of the door is broken.<ref>{{bug|MC-189739}}</ref><ref>{{bug|MCPE-126620}}</ref> All doors drop themselves if they no longer have a block beneath them that can support them.{{breaking row|Oak Door, Spruce Door, Birch Door, Jungle Door, Acacia Door, Dark Oak Door, Mangrove Door, Cherry Door, Bamboo Door, Crimson Door, Warped Door; Iron Door|textTrim=Door|Axe;Pickaxe|;|item=1;1|link=none;none}}A door is removed and drops itself as an item:* if the block beneath the door is moved, removed, or destroyed* if a [[piston]] tries to push the door (trying to pull a door does nothing) or moves a block into its space=== Natural generation ===Doors generate in some generated structures, forming the entrances to the majority of buildings. Doors do not generate in [[zombie village]]s.;{{BlockSprite|Oak Door|text=Oak}}Oak doors generate as part of:* Plains [[village]]s* [[Stronghold]]s* Right-side-up [[shipwreck]]s;{{BlockSprite|Spruce Door|text=Spruce}}Spruce doors generate as part of:* Taiga, snowy tundra and snowy taiga [[village]]s* Right-side-up [[shipwreck]]s;{{BlockSprite|Jungle Door|text=Jungle}}Jungle doors generate as part of:* Desert [[village]]s* Right-side-up [[shipwreck]]s;{{BlockSprite|Acacia Door|text=Acacia}}Acacia doors generate as part of:* Savanna [[village]]s<!-- * Right-side-up [[shipwreck]]s{{only|BE}}{{need testing}} -->;{{BlockSprite|Dark Oak Door|text=Dark oak}}Dark oak doors generate as part of:* Master bedroom closets in [[woodland mansion]]s* Right-side-up [[shipwreck]]s;{{BlockSprite|Iron Door|text=Iron}}Iron doors generate as part of:* Prison rooms in [[woodland mansion]]s* [[Stronghold]]s with a stone [[button]] to open{{only|JE}}=== Crafting ==={{Crafting|head=1|name=[[Wood Door]]|A1= Matching Planks|B1= Matching Planks|A2= Matching Planks|B2= Matching Planks|A3= Matching Planks|B3= Matching Planks|Output= Matching wood Door,3|type= Redstone}}{{Crafting|A1= Iron Ingot|B1= Iron Ingot|A2= Iron Ingot|B2= Iron Ingot|A3= Iron Ingot|B3= Iron Ingot|Output= Iron Door,3|type= Redstone|foot=1}}== Usage ==Wooden doors can be opened and closed by players, [[villager]]s, [[wandering trader]]s{{only|bedrock|short=1}}<!--Wandering traders cannot open doors in java edition. -->, [[vindicator]]s{{only|java|short=1}}, and [[piglin]]s. Wooden doors can be broken by all variants of [[zombie]]s (except [[drowned]]) and [[vindicator]]s in Hard difficulty.Iron doors can be opened only with redstone power.=== Placement ===Doors must be "attached" to a block beneath them. To place a door, {{control|use}} a door item while pointing at the top of the block it should be attached to. A door can be attached to:* the '''top''' of any full solid [[opaque]] block ([[stone]], [[dirt]], [[blocks of gold]], etc.)* the '''top''' of an upside-down [[slab]] or upside-down [[stairs]]* the '''top''' of a [[slime block]] or downward-facing [[piston]]More information about placement on transparent blocks can be found at [[Opacity/Placement]].When placed, a door occupies the side of the block facing the player, or behind a player if placed in the player's own space.By default, a door's "hinge" appears on the side of the half of the block that the player pointed at when placing and its "handle" on the opposite side{{only|java}}, but the hinge is forced to other side by:* Placing a door besides another door (creating a double door where both doors open away from each other)* Placing a door between a full solid and any opaque block (top or bottom), making the hinge appear to attach to the solid block.=== Behavior ===[[Water]] and [[lava]] flow around doors. Lava can create [[fire]] in air blocks next to wooden doors as if the wooden doors were flammable, but the doors do not burn (and cannot be burned by other methods either, except throwing them into lava).[[Mob]]s can spawn in a space occupied by a door.The sound of opening and closing of a door can be heard up to 16 blocks away, like most mob sounds.When placed using the {{cmd|setblock}} command, only one half of a door is placed, because doors are actually two separate blocks. The lower half still works, but with graphical bugs, and the upper half does not. Redstone cannot be used because it updates the half, breaking it. The upper half does not drop anything when broken, the lower half drops a normal door. This implies that the upper half is dependent on the lower.=== Barrier ===A door can be used as a switchable barrier to entity movement. Although primarily used to block movement by mobs and players, a door can also be used to control the movement of boats (for example, a door placed in a two-wide water flow stops a boat when perpendicular to the flow, but allow it to move again when parallel), items and minecarts (a door can stop a falling item or minecart, then allow it to drop again when the door moves), etc.{{IN|Java}}, doors provide a breathable space if placed underwater. {{IN|bedrock}}, doors in water source blocks are [[waterlogging|waterlogged]] and do not displace water source blocks.Doors are 0.1875 ({{frac|3|16}}) blocks thick (0.1825 {{in|bedrock}}). The rest of a door's space can be moved through freely. A door occupies two block spaces and both halves normally act as a single barrier, although doors can be opened or closed with a player or mob occupying the bottom block of the door,<ref>{{bug|MC-54255}} – "You can stand on the bottom block of a door, allowing you to climb it like a ladder" resolved as "Won't Fix"</ref> in which case the player can jump up to land on the bottom half of the door and then again to land on top of the door.To open or close a wooden door, use the {{control|use|text=Use Item/Place Block}} [[control]]. When a door opens or closes, it immediately changes its orientation without affecting anything in the space it "swings through". Moving doors do not push entities the way that pistons do.[[Villager]]s, [[wandering trader]]s,{{only|bedrock|short=1}} [[vindicator]]s{{only|java|short=1}}, [[piglin]]s and [[piglin brute]]s can open and close wooden doors when pathfinding.Some [[zombie]]s can break wooden doors in [[Hard]] [[difficulty]]. Zombies have a 5% chance to spawn with the ability to break doors. Vindicators spawned from a [[raid]] in [[Normal]] and Hard difficulty can also break wooden doors, but they do so only to reach targeted players, villagers, or wandering traders. Some vindicators may sometimes open a wooden door instead of breaking it.{{only|java}} Both zombies and vindicators attempt to break wooden doors only when in their "closed" state, even if a door is placed so that its "open" state blocks access (for example, by facing sideways when placing a door so that it allows passage when closed and blocks passage when open).Iron doors can be opened only with redstone power (a [[button]], a [[redstone circuit]], etc.). Any mob can activate an iron door by stepping on a pressure plate or by triggering a tripwire.=== Redstone component ==={{see also|Redstone circuit}}Both wood and iron doors can be controlled with redstone power.A door is a redstone [[mechanism component]] and can be activated by:* an adjacent active '''[[power component]]''', including above or below: for example, a [[redstone torch]], a [[block of redstone]], a [[daylight sensor]], etc.* an adjacent '''powered block''' (for example, a block with an active redstone torch under it), including above or below* a powered '''[[redstone comparator]]''' or '''[[redstone repeater]]''' facing the door* powered '''[[redstone dust]]''' configured to point at the door or a directionless "dot" next to it; a door is ''not'' activated by adjacent powered redstone dust that is configured to point in another direction.All methods of activating a door can be applied to either the top or bottom parts of a door.When activated, a door immediately rotates around its hinge side to its open state. When deactivated, a door immediately returns to its closed state.An activated wood door can still be closed by a player or villager and does not re-open until it receives a new activation signal (if a door has been closed "by hand", it still needs to be deactivated and then reactivated to open by redstone).=== Fuel ===Overworld wooden doors can be used as a [[Smelting#Fuel|fuel]] in [[furnace]]s, smelting 1 item per door.=== Note blocks ===Wooden doors can be placed under [[note block]]s to produce "bass" sound.== Sounds ===== Generic ======= Iron ===={{Sound table/Block/Metal}}==== Normal wood ===={{Sound table/Block/Wood}}==== Cherry wood ===={{Sound table/Block/Cherry wood}}==== Bamboo wood ===={{Sound table/Block/Bamboo wood}}==== Nether wood ===={{Sound table/Block/Nether wood}}=== Unique ==={{el|java}}:{{Sound table|sound=Iron Door open1.ogg|sound2=Iron Door open2.ogg|sound3=Iron Door open3.ogg|sound4=Iron Door open4.ogg|subtitle=Door creaks|source=block|description=When an iron door opens|id=block.iron_door.open|translationkey=subtitles.block.door.toggle|volume=0.9|pitch=0.9-1.0|distance=16}}{{Sound table|sound=Iron Door close1.ogg|sound2=Iron Door close2.ogg|sound3=Iron Door close3.ogg|sound4=Iron Door close4.ogg|subtitle=Door creaks|source=block|description=When an iron door closes|id=block.iron_door.close|translationkey=subtitles.block.door.toggle|volume=0.9|pitch=0.9-1.0|distance=16}}{{Sound table|sound=Wooden Door open3.ogg|sound2=Wooden Door open4.ogg|subtitle=Door creaks|source=block|description=When a wooden door opens|id=block.wooden_door.open|translationkey=subtitles.block.door.toggle|volume=0.9|pitch=0.9-1.0|distance=16}}{{Sound table|sound=Wooden Door close2.ogg|sound2=Wooden Door close5.ogg|sound3=Wooden Door close6.ogg|subtitle=Door creaks|source=block|description=When a wooden door closes|id=block.wooden_door.close|translationkey=subtitles.block.door.toggle|volume=0.9|pitch=0.9-1.0|distance=16}}{{Sound table|rowspan=2|sound=Cherry door toggle1.ogg|sound2=Cherry door toggle2.ogg|sound3=Cherry door toggle3.ogg|sound4=Cherry door toggle4.ogg|subtitle=Door creaks|source=block|description=When a cherry wood door opens|id=block.cherry_wood_door.open|translationkey=subtitles.block.door.toggle|volume=0.9|pitch=0.9-1.0|distance=16}}{{Sound table|subtitle=Door creaks|source=block|description=When a cherry wood door closes|id=block.cherry_wood_door.close|translationkey=subtitles.block.door.toggle|volume=0.9|pitch=0.9-1.0|distance=16}}{{Sound table|rowspan=2|sound=Bamboo Door toggle1.ogg|sound2=Bamboo Door toggle2.ogg|sound3=Bamboo Door toggle3.ogg|sound4=Bamboo Door toggle4.ogg|subtitle=Door creaks|source=block|description=When a bamboo wood door opens|id=block.bamboo_wood_door.open|translationkey=subtitles.block.door.toggle|volume=0.9|pitch=0.9-1.0|distance=16}}{{Sound table|subtitle=Door creaks|source=block|description=When a bamboo wood door closes|id=block.bamboo_wood_door.close|translationkey=subtitles.block.door.toggle|volume=0.9|pitch=0.9-1.0|distance=16}}{{Sound table|rowspan=2|sound=Nether Door toggle1.ogg|sound2=Nether Door toggle2.ogg|sound3=Nether Door toggle3.ogg|sound4=Nether Door toggle4.ogg|subtitle=Door creaks|source=block|description=When a Nether wood door opens|id=block.nether_wood_door.open|translationkey=subtitles.block.door.toggle|volume=1.0|pitch=0.9-1.0|distance=16}}{{Sound table|subtitle=Door creaks|source=block|description=When a Nether wood door closes|id=block.nether_wood_door.close|translationkey=subtitles.block.door.toggle|volume=1.0|pitch=0.9-1.0|distance=16}}{{Sound table|sound=Zombie hit wood1.ogg|sound2=Zombie hit wood2.ogg|sound3=Zombie hit wood3.ogg|sound4=Zombie hit wood4.ogg|subtitle=Door shakes|source=hostile|description=When a [[zombie]] attacks a door|id=entity.zombie.attack_wooden_door|translationkey=subtitles.entity.zombie.attack_wooden_door|volume=2.0|pitch=0.8-1.2|distance=16}}{{Sound table|sound=Zombie hit metal1.ogg|sound2=Zombie hit metal2.ogg|sound3=Zombie hit metal3.ogg|subtitle=Block broken <ref group=sound name=ironsubtitle>{{Bug|MC-226770}}</ref>|source=None|description=''Unused sound event''<ref group=sound>{{bug|MC-218122}}</ref>|id=entity.zombie.attack_iron_door|translationkey=subtitles.block.generic.break|translationkeynote=<ref group=sound name=ironsubtitle/>|volume=''None''|pitch=''None''|distance=''None''}}{{Sound table|sound=Zombie breaks door.ogg|subtitle=Door breaks|source=hostile|description=When a zombie breaks a door|id=entity.zombie.break_wooden_door|translationkey=subtitles.entity.zombie.break_wooden_door|volume=2.0|pitch=0.8-1.2|distance=16|foot=1}}{{el|bedrock}}:{{Sound table|type=bedrock|sound=Iron Door open1.ogg|sound2=Iron Door open2.ogg|sound3=Iron Door open3.ogg|sound4=Iron Door open4.ogg|source=block|description=When an iron door opens|id=open.iron_door|volume=0.9|pitch=0.9-1.0}}{{Sound table|sound=Iron Door close1.ogg|sound2=Iron Door close2.ogg|sound3=Iron Door close3.ogg|sound4=Iron Door close4.ogg|source=block|description=When an iron door closes|id=close.iron_door|volume=0.9|pitch=0.9-1.0}}{{Sound table|sound=Wooden Door open3.ogg|sound2=Wooden Door open4.ogg|source=block|description=When a wooden door opens|id=open.wooden_door|volume=0.9|pitch=0.9-1.0}}{{Sound table|sound=Wooden Door close2.ogg|sound2=Wooden Door close5.ogg|sound3=Wooden Door close6.ogg|source=block|description=When a wooden door closes|id=close.wooden_door|volume=0.9|pitch=0.9-1.0}}{{Sound table|rowspan=2|sound=Cherry door toggle1.ogg|sound2=Cherry door toggle2.ogg|sound3=Cherry door toggle3.ogg|sound4=Cherry door toggle4.ogg|source=block|description=When a cherry wood door opens|id=open.cherry_wood_door|volume=1.0|pitch=0.9-1.0}}{{Sound table|source=block|description=When a cherry wood door closes|id=close.cherry_wood_door|volume=1.0|pitch=0.9-1.0}}{{Sound table|rowspan=2|sound=Bamboo Door toggle1.ogg|sound2=Bamboo Door toggle2.ogg|sound3=Bamboo Door toggle3.ogg|sound4=Bamboo Door toggle4.ogg|source=block|description=When a bamboo wood door opens|id=open.bamboo_wood_door|volume=0.9|pitch=0.9-1.0}}{{Sound table|source=block|description=When a bamboo wood door closes|id=close.bamboo_wood_door|volume=0.9|pitch=0.9-1.0}}{{Sound table|rowspan=2|sound=Nether Door toggle1.ogg|sound2=Nether Door toggle2.ogg|sound3=Nether Door toggle3.ogg|sound4=Nether Door toggle4.ogg|source=block|description=When a Nether wood door opens|id=open.nether_wood_door|volume=1.0|pitch=0.9-1.0}}{{Sound table|source=block|description=When a Nether wood door closes|id=close.nether_wood_door|volume=1.0|pitch=0.9-1.0}}{{Sound table|sound=Zombie hit wood1.ogg|sound2=Zombie hit wood2.ogg|sound3=Zombie hit wood3.ogg|sound4=Zombie hit wood4.ogg|source=hostile|description=While a zombie is breaking a wooden door|id=mob.zombie.wood|volume=1.0|pitch=1.0}}{{Sound table|sound=Zombie breaks door.ogg|source=hostile|description=When a zombie breaks a wooden door|id=mob.zombie.woodbreak|volume=1.0|pitch=1.0|foot=1}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showblocktags=y|showitemtags=y|showforms=y|generatetranslationkeys=y|displayname=Iron Door|spritetype=block|nameid=iron_door|blocktags=doors|itemtags=doors}}{{ID table|displayname=Oak Door|spritetype=block|nameid=oak_door|blocktags=doors, wooden_doors|itemtags=doors, wooden_doors}}{{ID table|displayname=Spruce Door|spritetype=block|nameid=spruce_door|blocktags=doors, wooden_doors|itemtags=doors, wooden_doors}}{{ID table|displayname=Birch Door|spritetype=block|nameid=birch_door|blocktags=doors, wooden_doors|itemtags=doors, wooden_doors}}{{ID table|displayname=Jungle Door|spritetype=block|nameid=jungle_door|blocktags=doors, wooden_doors|itemtags=doors, wooden_doors}}{{ID table|displayname=Acacia Door|spritetype=block|nameid=acacia_door|blocktags=doors, wooden_doors|itemtags=doors, wooden_doors}}{{ID table|displayname=Dark Oak Door|spritetype=block|nameid=dark_oak_door|blocktags=doors, wooden_doors|itemtags=doors, wooden_doors}}{{ID table|displayname=Mangrove Door|spritetype=block|nameid=mangrove_door|blocktags=doors, wooden_doors|itemtags=doors, wooden_doors}}{{ID table|displayname=Cherry Door|spritetype=block|nameid=cherry_door|blocktags=doors, wooden_doors|itemtags=doors, wooden_doors}}{{ID table|displayname=Bamboo Door|spritetype=block|nameid=bamboo_door|blocktags=doors, wooden_doors|itemtags=doors, wooden_doors}}{{ID table|displayname=Crimson Door|spritetype=block|nameid=crimson_door|blocktags=doors, non_flammable_wood, wooden_doors|itemtags=doors, non_flammable_wood, wooden_doors}}{{ID table|displayname=Warped Door|spritetype=block|nameid=warped_door|blocktags=doors, non_flammable_wood, wooden_doors|itemtags=doors, non_flammable_wood, wooden_doors|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|showitemtags=y|firstcolumnname=Door|shownumericids=y|showforms=y|generatetranslationkeys=y|spritename=iron-door|displayname=Iron block|spritetype=block|nameid=iron_door|id=71|form=block|itemform=item.iron_door}}{{ID table|spritename=oak-door|displayname=Oak block|spritetype=block|nameid=wooden_door|id=64|form=block|itemform=item.wooden_door|translationkey=-}}{{ID table|spritename=spruce-door|displayname=Spruce block|spritetype=block|nameid=spruce_door|id=193|form=block|itemform=item.spruce_door|translationkey=-}}{{ID table|spritename=birch-door|displayname=Birch block|spritetype=block|nameid=birch_door|id=194|form=block|itemform=item.birch_door|translationkey=-}}{{ID table|spritename=jungle-door|displayname=Jungle block|spritetype=block|nameid=jungle_door|id=195|form=block|itemform=item.jungle_door|translationkey=-}}{{ID table|spritename=acacia-door|displayname=Acacia block|spritetype=block|nameid=acacia_door|id=196|form=block|itemform=item.acacia_door|translationkey=-}}{{ID table|spritename=dark-oak-door|displayname=Dark Oak block|spritetype=block|nameid=dark_oak_door|id=197|form=block|itemform=item.dark_oak_door|translationkey=-}}{{ID table|spritename=mangrove-door|displayname=Mangrove block|spritetype=block|nameid=mangrove_door|id=-493|form=block|itemform=item.mangrove_door|translationkey=-}}{{ID table|displayname=Cherry Door|spritetype=block|nameid=cherry_door|id=-531|itemtags=minecraft:door|translationkey=item.cherry_door.name}}{{ID table|displayname=Bamboo Door|spritetype=block|nameid=bamboo_door|id=-517|itemtags=minecraft:door|translationkey=item.bamboo_door.name}}{{ID table|spritename=crimson-door|displayname=Crimson block|spritetype=block|nameid=crimson_door|id=499|form=block|itemform=item.crimson_door}}{{ID table|spritename=warped-door|displayname=Warped block|spritetype=block|nameid=warped_door|id=500|form=block|itemform=item.warped_door}}{{ID table|spritename=iron-door|displayname=Iron item|spritetype=item|nameid=iron_door|id=372|form=item|itemtags=minecraft:door}}{{ID table|spritename=oak-door|displayname=Oak item|spritetype=item|nameid=wooden_door|id=359|form=item|itemtags=minecraft:door}}{{ID table|spritename=spruce-door|displayname=Spruce item|spritetype=item|nameid=spruce_door|id=553|form=item|itemtags=minecraft:door}}{{ID table|spritename=birch-door|displayname=Birch item|spritetype=item|nameid=birch_door|id=554|form=item|itemtags=minecraft:door}}{{ID table|spritename=jungle-door|displayname=Jungle item|spritetype=item|nameid=jungle_door|id=555|form=item|itemtags=minecraft:door}}{{ID table|spritename=acacia-door|displayname=Acacia item|spritetype=item|nameid=acacia_door|id=556|form=item|itemtags=minecraft:door}}{{ID table|spritename=dark-oak-door|displayname=Dark Oak item|spritetype=item|nameid=dark_oak_door|id=557|form=item|itemtags=minecraft:door}}{{ID table|spritename=mangrove-door|displayname=Mangrove item|spritetype=item|nameid=mangrove_door|id=641|form=item|itemtags=minecraft:door}}{{ID table|spritename=crimson-door|displayname=Crimson item|spritetype=item|nameid=crimson_door|id=616|form=item|itemtags=minecraft:door}}{{ID table|spritename=warped-door|displayname=Warped item|spritetype=item|nameid=warped_door|id=617|form=item|itemtags=minecraft:door|foot=1}}=== Block states ==={{see also|Block states}}{{/BS}}== Video ==Note: The videos do not mention or state Crimson, Warped, Bamboo, or Cherry doors, since the videos were uploaded before 1.16.<div style="text-align:center"><span style="display:inline-block">{{yt|7jlIQcbHFts}}</span><span style="display:inline-block">{{yt|CC6ujEdvzQY}}</span></div>== History ==''For a history of changes to textures and models for each block state, see [[/Asset history]]''{{History||3 June 2010|link=https://notch.tumblr.com/post/659506746/asynchronous-saving-and-loading-and-slightly-more|Notch states plans to implement doors.}}{{History|java infdev}}{{History||20100607|[[File:Oak Door JE1.png|32px]] [[File:Oak Door (Right) JE1.png|32px]] [[File:Oak Door (item) JE1.png|32px]] Added wooden doors.}}{{History||20100608|Doors have been given smarter rotation logic.}}{{History||20100611|[[File:Oak Door JE2.png|32px]] [[File:Oak Door (Right) JE2.png|32px]] The models of doors have been changed to use door bottom half texture on sides instead of the wooden [[planks]] texture.}}{{History||20100618|[[File:Oak Door JE3 BE1.png|32px]] [[File:Oak Door (Right) JE3.png|32px]] The textures of doors have been changed.}}{{History||20100624|[[File:Oak Door (Right) JE4 BE1.png|32px]] The model of door with right hinge has been changed to mirror and use textures of door with left hinge.}}{{History|java alpha}}{{History||v1.0.1|[[File:Iron Door JE1 BE1.png|32px]] [[File:Iron Door (Right) JE1 BE1.png|32px]] [[File:Iron Door (item) JE1 BE1.png|32px]] Added iron doors.|[[File:Oak Door (item) JE2 BE1.png|32px]] The texture of wooden doors in [[item]] form has been changed.|Doors can now be controlled by redstone power.}}{{History|java beta}}{{History||1.7|Punching the back face of a left-hinge oak or iron door or the front face of a right-hinge door, as well as destroying a door, would [[Java Edition placeholder texture uses|create]] particles using the [[Placeholder texture#Texture atlas blank spaces|block placeholder texture]].}}{{History||1.7.3|Doors no longer produce placeholder texture particles.}}{{History||1.8|snap=Pre-release|Doors now occur naturally in [[village]]s and [[stronghold]]s.}}{{History|java}}{{History||1.0.0|snap=Beta 1.9 Prerelease 6|Wooden doors are now broken faster using an [[axe]].|Iron doors are broken much faster using a [[pickaxe]], and the [[mining]] speed is now [[tier]] dependent.}}{{History|||snap=RC1|The opening and closing [[sound]]s for doors have been changed.}}{{History||1.1|snap=11w47a|Double doors now open correctly.}}{{History||1.2.1|snap=12w05b|[[Villager]]s can now open and close doors.}}{{History|||snap=12w06a|[[File:Oak Door JE4 BE3.png|32px]] [[File:Iron Door JE2 BE5.png|32px]] Changed top model of door.|[[Zombie]]s can now break wooden doors.|Doors have been changed to properly detect if they are open or closed. Placing two [[pressure plate]]s directly in front of doors and stepping on them now opens them correctly.}}{{History|||snap=12w07a|Zombies can no longer break iron doors.}}{{History||1.4.2|snap=12w40a|Wooden doors can no longer be opened by attacking (left-click).}}{{History||1.8|snap=December 13, 2013|slink=https://twitter.com/jeb_/status/411425952338808832|[[Jens Bergensten|Jeb]] tweeted an image showing that the crafting recipes for doors are changed so that 3 doors are crafted at once. Doors are also stackable to 64.}}{{History|||snap=14w02a|Doors are now stackable to 64.|The [[crafting]] recipes of doors now yield 3 doors instead of 1.}}{{History|||snap=14w10a|[[File:Oak Door JE5.png|32px]] [[File:Iron Door JE3.png|32px]] The models of doors have been changed.}}{{History|||snap=August 8, 2014|slink=https://twitter.com/TheMogMiner/status/497751889102905344|[[Ryan Holtz|TheMogMiner]] tweeted an image showing new types of [[wood]] doors.}}{{History|||snap=14w32d|[[File:Spruce Door JE1 BE1.png|32px]] [[File:Birch Door JE1 BE1.png|32px]] [[File:Jungle Door JE1.png|32px]] [[File:Acacia Door JE1.png|32px]] [[File:Dark Oak Door JE1 BE1.png|32px]] [[File:Spruce Door (item) JE1.png|32px]] [[File:Birch Door (item) JE1.png|32px]] [[File:Jungle Door (item) JE1.png|32px]] [[File:Acacia Door (item) JE1.png|32px]] [[File:Dark Oak Door (item) JE1.png|32px]] New types of wood doors have been added: spruce, birch, jungle, acacia and dark oak.}}{{History|||snap=14w33a|[[File:Jungle Door JE2 BE1.png|32px]] [[File:Acacia Door JE2 BE1.png|32px]] The models of jungle and acacia doors no longer have inner faces in the holes in their models.|[[File:Spruce Door (item) JE2.png|32px]] [[File:Birch Door (item) JE2.png|32px]] [[File:Jungle Door (item) JE2.png|32px]] [[File:Acacia Door (item) JE2.png|32px]] [[File:Dark Oak Door (item) JE2.png|32px]] [[Item]] textures of new doors have been changed to match the dimensions of oak and iron doors.|The wooden door (''Door'') has been renamed to ''Oak Door''.}}{{History|||snap=14w33b|[[File:Oak Door (item) JE3 BE2.png|32px]] [[File:Spruce Door (item) JE3 BE1.png|32px]] [[File:Birch Door (item) JE3 BE1.png|32px]] [[File:Jungle Door (item) JE3 BE1.png|32px]] [[File:Acacia Door (item) JE3 BE1.png|32px]] [[File:Dark Oak Door (item) JE3 BE1.png|32px]][[File:Iron Door (item) JE2 BE2.png|32px]] All [[item]] textures for all doors have been changed. Doors now have hinges on the left and handles on the right, existing wooden doors & iron doors have a slight item textures change as well.}}{{History||1.9|snap=15w31a|[[File:Birch Door JE2.png|32px]] [[File:Jungle Door JE3.png|32px]] [[File:Acacia Door JE3.png|32px]] [[File:Dark Oak Door JE2.png|32px]] Shading on the [[block]] textures of birch, jungle, acacia, and dark oak doors have been changed, so that the shadow is in the upper left and the highlight is in the lower right.}}{{History|||snap=15w43a|Iron doors now have different [[sound]]s than wooden doors.|Doors now have [[sound]]s for placing and different sounds for opening and closing - see sounds section.}}{{History|||snap=15w47a|Doors now make [[sound]]s when placed,<ref>{{bug|MC-2844}} – "Doors have no placement sound." resolved as "Fixed"</ref> despite these apparently already being added in 15w43a.}}{{History|||snap=15w49a|Doors are now placed facing left/right depending on which half of the [[block]] the [[player]] clicks on, unless neighboring doors or solid/opaque blocks cause them to place a certain way.}}{{History||1.10|snap=16w20a|Acacia and spruce doors now generate in [[savanna]] and [[taiga]] [[villages]].}}{{History||1.11|snap=16w33a|Wooden doors can now be used to fuel [[furnace]]s.|Iron doors no longer have a right-click action - previously they would result in the hand swinging, and would override other valid right click actions such as snowball throwing.}}{{History|||snap=16w39a|Dark oak doors and iron doors now generate in [[woodland mansion]]s.}}{{History||July 19, 2017|link=https://twitter.com/jeb_/status/887599625045250048|[[Jeb]] tweets image of a new jungle [[wood planks]], jungle doors, [[cauldron]], and [[dandelion]] textures.}}{{History||1.13|snap=17w47a|The oak door ID has been changed from <code>wooden_door</code> to <code>oak_door</code>.|Prior to [[1.13/Flattening|''The Flattening'']], these [[block]]s' numeral IDs were 64, 71, 193, 194, 195, 196 and 197, and the [[item]]s' 324, 330, 427, 428, 429, 430 and 431.}}{{History|||snap=18w11a|Doors now generate as part of the newly added [[shipwreck]]s.}}{{History||1.14|snap=18w43a|[[File:Oak Door JE6.png|32px]] [[File:Spruce Door JE2.png|32px]] [[File:Birch Door JE3.png|32px]] [[File:Jungle Door JE4.png|32px]] [[File:Acacia Door JE4.png|32px]] [[File:Dark Oak Door JE3.png|32px]] [[File:Iron Door JE4.png|32px]] The textures of all doors have been changed.|[[Vindicator]]s can now break doors.}}{{History|||snap=18w47b|[[File:Spruce Door JE3.png|32px]] The textures of spruce doors have been changed.}}{{History|||snap=18w49a|Added [[snowy tundra]] villages, which generate with spruce doors.}}{{History|||snap=18w50a|The updated [[desert]] villages now generate with jungle doors instead of oak doors.}}{{History|||snap=19w08a|[[File:Oak Door JE7.png|32px]] The texture of oak doors has been changed.}}{{History|||snap=19w12b|Doors can now be placed on glass, ice, glowstone and sea lanterns.}}{{History|||snap=19w13a|[[Evoker]]s and [[pillager]]s can now open doors during [[raid]]s.}}{{History|||snap=19w14a|Pillagers can no longer open doors.}}{{History||1.15|snap=19w39a|Iron doors must now be mined with a [[pickaxe]] for it to be dropped as an [[item]].}}{{History||1.16|snap=20w06a|[[File:Crimson Door JE1.png|32px]] [[File:Warped Door JE1.png|32px]] [[File:Crimson Door (item) JE1 BE1.png|32px]] [[File:Warped Door (item) JE1 BE1.png|32px]] Added crimson and warped doors.}}{{History|||snap=20w07a|Added [[piglin]]s, which can open and close doors.}}{{History|||snap=20w19a|[[File:Crimson Door JE2.png|32px]] [[File:Warped Door JE2.png|32px]] [[File:Crimson Door (item) JE2 BE2.png|32px]] [[File:Warped Door (item) JE2 BE2.png|32px]] The textures of crimson and warped doors have been changed.}}{{History||1.17|snap=21w11a|[[File:Jungle Door (item) JE4 BE2.png|32px]] Changed the texture of the jungle door item.}}{{History||1.18|snap=21w41a|[[File:Oak Door (item) JE4 BE3.png|32px]] [[File:Spruce Door (item) JE4 BE2.png|32px]] [[File:Birch Door (item) JE4 BE2.png|32px]] [[File:Jungle Door (item) JE5 BE3.png|32px]] [[File:Acacia Door (item) JE4 BE2.png|32px]] [[File:Dark Oak Door (item) JE4 BE2.png|32px]][[File:Iron Door (item) JE3 BE3.png|32px]] All [[item]] textures for all doors except crimson and warped have been changed.}}{{History|||snap=Pre-release 5|[[File:Oak Door JE8.png|32px]] [[File:Spruce Door JE4.png|32px]] [[File:Birch Door JE4.png|32px]] [[File:Jungle Door JE5.png|32px]] [[File:Acacia Door JE5.png|32px]] [[File:Dark Oak Door JE4.png|32px]] [[File:Crimson Door JE3.png|32px]] [[File:Warped Door JE3.png|32px]] [[File:Iron Door JE5.png|32px]] Changed top and bottom models of door. Changed oak and iron doors textures.}}{{History||1.19|snap=22w11a|[[File:Mangrove Door JE1.png|32px]][[File:Mangrove Door (item) JE1 BE1.png|32px]] Added mangrove door.}}{{History|||snap=22w14a|Due to the addition of the [[mangrove tree]] and [[mangrove swamp]], mangrove doors are now obtainable and renewable.}}{{History||October 15, 2022|link={{ytl|https://youtu.be/iM9KtHaDcUg?t=5659}}|[[File:Bamboo Door JE1.png|32px]] Bamboo doors were shown on [[Minecraft Live 2022]].}}{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|[[File:Bamboo Door JE1.png|32px]] [[File:Bamboo Door (item) JE1 BE1.png|32px]] Added bamboo doors behind the [[Java Edition 1.20|Update 1.20 experimental datapack]].}}{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[File:Cherry Door JE1.png|32px]] [[File:Cherry Door (item) JE1.png|32px]] Added cherry doors behind the [[Java Edition 1.20|Update 1.20 experimental datapack]].}}{{History|||snap=1.19.4-pre2|[[File:Cherry Door JE2.png|32px]] [[File:Cherry Door (item) JE2.png|32px]] Changed the texture of cherry doors.}}{{History||1.20|snap=23w12a|Bamboo and cherry doors are now available without using the "Update 1.20" experimental datapack.}}{{History|pocket alpha}}{{History||v0.1.0|[[File:Oak Door JE3 BE1.png|32px]] [[File:Iron Door JE1 BE1.png|32px]] Added doors.[[File:Oak Door (bottom texture) JE2 BE1.png|32px]] [[File:Iron Door (bottom texture) JE1 BE1.png|32px]] These are the textures defined for the door blocks in <samp>[[gui_blocks.png]]</samp>. The door items exist, but due to a bug in the code that renders items in the hotbar, they cannot be used.}}{{History||v0.1.3|[[File:Oak Door BE2.png|32px]] [[File:Iron Door BE2.png|32px]] The models of doors have been changed to not display transparency on upper half.}}{{History||v0.2.0|[[File:Oak Door (item) JE2 BE1.png|32px]] [[File:Iron Door (item) JE1 BE1.png|32px]] Added door inventory icons.|[[File:Oak Door JE3 BE1.png|32px]] [[File:Iron Door JE1 BE1.png|32px]] The models of doors have been changed to display transparency on upper half.|Wooden doors are now available in the inventory, including in [[Creative]].}}{{History||v0.2.1 alpha2|link=Pocket Edition v0.2.1 alpha2|[[File:Iron Door BE3.png|32px]] The textures of iron doors have been changed.}}{{History||v0.3.0|A crafting recipe for wooden doors has been added.|Survival players no longer start out with an infinite stack of wooden doors in the inventory.}}{{History||v0.3.2|Wooden doors now drop their item form when broken.}}{{History||v0.5.0|[[File:Oak Door JE4 BE3.png|32px]] [[File:Iron Door BE4.png|32px]] The models of doors have been changed.|Wooden doors can now be obtained after activating the [[nether reactor]].}}{{History||v0.8.0|snap=build 2|[[File:Iron Door JE2 BE5.png|32px]] The textures of iron doors have been changed to before v0.2.1 alpha2.}}{{History||v0.11.0|snap=build 1|''Door'' has been now renamed to ''Oak Door''.}}{{History||v0.12.1|snap=build 1|Doors are now stackable to 64.|The [[crafting]] recipes of doors now yield 3 doors instead of 1.|[[Zombie]]s can now break down wooden doors.|Oak doors can now be opened by [[villager]]s.|Oak doors are no longer available from the [[nether reactor]].}}{{History||v0.13.0|snap=build 1|[[File:Spruce Door JE1 BE1.png|32px]] [[File:Birch Door JE1 BE1.png|32px]] [[File:Jungle Door JE2 BE1.png|32px]] [[File:Acacia Door JE2 BE1.png|32px]] [[File:Dark Oak Door JE1 BE1.png|32px]] [[File:Spruce Door (item) JE3 BE1.png|32px]] [[File:Birch Door (item) JE3 BE1.png|32px]] [[File:Jungle Door (item) JE3 BE1.png|32px]] [[File:Acacia Door (item) JE3 BE1.png|32px]] [[File:Dark Oak Door (item) JE3 BE1.png|32px]] Added spruce, birch, jungle, acacia and dark oak doors.|Iron doors are now available in the [[Creative]] [[inventory]].|A [[crafting]] recipe for iron doors has been added.|Redstone mechanics added, making iron doors able to function normally.}}{{History|||snap=build 2|Spruce, birch, jungle, acacia, and dark oak doors can now be opened by [[villager]]s.}}{{History|||snap=build 4|[[File:Oak Door (item) JE3 BE2.png|32px]] [[File:Iron Door (item) JE2 BE2.png|32px]] The [[item]] textures of oak and iron door has been changed.}}{{History||v0.15.0|snap=build 1|Acacia doors now generate in [[savanna]] [[village]]s.|Spruce doors now generate in [[taiga]] and [[snowy tundra]] villages.}}{{History|pocket}}{{History||1.1.0|snap=alpha 1.1.0.0|Dark oak doors and iron doors now generate in [[woodland mansion]]s.|Doors now have [[sound]]s when placed.<ref>{{bug|MCPE-10079}} – "Doors don't have a placement sound" resolved as "Fixed"</ref>}}{{History|bedrock}}{{History||1.4.0|snap=beta 1.2.14.2|Various wooden doors now generate in [[shipwreck]]s.}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Oak Door BE4.png|32px]] [[File:Spruce Door BE2.png|32px]] [[File:Birch Door BE2.png|32px]] [[File:Jungle Door BE2.png|32px]] [[File:Acacia Door BE2.png|32px]] [[File:Dark Oak Door BE2.png|32px]] [[File:Iron Door BE6.png|32px]] The textures of all doors have been changed.|Jungle doors now generate in the new [[desert]] [[village]]s.|Added [[wandering trader]]s, which can open and close wooden doors.}}{{History||1.11.0|snap=beta 1.11.0.7|[[Vindicator]]s can now break doors during [[raid]]s.}}{{History||1.16.0|snap=beta 1.15.0.51|Zombies can no longer break iron doors.<ref>{{bug|MCPE-43725}}</ref>}}{{History|||snap=beta 1.16.0.51|[[File:Crimson Door BE1.png|32px]] [[File:Warped Door BE1.png|32px]] [[File:Crimson Door (item) JE1 BE1.png|32px]] [[File:Warped Door (item) JE1 BE1.png|32px]] Added crimson and warped doors.|Added [[piglin]]s, which can open and close doors.}}{{History|||snap=beta 1.16.0.63|[[File:Crimson Door BE2.png|32px]] [[File:Warped Door BE2.png|32px]] [[File:Crimson Door (item) JE2 BE2.png|32px]] [[File:Warped Door (item) JE2 BE2.png|32px]] The textures of crimson and warped doors have been changed.}}{{History||1.17.0|snap=beta 1.17.0.50|[[File:Jungle Door (item) JE4 BE2.png|32px]] Changed the texture of the jungle door item.}}{{History||1.18.10|snap=beta 1.18.10.20|[[File:Oak Door (item) JE4 BE3.png|32px]] [[File:Spruce Door (item) JE4 BE2.png|32px]] [[File:Birch Door (item) JE4 BE2.png|32px]] [[File:Jungle Door (item) JE5 BE3.png|32px]] [[File:Acacia Door (item) JE4 BE2.png|32px]] [[File:Dark Oak Door (item) JE4 BE2.png|32px]][[File:Iron Door (item) JE3 BE3.png|32px]] All [[item]] textures for all doors except crimson and warped have been changed.}}{{History||1.19.0|snap=beta 1.19.0.20|[[File:Mangrove Door BE1.png|32px]] [[File:Mangrove Door (item) JE1 BE1.png|32px]] Added mangrove doors.}}{{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.50|snap=beta 1.19.50.21|[[File:Bamboo Door BE1.png|32px]] [[File:Bamboo Door (item) JE1 BE1.png|32px]] Added bamboo doors behind the "[[Bedrock Edition 1.20|Next Major Update]]" [[experimental]] toggle.|The doors now use the same opening and closing [[sound]] effects as ''[[Java Edition]]''.}}{{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.80|snap=beta 1.19.80.20|[[File:Cherry Door JE2.png|32px]] [[File:Cherry Door (item) JE2.png|32px]] Added cherry doors behind the "[[Bedrock Edition 1.20|Next Major Update]]" [[experimental]] toggle.}}{{History||1.20.0|snap=beta 1.20.0.21|Bamboo and cherry doors are now available without using the "Next Major Update" experimental toggle.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Oak Door JE3 BE1.png|32px]] [[File:Iron Door JE1 BE1.png|32px]] [[File:Oak Door (item) JE2 BE1.png|32px]] [[File:Iron Door (item) JE1 BE1.png|32px]] Added doors.}}{{History||xbox=TU5|Doors can be found in the Redstone & Transportation tab in the [[Creative inventory]].}}{{History||xbox=TU14|ps=1.04|Doors being broken by [[zombie]]s now show [[damage]].|Moved doors to the Building Blocks tab in the Creative inventory.}}{{History||xbox=TU25|xbone=CU14|ps=1.17|[[File:Spruce Door JE1 BE1.png|32px]] [[File:Birch Door JE1 BE1.png|32px]] [[File:Jungle Door JE2 BE1.png|32px]] [[File:Spruce Door (item) JE3 BE1.png|32px]] [[File:Birch Door (item) JE3 BE1.png|32px]] [[File:Jungle Door (item) JE3 BE1.png|32px]] Added spruce, birch, and jungle door variants.|The [[crafting]] recipes of doors now yield 3 doors instead of 1.|The original wooden door (''Door'') has been renamed to ''Oak Door''.}}{{History||xbox=TU27|xbone=CU15|ps=1.18|[[File:Acacia Door JE2 BE1.png|32px]] [[File:Dark Oak Door JE1 BE1.png|32px]] [[File:Acacia Door (item) JE3 BE1.png|32px]] [[File:Dark Oak Door (item) JE3 BE1.png|32px]] Acacia and dark oak doors have been added to the [[Creative]] [[inventory]].}}{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|Acacia doors and dark oak doors are now obtainable in [[survival]] mode.}}{{History||?| [[File:Oak Door (item) JE3 BE2.png|32px]] [[File:Iron Door (item) JE2 BE2.png|32px]] Oak and iron door's inventory textures have been changed to match Java Edition}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Oak Door BE4.png|32px]] [[File:Spruce Door BE2.png|32px]] [[File:Birch Door BE2.png|32px]] [[File:Jungle Door BE2.png|32px]] [[File:Acacia Door BE2.png|32px]] [[File:Dark Oak Door BE2.png|32px]] [[File:Iron Door BE6.png|32px]] The textures of all doors have been changed.}}{{History|new 3ds}}{{History||0.1.0|[[File:Oak Door JE2.png|32px]] [[File:Spruce Door JE1 BE1.png|32px]] [[File:Birch Door JE1 BE1.png|32px]] [[File:Jungle Door JE2 BE1.png|32px]] [[File:Acacia Door JE2 BE1.png|32px]] [[File:Dark Oak Door JE1 BE1.png|32px]] [[File:Iron Door JE2 BE5.png|32px]] [[File:Oak Door (item) JE3 BE2.png|32px]] [[File:Spruce Door (item) JE3 BE1.png|32px]] [[File:Birch Door (item) JE3 BE1.png|32px]] [[File:Jungle Door (item) JE3 BE1.png|32px]] [[File:Acacia Door (item) JE3 BE1.png|32px]] [[File:Dark Oak Door (item) JE3 BE1.png|32px]] [[File:Iron Door (item) JE1 BE1.png|32px]] Added doors.}}{{History|foot}}<gallery>Beta 1.7 punching oak door.png|From [[Java Edition Beta 1.7]] to Beta 1.7.2, doors produced [[placeholder texture]] particles when broken or punched on some sides.</gallery>Historical sounds:{| class="wikitable"! Sound! From! to! Pitch|-| {{sound||Door closing old.ogg|Door opening old.ogg}}|?| Sound Update|?|-| {{sound||Door open.ogg|Door close.ogg}}| Sound Update| 15w43a|?|}=== Door "items" ==={{:Technical blocks/Doors}}== Issues =={{Issue list}}== Trivia ==* Door models have an extra hinge on the opposite side of the actual functional hinge.<ref>{{bug|MC-106697|||WAI}}</ref>== Gallery ==<gallery>Oak Door.png|Oak DoorSpruce Door.png|Spruce DoorBirch Door.png|Birch DoorJungle Door.png|Jungle DoorAcacia Door.png|Acacia DoorDark Oak Door.png|Dark Oak DoorMangrove Door.png|Mangrove DoorCherry Door.png|Cherry DoorBamboo Door.png|Bamboo DoorCrimson Door.png|Crimson DoorWarped Door.png|Warped DoorIron Door.png|Iron DoorOak Door (item) JE4 BE3.png|Oak Door (item)Spruce Door (item) JE4 BE2.png|Spruce Door (item)Birch Door (item) JE4 BE2.png|Birch Door (item)Jungle Door (item) JE5 BE3.png|Jungle Door (item)Acacia Door (item) JE4 BE2.png|Acacia Door (item)Dark Oak Door (item) JE4 BE2.png|Dark Oak Door (item)Mangrove Door (item) JE1 BE1.png|Mangrove Door (item)Cherry Door (item) JE2.png|Cherry Door (item)Bamboo Door (item) JE1 BE1.png|Bamboo Door (item)Crimson Door (item) JE2 BE2.png|Crimson Door (item)Warped Door (item) JE2 BE2.png|Warped Door (item)Iron Door (item) JE3 BE3.png|Iron Door (item)</gallery>=== Screenshots ===<gallery>Iron Door in Stronghold.png|Naturally occurring iron door in a [[stronghold]].Wooden Doors 1.8.png|First picture of brand-new 1.8 variants of doors.Door Creeper.png|A creeper behind some dark oak doors.Doortypes.png|All types of doors with their respective trapdoors.FloatingDoorArrows.jpg|Arrows shot into a door that was opened, causing a floating bug.Jeb Crafting Doors.png|First image of three doors being crafted at once.Jappa Closet.jpg|A closet made from oak doors.</gallery>=== Concept Art ===<gallery>Bamboo Wood and Door Concept Art.png|Bamboo door concept art.Bamboo Door Prototype Textures.png|Bamboo door prototype textures.</gallery>== References =={{Reflist}}== External Links ==*[https://www.minecraft.net/en-us/article/taking-inventory--door Taking Inventory: Door] – Minecraft.net on September 29, 2022{{Redstone}}{{Blocks|Utility}}{{Items}}[[Category:Manufactured blocks]][[Category:Generated structure blocks]][[Category:Utility blocks]][[Category:Mechanics]][[Category:Redstone mechanics]][[Category:Mechanisms]][[cs:Dveře]][[de:Tür]][[el:Door]][[es:Puerta]][[fr:Porte]][[hu:Ajtók]][[it:Porta]][[ja:ドア]][[ko:문]][[nl:Deur]][[pl:Drzwi]][[pt:Porta]][[ru:Дверь]][[th:ประตู]][[uk:Двері]][[zh:门]]</li></ul>
12w32aAdded the game rule doMobSpawning to toggle mob spawning.
Added the command /spawnpoint.
1.7.2
{{Extension DPL}}<ul><li>[[Leather|Leather]]<br/>{{About||the leather from rabbits|Rabbit Hide|the armor material|Armor materials}}{{Item| image = Leather.png| renewable = Yes| stackable = Yes (64)}}'''Leather''' is an [[item]] used to make [[item frame]]s, [[armor]] and [[book]]s.== Obtaining ===== Mob loot ===Upon death, [[cow]]s, [[mooshroom]]s, [[horse]]s, [[donkey]]s, [[mule]]s, [[llama]]s and [[trader llama]]s drop 0–2 leather, while [[hoglin]]s drop 0–1 leather. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 5 leather (4 leather from hoglins) with Looting III.A [[fox]] sometimes spawns holding leather, which always drops upon death. Alternatively, a player can drop a [[food]] item, causing the fox to drop the leather.=== Fishing ===Leather can be obtained as a "junk" item from [[fishing]].=== Crafting ==={{Crafting |A1= Rabbit Hide |B1= Rabbit Hide |A2= Rabbit Hide |B2= Rabbit Hide |Output=Leather |type=Material}}=== Chest loot ==={{LootChestItem|leather}}=== Villager gifts ==={{in|java}}, leatherworker [[villager]]s throw leather at players under the [[Hero of the Village]] effect.=== Bartering ===[[Piglin]]s may [[barter]] 2-4 leather when given a [[gold ingot]].== Usage ===== Crafting ingredient ==={{crafting usage}}=== Trading ===Novice-level leatherworker villagers have a {{frac|2|3}} chance to [[trading|buy]] 6 leather for one [[emerald]] {{in|java}}, and always offer the trade {{in|bedrock}}.=== Repairing ===Leather is the repair item for the [[armor materials|leather armor]], and thus can be used to [[item repair|repair]] the following items in an [[anvil]]:* {{ItemLink|Leather cap}}* {{ItemLink|Leather tunic}}* {{ItemLink|Leather pants}}* {{ItemLink|Leather boots}}== Achievements =={{load achievements|Cow Tipper}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showitemtags=y|showforms=y|generatetranslationkeys=y|displayname=Leather|spritetype=item|nameid=leather|itemtags=ignored_by_piglin_babies|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Leather|spritetype=item|nameid=leather|id=381|form=item|foot=1}}== History =={{History|java alpha}}{{History||v1.0.8|[[File:Leather JE1 BE1.png|32px]] Added leather.|Leather [[drops]] from [[cow]]s.|The [[crafting]] recipe for leather [[armor]] has been changed from cloth to leather (leather armor was previously [[craft]]ed with [[wool]], and was called "cloth armor" in the game code).}}{{History||v1.0.17|[[Chicken]]s in [[Survival]] [[multiplayer]] now [[drop]] leather if killed by [[fire]], fall [[damage]] or [[cactus]].}}{{History||v1.2.6|Chickens dropping leather was fixed by this version at the latest.{{when|It would be nice to know exactly when. It's at most a 3 1/2 month bug, though it was at the beginning. Might count as short-lived.}}.}}{{History|java}}{{History||1.3.1|snap=12w17a|Leather is now required to craft [[book]]s.}}{{History||1.4.2|snap=12w34a|Leather is now used to craft the newly added [[item frame]]s.}}{{History||1.6.1|snap=13w16a|Leather is now used to craft [[horse saddle]]s.|[[Horse]]s now [[drop]] leather.}}{{History|||snap=13w18a|Leather is no longer used to craft [[horse saddle]]s.}}{{History||1.7.2|snap=13w36a|Leather can be obtained as one of the "junk" [[item]]s in [[fishing]], making it possible to obtain it without killing any [[animal]]s.}}{{History||1.8|snap=14w02a|Leather can now be [[trading|sold]] to leatherworker [[villager]]s, at 9–12 leather for 1 [[emerald]].}}{{History|||snap=14w27b|Leather can now be crafted using 4 [[rabbit hide]].}}{{History||1.9|snap=15w41a|Leather can now be used to repair [[elytra]].}}{{History||1.11|snap=16w39a|[[Llama]]s now [[drop]] leather.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 334.}}{{History|||snap=18w07a|[[Phantom]]s now drop leather.}}{{History|||snap=18w14a|Phantoms no longer [[drop]] leather.|[[Phantom membrane]]s are now used to repair [[elytra]], instead of leather.}}{{History||1.14|snap=18w43a|[[File:Leather JE2 BE2.png|32px]] The texture of leather has been changed.}}{{History|||snap=18w48a|Leather can now be found in chests in [[village]] tanneries.}}{{History|||snap=19w07a|Added [[fox]]es, which sometimes spawn with leather in their mouths.}}{{History|||snap=19w08a|Leather is now used to [[craft]] leather [[horse armor]].}}{{History|||snap=19w13a|Leatherworker villagers now give leather to players under the [[Hero of the Village]] effect.}}{{History||1.16|snap=20w07a|Leather is dropped by the new [[hoglin]]s.|Leather has a {{frac|5|109}} (~4.59%) chance of being given by the new [[piglin]]s when [[bartering]], in a stack size of 2–7.}}{{History|||snap=20w09a|Leather now has a {{frac|20|226}} (~8.84%) chance of being given by piglins when bartering, in a stack size of 1–5.}}{{History|||snap=20w16a|Leather now generates in[[bastion remnants]]chests.}}{{History|pocket alpha}}{{History||v0.2.0|[[File:Leather JE1 BE1.png|32px]] Added leather. It is currently unobtainable and serves no purpose.}}{{History||v0.6.0|Leather is now obtainable by killing [[cow]]s.|Leather can be used to craft leather [[armor]].}}{{History||v0.11.0|snap=build 1|Leather can now be obtained as one of the "junk" [[item]]s in [[fishing]], making it possible to obtain it without killing any [[animal]]s.}}{{History||v0.12.1|snap=build 1|Leather is now required to craft [[book]]s.}}{{History||v0.13.0|snap=build 1|Leather can now be [[craft]]ed using 4 [[rabbit hide]].}}{{History||v0.15.0|snap=build 1|Leather is now used to craft leather [[horse armor]].}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|Leather can now be used to repair [[elytra]].}}{{History||1.0.4|snap=alpha 1.0.4.0|9-12 leather can now be [[trading|sold]] to leatherworker [[villager]]s.}}{{History|bedrock}}{{History||1.6.0|snap=beta 1.6.0.5|[[Phantom membrane]]s are now used to repair [[elytra]], instead of leather.}}{{History||1.10.0|snap=beta 1.10.0.3|Leather can now be found in [[village]] tannery house [[chest]]s.|[[File:Leather JE2 BE2.png|32px]] The texture of leather has been changed.}}{{History||1.11.0|snap=beta 1.11.0.4|[[Trading]] has been changed, leatherworker [[villager]]s now [[trading|buy]] 6 leather for an [[emerald]].}}{{History||1.13.0|snap=beta 1.13.0.1|Added [[fox]]es, which can drop leather.}}{{History||1.16.0|snap=beta 1.16.0.57|Hoglins now drop leather.|Leather can now be obtained from bartering with piglin.|Leather can now be found in[[bastion remnants]]chests.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Leather JE1 BE1.png|32px]] Added leather.}}{{History||xbox=TU60|xbone=CU51|ps=1.64|wiiu=Patch 30|switch=1.0.11|Leather is now used to [[craft]] leather [[horse armor]].}}{{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|[[Phantom membrane]]s are now used to repair [[elytra]], instead of leather.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Leather JE2 BE2.png|32px]] The texture of leather has been changed.}}{{History|new 3ds}}{{History||0.1.0|[[File:Leather JE1 BE1.png|32px]] Added leather.}}{{History|foot}}== Issues =={{issue list}}{{Items}}[[Category:Renewable resources]][[cs:Kůže]][[de:Leder]][[es:Cuero]][[fr:Cuir]][[hu:Bőr]][[it:Cuoio]][[ja:革]][[ko:가죽]][[nl:Leer]][[pl:Skóra]][[pt:Couro]][[ru:Кожа]][[th:หนังสัตว์]][[uk:Шкіра]][[zh:皮革]]</li><li>[[Item Frame|Item Frame]]<br/>{{redirect|Frame}}{{ItemEntity| group = Item Frame| 1-1 = Item Frame.png| 1-2 = Item Frame (item).png| group2 = Glow Item Frame| 2-1 = Glow Item Frame.png| 2-2 = Glow Item Frame (item).png| extratext = [[#Renders|View all renders]]| renewable = Yes| stackable = Yes (64)| drops = {{ItemLink|Item Frame}} (1)<br> or{{ItemLink|Glow Item Frame}} (1)<br>{{EnvSprite|items}} The item it contains.}}An '''item frame''' is an [[entity]]{{only|java|short=y}} or [[block entity]]{{only|bedrock|short=y}} that displays the item or block that is inside it.A '''glow item frame''' keeps itself and the item inside it illuminated, even in the dark.== Obtaining ===== Breaking ==={{IN|je}}, an empty item frame can be broken simply by punching it. If the item frame contains an item, punching it drops the item, leaving the frame on the wall.Because item frames are [[entities]] {{in|java}}, they can be broken in [[Adventure]] mode. They will also be targeted by commands using the @e selector.{{only|java}}=== Natural generation ===An item frame containing a pair of [[elytra]] generates in each [[end ship]].[[File:BoatElytra.png|thumb|An item frame naturally generating in an end ship.]]=== Crafting ==={{Crafting|head=1|A1= Stick |B1= Stick |C1= Stick|A2= Stick |B2= Leather |C2= Stick|A3= Stick |B3= Stick |C3= Stick|Output= Item Frame|type= Decoration block}}{{Crafting|foot=1|Glow Ink Sac|Item Frame|Output= Glow Item Frame|type= Decoration block}}=== Trading ===Expert-level [[Trading#Cartographer|cartographer]] [[villager]]s have a chance to sell an item frame for 7 [[emerald]]s.== Usage ===== Item display ===[[File:Item Frame (map filled partial).png|thumb|150px|Item frame with partially filled map]]Item frames can be placed on the sides of [[cactus]] blocks, [[pressure plate]]s, [[fence]]s, [[tree]]s, [[slab]]s, [[cobblestone wall]]s, [[chest]]s, [[door]]s, and all [[solid block]]s. They can also be placed on the top and bottom of these blocks. To place on chests and doors, the player needs to be [[sneaking]]. As item frames are an entity, multiple item frames can occupy the same block, although on different faces. It also allows non-solid blocks to occupy the same space.{{only|java}}Players can place items in the frame by {{control|using}} the item. If a [[map]] is placed in an item frame, it enlarges to show the map in the size of a full block, with the item frame's location displayed as a green pointer on the map, pointing in the direction the item frame is facing. If this is done in the Nether, the green cursor spins around similar to the white cursor (players). If an item in an item frame has been renamed using an [[anvil]], it displays its custom name when the cursor is over the item frame. If the player places a block inside the frame, it is displayed in miniature half in, half out of the block. This can be most notably seen on stairs or slabs.{{control|Pick block}} may be used on item frames by players in creative mode only, the control has no effect for players in Survival or Adventure mode. When the item frame is displaying an item, {{control|pick block}} picks the displayed item instead of the item frame.Item frames can be placed on the lid of a [[shulker box]] that is positioned horizontally, but pop off when the lid is opened.{{only|java}}=== Rotation ===The displayed item can then be rotated by right-clicking the frame. Items displayed in the item frame can turn 45° diagonally, with a total of 8 possibilities (90° and 4 possibilities if it is a map), and the frame outputs a [[Mechanics/Redstone/Circuit#Power level|redstone signal]] depending on the rotation phase that can be interpreted by a [[redstone comparator]] (note that this rotation value is separate from the clock or compass rotation). As long as the frame remains placed, it remembers the orientation of the last item it held, and uses it for the next item it holds.{{only|java}}=== Glow item frames ===[[File:Item Frames Comparison.png|thumb|260px|Comparison between ordinary item frame and glow item frame in the dark.]]When an item is placed inside a glow item frame, it appears to glow, even though it does not emit any [[light level]].== Sounds ==Item frames and glow item frames share the same sounds.=== Generic ==={{Edition|Bedrock}}:<!--Item frames are blocks in BE, so they get the generic section.-->{{Sound table/Block/Item frame/BE}}=== Unique ==={{Edition|Java}}:{{Sound table|rowspan=2|sound=Item Frame add item1.ogg|sound2=Item Frame add item2.ogg|soumd3=Item Frame add item3.ogg|sound4=Item Frame add item4.ogg|subtitle=Item Frame fills|source=neutral|description=When an item is placed in an item frame|id=entity.item_frame.add_item|translationkey=subtitles.entity.item_frame.add_item|volume=1.0|pitch=1.0|distance=16}}{{Sound table|subtitle=Glow Item Frame fills|source=neutral|description=When an item is placed in a glow item frame|id=entity.glow_item_frame.add_item|translationkey=subtitles.entity.glow_item_frame.add_item|volume=1.0|pitch=1.0|distance=16}}{{Sound table|rowspan=2|sound=Item Frame break1.ogg|sound2=Item Frame break2.ogg|sound3=Item Frame break3.ogg|subtitle=Item Frame breaks<ref group=sound name=breaks>{{bug|MC-194948}}</ref>|source=neutral|description=When an item frame is broken or pops off|id=entity.item_frame.break|translationkey=subtitles.entity.item_frame.break|volume=1.0|pitch=1.0|distance=16}}{{Sound table|subtitle=Glow Item Frame breaks<ref group=sound name=breaks/>|source=neutral|description=When a glow item frame is broken or pops off|id=entity.glow_item_frame.break|translationkey=subtitles.entity.glow_item_frame.break|volume=1.0|pitch=1.0|distance=16}}{{Sound table|rowspan=2|sound=Item Frame place1.ogg|sound2=Item Frame place2.ogg|sound3=Item Frame place3.ogg|sound4=Item Frame place4.ogg|subtitle=Item Frame placed|source=neutral|description=When an item frame is placed|id=entity.item_frame.place|translationkey=subtitles.entity.item_frame.place|volume=1.0|pitch=1.0|distance=16}}{{Sound table|subtitle=Glow Item Frame placed|source=neutral|description=When a glow item frame is placed|id=entity.glow_item_frame.place|translationkey=subtitles.entity.glow_item_frame.place|volume=1.0|pitch=1.0|distance=16}}{{Sound table|rowspan=2|sound=Item Frame remove item1.ogg|sound2=Item Frame remove item2.ogg|sound3=Item Frame remove item3.ogg|sound4=Item Frame remove item4.ogg|subtitle=Item Frame empties|source=neutral|description=When an item is removed from an item frame|id=entity.item_frame.remove_item|translationkey=subtitles.entity.item_frame.remove_item|volume=1.0|pitch=1.0|distance=16}}{{Sound table|subtitle=Glow Item Frame empties|source=neutral|description=When an item is removed from a glow item frame|id=entity.glow_item_frame.remove_item|translationkey=subtitles.entity.glow_item_frame.remove_item|volume=1.0|pitch=1.0|distance=16}}{{Sound table|rowspan=2|sound=Item Frame rotate item1.ogg|sound2=Item Frame rotate item2.ogg|sound3=Item Frame rotate item3.ogg|sound4=Item Frame rotate item4.ogg|subtitle=Item Frame clicks|source=neutral|description=When an item is rotated in an item frame|id=entity.item_frame.rotate_item|translationkey=subtitles.entity.item_frame.rotate_item|volume=1.0|pitch=1.0|distance=16}}{{Sound table|subtitle=Glow Item Frame clicks|source=neutral|description=When an item is rotated in an item frame|id=entity.glow_item_frame.rotate_item|translationkey=subtitles.entity.glow_item_frame.rotate_item|volume=1.0|pitch=1.0|distance=16|foot=1}}{{Edition|Bedrock}}:{{Sound table|type=bedrock|sound=Item Frame add item1.ogg|sound2=Item Frame add item2.ogg|soumd3=Item Frame add item3.ogg|sound4=Item Frame add item4.ogg|source=block|description=When an item is placed in an item frame|id=block.itemframe.add_item|volume=1.0|pitch=1.0}}{{Sound table|sound=Item Frame remove item1.ogg|sound2=Item Frame remove item2.ogg|sound3=Item Frame remove item3.ogg|sound4=Item Frame remove item4.ogg|source=block|description=When an item is removed from an item frame|id=block.itemframe.remove_item|volume=1.0|pitch=1.0}}{{Sound table|sound=Item Frame rotate item1.ogg|sound2=Item Frame rotate item2.ogg|sound3=Item Frame rotate item3.ogg|sound4=Item Frame rotate item4.ogg|source=block|description=When an item is rotated in an item frame|id=block.itemframe.rotate_item|volume=1.0|pitch=1.0|foot=1}}== Achievements =={{load achievements|Map room}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|firstcolumnname=Item|showforms=y|generatetranslationkeys=y|displayname=Item Frame|spritetype=item|nameid=item_frame|form=item}}{{ID table|displayname=Glow Item Frame|spritetype=item|nameid=glow_item_frame|form=item|foot=1}}{{ID table|edition=java|firstcolumnname=Entity|generatetranslationkeys=y|displayname=Item Frame|spritetype=entity|nameid=item_frame}}{{ID table|displayname=Glow Item Frame|spritetype=entity|nameid=glow_item_frame|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|firstcolumnname=Item Frame|shownumericids=y|showforms=y|generatetranslationkeys=y|displayname=Item|spritename=item-frame|spritetype=item|nameid=frame|id=513|form=item}}{{ID table|displayname=Block|spritename=item-frame|spritetype=block|nameid=frame|id=199|form=block|translationkey=-|itemform=item.frame}}{{ID table|displayname=Item|spritename=glow-item-frame|spritetype=item|nameid=glow_frame|id=623|form=item}}{{ID table|displayname=Block|spritename=glow-item-frame|spritetype=block|nameid=glow_frame|form=block|id=594|itemform=item.glow_frame|translationkey=-|foot=1}}{{ID table|notnamespaced=y|displayname=Block entity|spritename=item-frame|spritetype=block|nameid=ItemFrame}}{{ID table|displayname=Block entity|spritename=glow-item-frame|spritetype=block|nameid=GlowItemFrame|foot=1}}=== Block states==={{see also|Block states}}{{/BS}}<br />===Item data==={{el|java}}:{{main|Player.dat format}}<div class="treeview">*{{nbt|compound|tag}}'''<span data-ve-ignore="true" class="nowrap">tag</span>''': The item's '''tag''' tag.{{:Player.dat_format/Entity Spawners}}Unlike spawn eggs, cannot change the type of entity created using the <code>id</code> tag. Data that item frames do not normally use (see below) has no effect. </div>===Entity data==={{main|Entity format}}{{IN|java}}, item frames have entity data that define various properties of the entity.{{/ED}}===Block data==={{IN|bedrock}}, an item frame has a block entity associated with it that holds additional data about the block.See [[Bedrock Edition level format/Block entity format]].== Video==<div style="text-align:center">{{yt|rJLj95DBb-w}}</div>==History=={{History|java}}{{History||August 15, 2012|link={{tweet|Dinnerbone|235724805196877824}}|[[File:Item Frame (pre-release).png|32px]] [[Dinnerbone]] showed the first image of item frames.}}{{History||August 15, 2012|link={{tweet|Dinnerbone|235742974271700993}}|[[File:Item Frame (item) (pre-release).png|32px]] Dinnerbone showed item frame in item form.}}{{History||August 15, 2012|link={{tweet|jeb_|235746335368814592}}|[[File:Item Frame (pre-release 2).png|32px]] [[Jeb]] showed the item frames with new model.}}{{History||August 16, 2012|link={{tweet|Dinnerbone|236062188555624448}}|[[File:Item Frame (item) JE1 BE1.png|32px]] Dinnerbone showed the item frame in item form with new texture.}}{{History||1.4.2|snap=12w34a|[[File:Item Frame JE1 BE1.png|32px]] [[File:Item Frame (item) JE1 BE1.png|32px]] Added item frames. |There is currently a bug where attempting to place an item frame in [[multiplayer]] causes an internal server error, as well as other bugs.}}{{History|||snap=12w34b|The multiplayer item frame bug has been fixed.}}{{History|||snap=12w38a|Item frames no longer despawn when the [[player]] moves 20 [[block]]s away.}}{{History||1.7.2|snap=13w36a|Items renamed using an [[anvil]] now display their name when looked at up close.}}{{History|||snap=13w38a|[[Map]]s placed in an item frame now cover the whole block face, allowing seamless tiling of adjacent maps. This makes undiscovered areas of maps invisible.}}{{History|||snap=13w43a|[[File:Item Frame (map) JE1 BE1.png|32px]] Incomplete maps placed in item frames now display the item frame texture underneath.}}{{History||1.8|snap=14w04a|[[Item]]s and [[block]]s displayed in the item frame now rotate 45 degrees when rotated instead of 90 degrees, and a [[comparator]] outputs a [[redstone]] signal depending on the rotation phase.}}{{History|||snap=14w10a|Multiple item frames can no longer be placed on the same block face.}}{{History||1.9|snap=15w41a|An item frame now generates in the treasure room of [[end ship]]s, above the [[shulker]] that guards the treasure. It holds [[elytra]].}}{{History|||snap=15w49a|Item frames are no longer destroyed by [[lightning]] bolts.}}{{History|||snap=15w50a|Added [[sound]]s to item frames: <code>entity.itemframe.add_item</code>, <code>entity.itemframe.break</code>, <code>entity.itemframe.place</code>, <code>entity.itemframe.remove_item</code>, and <code>entity.itemframe.rotate_item</code>.}}{{History||1.11|snap=16w32a|The [[entity]] ID of item frames has been changed from <code>ItemFrame</code> to <code>item_frame</code>.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 389.}}{{History|||snap=17w50a|Item frames can now be put on floors and ceilings.}}{{History||1.14|snap=18w43a|[[File:Item Frame JE2 BE2.png|32px]] [[File:Item Frame (map) JE2 BE2.png|32px]] [[File:Item Frame (item) JE2 BE2.png|32px]] The textures of item frames have been changed.}}{{History|||snap=19w11a|Item frames are now [[trading|sold]] by cartographer [[villager]]s.}}{{History||1.15|snap=19w38a|[[File:Item Frame 19w38a.png|32px]] [[File:Item Frame Map 19w38a.png|32px]] Item frames now appear dark, same as suffocating [[mob]]s.<ref>{{bug|mc-161283|||Fixed}}</ref>}}{{History|||snap=19w39a|Item frames are now colored correctly.}}{{History||1.16|snap=20w10a|The NBT <code>Invisible</code> and <code>Fixed</code> have been added to item frames.}}{{History||1.17|snap=21w03a|[[File:Glow Item Frame JE1 BE3.png|32px]] [[File:Glow Item Frame (map) JE1 BE3.png|32px]] [[File:Glow Item Frame (item) JE1 BE1.png|32px]] Added glow item frames.}}{{History|||snap=21w10a|Added new [[subtitles]] for glow item frames.}}{{History||1.18|snap=21w41a|[[File:Item Frame (item) JE3.png|32px]] [[File:Glow Item Frame (item) JE2.png|32px]] The textures of item frames and glow item frames as item have been changed.}}{{History||1.19|snap=22w15a|Item frames now adjusts its hitbox to account for the larger size of a framed [[map]].}}{{History|||snap=Pre-release 3|Reverted the change in 22w15a.}}{{History|pocket alpha}}{{History||v0.14.0|snap=build 1|[[File:Item Frame JE1 BE1.png|32px]] [[File:Item Frame (map) JE1 BE1.png|32px]] [[File:Item Frame (item) JE1 BE1.png|32px]] Added item frames.|Item frames are considered as a [[block entity]] instead of an [[entity]].<ref>{{tweet|_tomcc|690127591525728257|Let's create some drama: ItemFrames in MCPE will behave like signs and won't be placeable in blocks, and can't put many in the same block.|21 Jan 2016}}</ref>}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|An item frame containing [[elytra]] now generates in [[end city]] ships.}}{{History|bedrock}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Item Frame JE2 BE2.png|32px]] [[File:Item Frame (map) JE2 BE2.png|32px]] [[File:Item Frame (item) JE2 BE2.png|32px]] The textures of item frames have been changed.}}{{History||1.11.0|snap=beta 1.11.0.4|Item frames can now be [[trading|bought]] from cartographer [[villager]]s.}}{{History||1.13.0|snap=beta 1.13.0.9|Item frames can now be placed on the top and bottom of [[block]]s.}}{{History||1.16.0|snap=beta 1.16.0.57|Trading has been changed, item frames are now offered by expert-level cartographer villager.}}{{History||Caves & Cliffs (experimental)|link=Bedrock Edition 1.17.0|snap=beta 1.16.210.59|[[File:Item Frame.png|32px]] [[File:Item Frame (map) JE2 BE2.png|32px]] [[File:Glow Item Frame (item) JE1 BE1.png|32px]] Added glow item frames.|Has the default item frame block texture.}}{{History|||snap=beta 1.16.210.60|Temporarily removed glow item frames due to a crash.}}{{History|||snap=beta 1.16.220.50|[[File:Item Frame JE2 BE2.png|32px]] [[File:Item Frame (map) JE2 BE2.png|32px]] [[File:Glow Item Frame (item) JE1 BE1.png|32px]] Re-added glow item frames.}}{{History|||snap=beta 1.16.220.52|[[File:Glow Item Frame BE2.png|32px]] [[File:Glow Item Frame (map) BE2.png|32px]] Glow Item Frame block texture uses update block texture due to a bug.}}{{History||1.17.0|snap=beta 1.16.230.52|[[File:Item Frame.png|32px]] [[File:Item Frame (map) JE2 BE2.png|32px]] The glow item frame block textures have been reverted back to the previous one.}}{{History|||snap=beta 1.17.0.50|[[File:Glow Item Frame JE1 BE3.png|32px]] [[File:Glow Item Frame (map) JE1 BE3.png|32px]] The textures of glow item frames have been changed to match Java Edition.|Now produces [[redstone]] signals.}}{{History|||snap=beta 1.17.0.52|Maps now glow in glow item frames.|Glow Item Frames are no longer available only through [[Experimental Gameplay]].}}{{History||1.18.10|snap=beta 1.18.10.20|[[File:Item Frame (item) JE3.png|32px]] [[File:Glow Item Frame (item) JE2.png|32px]] The textures of item frames and glow item frames as item have been changed.}}{{History|console}}{{History||xbox=TU9|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Item Frame LCE1.png|32px]] [[File:Item Frame (item) JE1 BE1.png|32px]] Added item frames.}}{{History||xbox=TU11|The limit for item frames in a world has been increased. A message is now displayed when the maximum number of item frames are reached.}}{{History||xbox=TU12|[[File:Item Frame JE1 BE1.png|32px]] The entity texture of item frames has been changed.}}{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|[[Item]]s and [[block]]s displayed in the item frame now rotate 45 degrees when rotated instead of 90 degrees, and a [[redstone comparator|comparator]] now outputs a [[redstone]] signal depending on the rotation phase.}}{{History||xbox=TU43|xbone=CU33|ps=1.36|wiiu=Patch 13|Added [[sound]]s for item frames.}}{{History||xbox=TU56|xbone=CU47|ps=1.55|wiiu=Patch 26|switch=1.0.6|If the [[item]] in the item frame has a name (from an [[anvil]]) it now shows as if there is a name tag on the item frame.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Item Frame JE2 BE2.png|32px]] [[File:Item Frame (map) JE2 BE2.png|32px]] [[File:Item Frame (item) JE2 BE2.png|32px]] The textures of item frames have been changed.}}{{History|new 3ds}}{{History||0.1.0|[[File:Item Frame JE1 BE1.png|32px]] [[File:Item Frame (map) JE1 BE1.png|32px]] [[File:Item Frame (item) JE1 BE1.png|32px]] Added item frames.}}{{History|foot}}== Issues=={{issue list}}== Trivia==*The item frame is based upon a suggestion on [[wikipedia:Reddit|Reddit]], like the [[ender chest]] and [[flower pot]].<ref>{{Tweet|dinnerbone|235747041286975488}}</ref>*The item frame is the only entity to reference a block [[model]].{{only|java|short=1}} Because of this, the texture of the frame border is the same as the birch planks texture.*Item frame is the '''only''' placeable item that can interfere with other non-full block entities.*Due to the way layer textures are displayed in Minecraft, maps float on item frames, similar to how icons float on the map itself.== Gallery ===== Renders ===<gallery>Item Frame.png | Item FrameItem Frame (map).png | Map Item FrameGlow Item Frame.png | Glow Item FrameGlow Item Frame (map).png | Map Glow Item FrameItem Frame with Item.png | With itemItem Frame with rotated Item.png | With rotated itemItem Frame with Block.png | With blockItem Frame with rotated Block.png | With rotated block</gallery>=== Screenshots ===<gallery>Slab Frame.png|An item frame on the side of a slab.ItemFrameBoxed.png|Four item frames in a one-block space.{{only|java}} Item Frames Woodbase.png|The frame itself uses the texture of birch planks.Item Frame rotation.gif|The rotation of an item in an item frame.Front-back-itemframe.png|The front and back of an item frame are the same.Big skills right there.png|A glow item frame inside a glow item frame.Frame fireplace.png|An image of a fireplace retweeted by Dinnerbone.11 Framed.png|[[11]] in an item frame.</gallery>=== Development images ===<gallery>Suggestion for itemframes.png|Original Reddit image suggesting item frames and flower pots.Item frame2.png|Dinnerbone's first screenshot showing armor and weapons.Item frame3.png|Dinnerbone's second screenshot showing a map, a compass, and two diamond swords.Item frame4.png|Dinnerbone's third screenshot showing a golden sword in all directions, the item frame item itself, and a working clock.Item frame1.png|Jeb's screenshot of the item frame.FlowerPot.png|Snapshot showing plant pots and item frames.Item frame5.png|Snapshot image of an ender pearl in an item frame.SOATPC.png|An image tweeted by Dinnerbone showing how hovering over an item frame containing a renamed item shows a name tag.Pocket Edition Item Frames.jpg|First image of item frames in ''Bedrock Edition''.</gallery>== See also ==*{{ItemLink|Painting}}== References =={{Reflist}}{{Blocks|Utility}}{{items}}{{entities}}[[Category:Block entities]][[Category:Utility blocks]][[Category:Manufactured blocks]][[Category:Generated structure blocks]][[Category:Storage]][[cs:Rámeček]][[de:Rahmen]][[es:Marco]][[fr:Cadre]][[hu:Eszköz keret]][[it:Cornice]][[ja:額縁]][[ko:아이템 액자]][[nl:Voorwerplijst]][[pl:Ramka na przedmiot]][[pt:Moldura]][[ru:Рамка]][[th:กรอบโชว์สิ่งของ]][[zh:物品展示框]]</li></ul>
13w43aAdded the command /setworldspawn.
1.8
{{Extension DPL}}<ul><li>[[Baked Potato|Baked Potato]]<br/>{{Item| title = Baked Potato| renewable = Yes| heals = {{hunger|5}}| stackable = Yes (64)}}A '''baked potato''' is a [[food]] [[item]] that can be eaten by the [[player]].== Obtaining ==Baked potatoes can be obtained by cooking [[potato]]es in a [[furnace]], [[smoker]], or [[campfire]].{{Smelting|Potato|Baked Potato|0,35}}{{IN|JE}}, baked potatoes can also be obtained by killing a zombie or one of its variants while it is on fire. The drop chance is still affected by [[Looting]].=== Chest loot ==={{LootChestItem|baked-potato}}== Usage ==To eat a baked potato, press and hold {{control|use}} while it is selected in the [[hotbar]]. Eating one restores {{hunger|5}} hunger and 6.0 hunger [[Hunger#Mechanics|saturation]].=== Crafting ingredient ==={{crafting usage}}=== Composting ===Placing a baked potato into a [[composter]] has an 85% chance of raising the compost level by 1. This is more efficient than composting with raw potatoes.== Sounds =={{Sound table/Entity/Food}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Baked Potato|spritetype=item|nameid=baked_potato|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Baked Potato|spritetype=item|nameid=baked_potato|id=281|form=item|foot=1}}== Advancements =={{load advancements|Husbandry;A Balanced Diet}}== History =={{History|java}}{{History||1.4.2|snap=12w34a|[[File:Baked Potato JE1.png|32px]] Added baked potatoes.}}{{History|||snap=12w37a|[[File:Baked Potato JE2 BE1.png|32px]] The texture of baked potatoes has been slightly changed.}}{{History||1.8|snap=14w02a|Baked potatoes now restore {{Hunger|5}} hunger points instead of 6.}}{{History|||snap=14w27a|Baked potatoes are now used to craft [[rabbit stew]].}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 393.}}{{History||1.14|snap=18w43a|[[File:Baked Potato JE3.png|32px]] The texture of baked potatoes has been changed.}}{{History|||snap=18w50a|[[File:Baked Potato JE4 BE2.png|32px]] The texture of baked potatoes has been changed, once again.}}{{History|||snap=19w03a|Placing a baked potato into the new [[composter]] has an 80% chance of raising the compost level by 1.}}{{History|||snap=19w05a|Baked potatoes now have an 85% chance of increasing the compost level in a composter by 1.}}{{History||1.17|snap=21w13a|Baked potatoes can now be dropped by flaming [[zombie]]s.<ref>{{bug|MC-199065}}</ref>}}{{History||1.19|snap=22w13a|Baked potatoes can now be found in [[ancient city]] ice box [[chest]]s.}}{{History|upcoming java}}{{History||Villager Trade Rebalance<br>(Experimental)|link=Java Edition 1.20.2|snap=23w31a|[[Wandering trader]]s now have a chance to [[trading|buy]] baked potatoes from the player.}}{{History|pocket alpha}}{{History||v0.8.0|snap=build 1|[[File:Baked Potato JE2 BE1.png|32px]] Added baked potatoes.}}{{History||v0.12.1|snap=build 1|Baked potatoes now restore [[hunger]] instead of [[health]].}}{{History||v0.13.0|snap=build 1|Baked potatoes are now used to craft [[rabbit stew]].}}{{History|bedrock}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Baked Potato JE4 BE2.png|32px]] The texture of baked potatoes has been changed.}}{{History||1.11.0|snap=beta 1.11.0.1|Baked potatoes can now be used to fill up [[composter]]s.}}{{History|console}}{{History||xbox=TU14|xbone=CU1|ps=1.04|wiiu=Patch 1|switch=1.0.1|[[File:Baked Potato JE2 BE1.png|32px]] Added baked potatoes.}}{{History||ps=1.00|[[File:Baked Potato JE2 BE1.png|32px]] Added baked potatoes to the [[PlayStation 4 Edition|PS4]] and [[PlayStation Vita Edition|PSVita]].}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Baked Potato JE4 BE2.png|32px]] The texture of baked potatoes has been changed.}}{{History|new3DS}}{{History||0.1.0|[[File:Baked Potato JE2 BE1.png|32px]] Added baked potatoes.}}{{History|foot}}== Issues =={{issue list}}== See also ==* {{ItemLink|Poisonous Potato}}{{Items}}[[Category:Food]][[Category:Renewable resources]][[cs:Pečená brambora]][[de:Ofenkartoffel]][[es:Patata cocida]][[fr:Pomme de terre cuite]][[hu:Sült burgonya]][[it:Patata al forno]][[ja:ベイクドポテト]][[ko:구운 감자]][[nl:Gebakken aardappel]][[pl:Pieczony ziemniak]][[pt:Batata assada]][[ru:Печёный картофель]][[th:มันฝรั่งอบ]][[zh:烤马铃薯]]</li><li>[[Raw Porkchop|Raw Porkchop]]<br/>{{Item| title = Raw Porkchop| image = Raw Porkchop.png| renewable = Yes| heals = {{hunger|3}}| stackable = Yes (64)}}A '''raw porkchop''' is a [[food]] item that can be eaten by the [[player]] or cooked to make a [[cooked porkchop]].== Obtaining ===== Mob loot ======= Pigs ====Adult [[pig]]s drop 1–3 raw porkchop when killed. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 1-6 with Looting III. If killed while on fire, they drop [[cooked porkchop]] instead.==== Hoglins ====Adult [[hoglin]]s drop 2–4 raw porkchop when killed. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 7 with Looting III. If killed while on fire, they drop [[cooked porkchop]] instead.=== Chest loot ==={{LootChestItem|raw-porkchop}}== Usage ===== Food ===To eat raw porkchop, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|3}} [[hunger]] and 0.6 [[Hunger#Mechanics|saturation]].=== Smelting ingredient ==={{Smelting|showname=1|Raw Porkchop|Cooked Porkchop|0.35}}=== Trading ==={{IN|bedrock}}, novice-level butcher [[villager]]s have a {{frac|1|3}} chance to [[trading|buy]] 7 raw porkchop for an [[emerald]] as part of their [[trading|trades]].{{IN|java}}, novice-level butcher villagers have a 40% chance to buy 7 raw porkchop for an emerald.=== Wolves ===Raw porkchops can be used to [[breed]] and heal tamed [[wolves]], lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time.=== Piglins ===[[Piglin|Piglins]] instantly pick up raw or [[Cooked Porkchop|cooked porkchops]] that are within 1 block of them, unless they have already picked up one within the last 10 seconds. Porkchops picked up are not dropped upon the piglin's death.==Sounds=={{Sound table/Entity/Food}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showitemtags=y|showforms=y|generatetranslationkeys=y|displayname=Raw Porkchop|spritetype=item|nameid=porkchop|itemtags=piglin_food|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Raw Porkchop|spritetype=item|nameid=porkchop|id=262|form=item|foot=1}}== Achievements =={{load achievements|Pork Chop}}== Advancements =={{load advancements|Husbandry;A Balanced Diet}}== History =={{History|java indev}}{{History||20100219|[[File:Raw Porkchop JE1 BE1.png|32px]] Added raw porkchops. |Raw porkchops restore {{hp|3}} and do not stack in the [[inventory]].|Raw porkchops are [[drops|dropped]] by [[pig]]s.}}{{History|java beta}}{{History||1.4|Raw porkchops can now be given to [[wolf|wolves]].}}{{History||1.8|snap=Pre-release|Raw porkchops can now be stacked to 64.<ref>{{Tweet|jeb|103408168356421632|Some Minecraft food changes...}}</ref> |Raw porkchops now restore {{hunger|3}} to the [[Hunger|food bar]].}}{{History|java}}{{History||1.2.1|snap=12w03a|Raw porkchops can now be used to breed wolves.}}{{History||1.3.1|snap=12w21a|Raw porkchops can now be [[trading|sold]] to butcher [[villager]]s, at 14–17 pork chops for 1 [[emerald]].}}{{History|||snap=12w25a|[[Pig]]s now [[drops|drop]] 1–3 porkchops instead of 0–2.}}{{History||1.4.2|snap=12w37a|[[File:Raw Porkchop JE2 BE2.png|32px]] The texture of raw porkchops has been changed, so that it no longer has a dark outline.}}{{History||1.8|snap=14w02a|[[Trading]] has been changed; butcher villagers now [[trading|buy]] 14–18 porkchops for 1 emerald.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 319.}}{{History||1.14|snap=18w43a|[[File:Raw Porkchop.png|32px]] The texture of raw porkchops has been changed.}}{{History|||snap=18w49a|Raw porkchops can now be found in [[chest]]s in [[village]] butcher shops.}}{{History||1.16|snap=20w07a|Raw porkchops are dropped by the new [[hoglin]]s.|Raw porkchops have a {{frac|5|109}} (~4.59%) chance of being given by the new [[piglin]]s when [[bartering]], in a stack size of 2–5.}}{{History|||snap=20w09a|Raw porkchops can no longer be obtained by bartering with piglins.}}{{History|||snap=20w16a|Raw porkchops now generate in [[bastion remnants]] chests.}}{{History|pocket alpha}}{{History||v0.4.0|[[File:Raw Porkchop JE1 BE1.png|32px]] Added raw porkchops.}}{{History||v0.5.0|Raw porkchops now restore {{hp|3}} instead of {{hp|1}}.}}{{History||v0.8.0|snap=build 1|[[File:Raw Porkchop JE2 BE2.png|32px]] The texture of raw porkchops has been changed, so that it no longer has that dark outline.}}{{History||v0.12.1|snap=build 1|Raw porkchops now restore [[hunger]] instead of [[health]].}}{{History||v0.16.2|[[Pig]]s now [[drops|drop]] 1–3 raw porkchops rather than 0–2.}}{{History|pocket}}{{History||1.0.4|snap=alpha 1.0.4.0|14–18 raw porkchops can now be [[trading|sold]] to butcher [[villager]]s for an [[emerald]].}}{{History|bedrock}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Raw Porkchop.png|32px]] The texture of raw porkchops has been changed.}}{{History||1.11.0|snap=beta 1.11.0.3|Raw porkchops can now be found in [[village]] butcher [[chest]]s.}}{{History|||snap=beta 1.11.0.4|Butcher [[villager]]s now have {{frac|1|3}} chance to [[trading|buy]] 7 raw porkchops.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Raw Porkchop JE1 BE1.png|32px]] Added raw porkchops.}}{{History||xbox=TU5|Raw porkchops are now stackable to 64 and fills [[hunger]] instead of [[health]].}}{{History||xbox=TU12|[[File:Raw Porkchop JE2 BE2.png|32px]] The texture of raw porkchops has been changed, so that it no longer has a dark outline.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Raw Porkchop.png|32px]] The texture of raw porkchops has been changed.}}{{History|new3DS}}{{History||0.1.0|[[File:Raw Porkchop JE2 BE2.png|32px]] Added raw porkchops.}}{{History|foot}}== Issues =={{issue list}}== Gallery ==<gallery>I Porkchop Minecraft JINX.jpg|Official T-shirt artwork "I Porkchop Minecraft" sold by [https://www.jinx.com JINX].I Brake for Porkchop Bumper Sticker JINX.jpg|An official bumper sticker featuring a raw porkchop sold by JINX.</gallery>== References =={{reflist}}== External Links ==*[https://www.minecraft.net/en-us/article/taking-inventory--porkchop Taking Inventory: Porkchop] – Minecraft.net on February 13, 2020{{Items}}[[Category:Food]][[cs:Syrová kotleta]][[de:Rohes Schweinefleisch]][[es:Chuleta de cerdo cruda]][[fr:Côtelette de porc crue]][[hu:Nyers disznóhús]][[ja:生の豚肉]][[nl:Rauw varkensvlees]][[pl:Surowy schab]][[pt:Costeleta de porco crua]][[ru:Сырая свинина]][[uk:Сира свинина]][[zh:生猪排]][[Category:Renewable resources]]</li></ul>
14w25aMost restrictions on the pack location are removed. Formerly it had to be an air block, now any non-opaque block suffices.
1.9
{{Extension DPL}}<ul><li>[[Water Bucket|Water Bucket]]<br/>{{Item| title = Water Bucket| renewable = Yes| image = Water Bucket.png| stackable = No}}A '''water bucket''' is a [[bucket]] filled with [[water]].== Obtaining ===== Interacting ===To fill an empty [[bucket]] with water, {{control|use}} it on a [[water]] source block. The water is consumed in the process. Flowing water does not fill a bucket.{{control|Using}} an empty bucket on a [[cauldron]] filled with water (water level 3) empties the cauldron and fills the bucket.Water buckets can also be filled by placing an empty one in the fuel slot of a [[furnace]], and a wet [[sponge]] into the oven slot. The bucket is filled when the [[smelting]] process completes, which also leaves the sponge dry and ready to be reused.=== Chest Loot ==={{LootChestItem|water-bucket}}== Usage =={{Control|Using}} a water bucket on a solid block places a water source block against that block, emptying the bucket; using a water bucket on a [[waterlogging|waterloggable]] block waterlogs the block. In [[the Nether]], however, the water evaporates, making a fire extinguishing sound and displays smoke particles while nothing gets placed.=== Dispensers ===A [[dispenser]] can be loaded with a water bucket, and when activated it places a water block directly before it, emptying the bucket. A dispenser loaded with an empty bucket and a water source right in front of it draws the source into the bucket when activated.=== Cauldrons ===A single water bucket can fill a [[cauldron]], and using an empty bucket on a water-filled cauldron fills the bucket. Empty buckets cannot be filled from partly-filled cauldrons.=== Filling bucket with mobs ===Water buckets can be used on a [[fish]], [[axolotl]] or [[tadpole]] to create a [[bucket of aquatic mob]].=== Transportation ==={{main|Tutorials/Elevators#Water elevators}}Water buckets can be used as a means of quickly descending great heights in the [[Overworld]] and [[the End]], either by creating a waterfall or using the water bucket while falling to create a safe water landing.Water buckets can also be used to climb vertical surfaces anywhere but [[the Nether]] by repeatedly creating higher waterfalls from the bottom and swimming up them.== Sounds =={{el|je}}:{{Sound table|sound=Fill water bucket1.ogg|sound2=Fill water bucket2.ogg|sound3=Fill water bucket3.ogg|subtitle=Bucket fills|source=player|description=When a bucket is filled with water|id=item.bucket.fill|translationkey=subtitles.item.bucket.fill|volume=1.0|pitch=1.0|distance=16}}{{Sound table|sound=Empty water bucket1.ogg|sound2=Empty water bucket2.ogg|sound3=Empty water bucket3.ogg|subtitle=Bucket empties|source=block|description=When the bucket is placed|id=item.bucket.empty|translationkey=subtitles.item.bucket.empty|volume=1.0 <ref group=sound>Except for the second copy of {{cd|empty1}}, which is 0.9</ref>|pitch=1.0|distance=16|foot=1}}{{el|je}}:{{Sound table|type=bedrock|sound=Fill water bucket1.ogg|sound2=Fill water bucket2.ogg|sound3=Fill water bucket3.ogg|source=block|description=When a bucket is filled with water|id=bucket.fill_water|volume=1.0|pitch=1.0}}{{Sound table|sound=Empty water bucket1.ogg|sound2=Empty water bucket2.ogg|sound3=Empty water bucket3.ogg|source=block|description=When a water bucket is emptied|id=bucket.empty_water|volume=1.0|pitch=1.0}}{{Sound table|rowspan=2|sound=Water Splash Old.ogg|source=block|description=When a water bucket is placed in a cauldron<wbr><ref group=sound name=bucketsplash>{{Bug|MCPE-135919}}</ref>|id=cauldron.fillwater|volume=0.1|pitch=1.0}}{{Sound table|source=block|description=When a water bucket is removed from a cauldron<wbr><ref group=sound name=bucketsplash/>|id=cauldron.takewater|volume=0.1|pitch=1.0|foot=1}}==Data values===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Water Bucket|spritetype=item|nameid=water_bucket|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|showaliasids=y|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Water Bucket|spritetype=item|nameid=water_bucket|aliasid=bucket / 8|id=362|form=item|translationkey=item.bucketWater.name|foot=1}}== Advancements =={{load advancements|Tactical fishing;The Cutest Predator;Bukkit bukkit}}==History=={{History|java infdev}}{{History||20100615|[[File:Water Bucket JE1 BE1.png|32px]] Added water buckets.}}{{History|java alpha}}{{History||v1.2.6|{{control|use|text=Using}} a water bucket on [[block]]s with GUIs ([[chest]]s, [[furnace]]s, etc.) no longer places the water.}}{{History|java}}{{History||1.0.0|snap=Beta 1.9 Prerelease 2|Water buckets can now be used to fill [[cauldron]]s.}}{{History||1.3.1|snap=12w15a|[[Dispenser]]s have now been given the ability to dispense water buckets. They can also collect if activated again.}}{{History||1.8|snap=14w25a|A water bucket is now shown as the icon when [[water]] is used as a layer in [[Superflat]].}}{{History|||snap=14w25b|[[Smelting]] a wet [[sponge]] while an empty bucket is in the fuel slot fills the bucket with water.}}{{History||1.9|snap=15w44a|A full [[cauldron]] can now be emptied with a bucket, yielding a water bucket.}}{{History|||snap=15w50a|Added sounds for collecting and pouring water using a bucket.}}{{History||1.13|snap=17w47a|Prior to the ''[[Flattening]]'' this item's numerical ID was 326.}}{{History|||snap=18w08b|Water buckets can now be used to pick up [[fish]] mobs.}}{{History||1.14|snap=18w43a|[[File:Water Bucket JE2 BE2.png|32px]] The texture of water buckets has now been changed.|Water buckets can now suck up liquids directly adjacent to the side they are facing. How this works is unknown, given the water bucket clearly already contains a liquid.}}{{History|||snap=18w48a|Water buckets can now be found in [[chest]]s in [[village]] fishing cottages.}}{{History|||snap=19w02a|Water buckets can now be used to put out [[campfire]]s.}}{{History||1.17|snap=20w51a|Water buckets can now be used to collect [[axolotl]]s.}}{{History||1.19|snap=22w11a|Water buckets can now be used to collect [[tadpole]]s.}}{{History||1.19.3|snap=22w45a|Water buckets can now be emptied into [[waterlogging|waterlogged]] blocks, instead of placing water against them.<ref>{{bug|MC-127110|||Fixed}}</ref>}}{{History|upcoming java}}{{History||Villager Trade Rebalance<br>(Experimental)|link=Java Edition 1.20.2|snap=23w31a|[[Wandering trader]]s now have a chance to [[trading|buy]] a water bucket from the player.}}{{History|pocket alpha}}{{History||v0.7.0|[[File:Water Bucket JE1 BE1.png|32px]] Added water buckets.|Water buckets were simply called "Bucket".}}{{History||v0.7.4|Water buckets no longer stack to 64.}}{{History||v0.14.0|snap=build 1|Dispensers can now shoot out water from water buckets.}}{{History|bedrock}}{{History||1.4.0|snap=beta 1.2.14.2|Water buckets can now be used to pick up [[fish mob]]s.|Moved all bucket items, including water buckets, from the Equipment tab to the Items tab in the [[Creative inventory]].{{verify|type=update}}{{info needed}}<!---please check snapshots, only 1 major release version was checked each--->}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Water Bucket JE2 BE2.png|32px]] The texture of water buckets has now been changed.}}{{History||1.16.100|snap=beta 1.16.100.56|The ID of water buckets has been changed from <code>bucket/8</code> to <code>water_bucket</code>.}}{{History||1.17.0|snap=beta 1.16.230.52|Water buckets can now be used to collect [[axolotl]]s.}}{{History||1.18.10|snap=beta 1.18.10.24|Water buckets can now be used to collect [[tadpole]]s behind the "Wild Update" experimental toggle.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Water Bucket JE1 BE1.png|32px]] Added water buckets.}}{{History||xbox=TU9|[[Dispenser]]s have now been given the ability to shoot out the [[liquids]] inside water buckets. They can also suck up the liquids if activated again, but a bug prevents the empty [[bucket]] from being filled. Whether this was ever fixed is unknown.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Water Bucket JE2 BE2.png|32px]] The texture of water buckets has now been changed.}}{{History|New Nintendo 3DS Edition}}{{History||0.1.0|[[File:Water Bucket JE1 BE1.png|32px]] Added water buckets.}}{{History|foot}}==Issues=={{issue list}}==Gallery==<gallery>Water Bucket SDGP.png|Water bucket in the [[Super Duper Graphics Pack]].</gallery>==References=={{Reflist}}{{Items}}[[Category:Renewable resources]][[Category:Tools]][[de:Wassereimer]][[ja:水入りバケツ]][[pt:Balde de água]][[th:ถังน้ำ]][[uk:Відро води]][[zh:水桶]]</li><li>[[Flower Pot|Flower Pot]]<br/>{{more images|The potted cherry sapling texture has been change in 1.19.4-pre2.}}{{For|other uses|Pot}}{{Block| image = Flower Pot.png| image2 = Potted Poppy.png| extratext = View [[#Gallery|all renders]]| transparent = Yes| light = No| tool = any| renewable = Yes| stackable = Yes (64)| flammable = No| lavasusceptible = No}}A '''flower pot''' is a decorative [[block]] that can contain flowers, bamboo, saplings, cacti, mushrooms, fungi, and other reasonably small plants.== Obtaining ===== Natural generation ===Flower pots naturally generate in [[witch hut]]s where they contain a red [[mushroom]], the basem*nt of [[igloo]]s where they contain a [[cactus]], and in [[woodland mansion]]s, where they contain birch [[sapling]]s, dark oak saplings, dandelions, poppies, blue orchids, alliums, azure bluets, red and white tulips, and oxeye daisies.Flower pots containing a dandelion can be found in some [[plains]] and [[savanna]] [[village]] houses. Flower pots containing a cactus or a dead bush can be found in some [[desert]] village houses. Flower pots containing a spruce sapling can be found in [[taiga]] village mason houses. Flower pots containing a poppy can be found in taiga village churches.=== Breaking ===Flower pots can be mined instantly using any [[tool]] or without a tool.A flower pot drops itself as an [[item]] (any [[plant]] or [[mushroom]] in it separately) when pushed by a [[piston]] or washed away with [[water]].[[Lava]] can flow into the space of a flower pot, destroying it.=== Chest loot ==={{LootChestItem|flower-pot}}=== Crafting ==={{Crafting|A2= Brick|C2= Brick|B3= Brick|Output= Flower Pot|type= Decoration block}}== Usage ==A flower pot can be used to hold [[mushroom]]s, [[Fungus|fungi]], and various [[plant]]s. Plants that can be {{control|placed}} in a pot include any one block high [[flower]]s, [[sapling]]s, [[fern]]s, [[dead bush]]es, [[cacti]], [[bamboo]], [[azalea]]s, [[mangrove propagule]], and [[roots]].Plants can be removed by using the interact button.{{IN|je}}, flower pots can be placed on any block, or over [[air]].<ref>{{bug|MC-127036|||WAI}}</ref>{{IN|be}}, they must be placed on top of a full-[[block]] top surface, or the top of a [[fence]], stone [[wall]], or [[hopper]]. They cannot be placed on [[slab]]s and [[stairs]] unless those blocks are upside-down. Pots may also be placed on an upward facing trapdoor. If the trapdoor is opened, the pot will break.Flower pots are {{frac|3|8}} of a block high and can be stepped on. It is not possible to walk from the top of a flower pot onto a full sized block without jumping. It is possible to jump from a flower pot onto a fence. The plant or fungus can be removed from the flower pot by pressing the {{control|use}} control. This places the item directly back into the player's inventory.<ref>{{bug|MC-169496|||WAI}}</ref>They can be used to display cacti and wither roses without inheriting their damaging properties.<ref>{{bug|MC-2241|||WAI}}</ref><ref>{{bug|MC-138024|||WAI}}</ref>Potted [[Fungus|warped fungus]] can be used to repel [[hoglin]]s.== Sounds =={{Sound table/Block/Normal}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showblocktags=y|showforms=y|generatetranslationkeys=y|displayname=Flower Pot|spritetype=block|nameid=flower_pot|blocktags=flower_pots|translationkey=block.minecraft.flower_pot,item.minecraft.flower_pot}}{{ID table|displayname=Potted Dandelion|spritetype=block|nameid=potted_dandelion|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Poppy|spritetype=block|nameid=potted_poppy|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Blue Orchid|spritetype=block|nameid=potted_blue_orchid|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Allium|spritetype=block|nameid=potted_allium|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Azure Bluet|spritetype=block|nameid=potted_azure_bluet|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Red Tulip|spritetype=block|nameid=potted_red_tulip|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Orange Tulip|spritetype=block|nameid=potted_orange_tulip|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted White Tulip|spritetype=block|nameid=potted_white_tulip|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Pink Tulip|spritetype=block|nameid=potted_pink_tulip|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Oxeye Daisy|spritetype=block|nameid=potted_oxeye_daisy|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Cornflower|spritetype=block|nameid=potted_cornflower|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Lily of the Valley|spritetype=block|nameid=potted_lily_of_the_valley|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Wither Rose|spritetype=block|nameid=potted_wither_rose|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Oak Sapling|spritetype=block|nameid=potted_oak_sapling|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Spruce Sapling|spritetype=block|nameid=potted_spruce_sapling|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Birch Sapling|spritetype=block|nameid=potted_birch_sapling|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Jungle Sapling|spritetype=block|nameid=potted_jungle_sapling|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Acacia Sapling|spritetype=block|nameid=potted_acacia_sapling|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Dark Oak Sapling|spritetype=block|nameid=potted_dark_oak_sapling|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Red Mushroom|spritetype=block|nameid=potted_red_mushroom|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Brown Mushroom|spritetype=block|nameid=potted_brown_mushroom|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Fern|spritetype=block|nameid=potted_fern|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Dead Bush|spritetype=block|nameid=potted_dead_bush|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Cactus|spritetype=block|nameid=potted_cactus|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Bamboo|spritetype=block|nameid=potted_bamboo|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Azalea|spritetype=block|nameid=potted_azalea_bush|blocktags=flower_pots|spritename=potted azalea bush|form=block}}{{ID table|displayname=Potted Flowering Azalea|spritetype=block|nameid=potted_flowering_azalea_bush|blocktags=flower_pots|spritename=potted flowering azalea bush|form=block}}{{ID table|displayname=Potted Crimson Fungus|spritetype=block|nameid=potted_crimson_fungus|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Warped Fungus|spritetype=block|nameid=potted_warped_fungus|blocktags=flower_pots, hoglin_repellents|form=block}}{{ID table|displayname=Potted Crimson Roots|spritetype=block|nameid=potted_crimson_roots|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Warped Roots|spritetype=block|nameid=potted_warped_roots|blocktags=flower_pots|form=block}}{{ID table|displayname=Potted Mangrove Propagule|spritetype=block|nameid=potted_mangrove_propagule|blocktags=flower_pots|form=block|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|firstcolumnname=Flower Pot|shownumericids=y|showforms=y|generatetranslationkeys=y|displayname=Block|spritename=flower-pot|spritetype=block|nameid=flower_pot|id=140|form=block|itemform=item.flower_pot|translationkey=-}}{{ID table|displayname=Item|spritename=flower-pot|spritetype=item|nameid=flower_pot|id=514|form=item|foot=1}}=== Block states ==={{see also|Block states}}{{IN|be}}, flower pots use the following block states:{{/BS}}=== Block data ==={{IN|bedrock}}, flower pot has a block entity associated with it that holds additional data about the block.See [[Bedrock Edition level format/Block entity format]].== Achievements =={{load achievements|Pot Planter}}== History =={{History||August 16, 2012|link={{tweet|Dinnerbone|236062188555624448}}|[[Dinnerbone]] tweeted the first image of flower pots.}}{{History|java}}{{History||1.4.2|snap=12w34a|[[File:Flower Pot JE1.png|32px]] [[File:Potted Dandelion JE1.png|32px]] [[File:Potted Rose JE1.png|32px]] [[File:Potted Red Mushroom JE1.png|32px]] [[File:Potted Brown Mushroom JE1.png|32px]] [[File:Potted Oak Sapling JE1.png|32px]] [[File:Potted Birch Sapling JE1.png|32px]] [[File:Potted Spruce Sapling JE1.png|32px]] [[File:Potted Jungle Sapling JE1.png|32px]] [[File:Potted Cactus JE1.png|32px]] [[File:Potted Fern JE1.png|32px]] [[File:Potted Dead Bush JE1.png|32px]]<br>[[File:Flower Pot (item) JE1 BE1.png|32px]] Added flower pots.|At this point, plants inside of pots rendered much like they do outside of flower pots, not being subject to directional shading.}}{{History|||snap=12w40a|A potted [[red mushroom]] can now be found on one window of a [[witch hut]]. This changed to an empty pot in a far later unknown version,{{info needed}} but returned again afterward.{{info needed}}}}{{History||1.7.2|snap=13w36a|[[File:Potted Allium JE1.png|32px]] [[File:Potted Azure Bluet JE1.png|32px]] [[File:Potted Oxeye Daisy JE1.png|32px]] [[File:Potted Blue Orchid JE1.png|32px]] [[File:Potted Red Tulip JE1.png|32px]] [[File:Potted Orange Tulip JE1.png|32px]] [[File:Potted White Tulip JE1.png|32px]] [[File:Potted Pink Tulip JE1.png|32px]] Allium, azure bluet, oxeye daisies, blue orchids, red tulips, orange tulips, white tulips and pink tulips can now be placed in flower pots.|[[File:Potted Poppy JE1.png|32px]] As the rose has been replaced with the poppy, the potted rose is also now replaced with the potted poppy as a result.|Flower pots can no longer use data values because more than 15 plants can be potted, it now has a [[block entity]] instead.|[[File:Potted Green Shrub.png|32px]] [[File:Potted Cobweb JE1.png|32px]] Due to the tile entity handling, it is now possible to place any [[block]] inside of a flower pot via NBT editors. However, at this point, with the ones possible in vanilla [[survival]] aside, only [[grass]], [[shrub|green shrub]]s, and [[cobweb]]s actually render.|[[File:Potted Grass JE1.png|32px]] Potted grass now exists can be placed in flower pots using [[commands]].|[[File:Potted Grass (no tint) JE1.png|32px]] [[File:Potted Fern (no tint) JE1.png|32px]] Potted shrubs, grass, and ferns must now have block data value 11 to display biome colors, otherwise rendering as default/gray.}}{{History|||snap=13w37a|Added {{cmd|setblock}}, allowing for the aforementioned potted plants to be obtained without map editing.}}{{History|||snap=13w43a|[[File:Potted Acacia Sapling JE1.png|32px]] [[File:Potted Dark Oak Sapling JE1.png|32px]] Acacia sapling and dark oak saplings can now be placed in flower pots.}}{{History||1.8|snap=14w06a|Many more blocks (almost all full cubes) placed into a flower pot by modifying the block entity now render, if in somewhat buggy fashion, as the texture is in a cross shape. {{LoadPage|Flower Pot/1.8 development gallery/14w06a|Click show to display all of the applicable blocks.|b}}|[[File:Potted Cactus JE2.png|32px]] Potted cacti now appear as a cross formed of their bottom texture inside of a pot.<ref>{{bug|MC-47469}}</ref>}}{{History|||snap=14w06b|Further blocks now render in flower pots than did in the previous snapshot. {{LoadPage|Flower Pot/1.8 development gallery/14w06b|Click show to display all of the applicable blocks.|b}}|[[File:Potted Cactus JE3.png|32px]] The accidental potted cactus model change has been reverted.}}{{History|||snap=14w07a|[[File:Potted Iron Trapdoor.png|32px]] The newly added [[iron trapdoor]] also renders in flower pots when created with commands.}}{{History|||snap=14w17a|[[File:Flower Pot JE2.png|32px]] [[File:Potted Dandelion JE2.png|32px]] [[File:Potted Allium JE2.png|32px]] [[File:Potted Azure Bluet JE2.png|32px]] [[File:Potted Oxeye Daisy JE2.png|32px]] [[File:Potted Blue Orchid JE2.png|32px]] [[File:Potted Poppy JE2.png|32px]] [[File:Potted Red Tulip JE2.png|32px]] [[File:Potted Orange Tulip JE2.png|32px]] [[File:Potted White Tulip JE2.png|32px]] [[File:Potted Pink Tulip JE2.png|32px]] [[File:Potted Red Mushroom JE2.png|32px]] [[File:Potted Brown Mushroom JE2.png|32px]] [[File:Potted Oak Sapling JE2.png|32px]] [[File:Potted Birch Sapling JE2.png|32px]] [[File:Potted Spruce Sapling JE2.png|32px]] [[File:Potted Jungle Sapling JE2.png|32px]] [[File:Potted Acacia Sapling JE2.png|32px]] [[File:Potted Dark Oak Sapling JE2.png|32px]] [[File:Potted Cactus JE4.png|32px]] [[File:Potted Fern JE2.png|32px]] [[File:Potted Dead Bush JE2.png|32px]] The flower pot model and rendering has changed. The insides are now subject to directional shading, rather than being fully lit, much like the changes made to [[hopper]]s and [[cauldron]]s in 14w10a. In addition, the outer face (as well as the cuboids comprising the cactus in potted cactus) are no longer subject to ambient occlusion. The potted cactus also now uses the side texture on the top face, rather than the top texture.|Invalid blocks no longer render inside flower pots. This also includes cobweb and grass.}}{{History|||snap=14w25a|[[File:Potted Dandelion JE3.png|32px]] [[File:Potted Allium JE3.png|32px]] [[File:Potted Azure Bluet JE3.png|32px]] [[File:Potted Oxeye Daisy JE3.png|32px]] [[File:Potted Blue Orchid JE3.png|32px]] [[File:Potted Poppy JE3.png|32px]] [[File:Potted Red Tulip JE3.png|32px]] [[File:Potted Orange Tulip JE3.png|32px]] [[File:Potted White Tulip JE3.png|32px]] [[File:Potted Pink Tulip JE3.png|32px]] [[File:Potted Red Mushroom JE3.png|32px]] [[File:Potted Brown Mushroom JE3.png|32px]] [[File:Potted Oak Sapling JE3.png|32px]] [[File:Potted Birch Sapling JE3.png|32px]] [[File:Potted Spruce Sapling JE3.png|32px]] [[File:Potted Jungle Sapling JE3.png|32px]] [[File:Potted Acacia Sapling JE3.png|32px]] [[File:Potted Dark Oak Sapling JE3.png|32px]] [[File:Potted Fern JE3.png|32px]] [[File:Potted Dead Bush JE3.png|32px]] Potted cross shaped objects are now affected by directional shading.<ref>{{bug|MC-129826}}</ref>}}{{History||1.9|snap=15w43a|A potted cactus can now be found on a table in [[igloo]] basem*nts.}}{{History||1.11|snap=16w32a|The block entity ID of flower pots has been changed from <code>FlowerPot</code> to <code>flower_pot</code>.}}{{History|||snap=16w39a|Potted plants can now be removed from flower pots by pressing {{control|use}}.|Flower pots now generate in [[woodland mansion]]s.}}{{History||1.13|snap=17w47a|The different block states for the <code>flower_pot</code> ID have been split up into their own IDs.|Flower pots are no longer block entities.|Prior to [[1.13/Flattening|''The Flattening'']], this block's numeral ID was 140, and the item's was 390.}}{{History||1.14|snap=18w43a|[[File:Flower Pot JE3.png|32px]] [[File:Potted Dandelion JE4.png|32px]] [[File:Potted Poppy JE4.png|32px]] [[File:Potted Allium JE4.png|32px]] [[File:Potted Azure Bluet JE4.png|32px]] [[File:Potted Oxeye Daisy JE4.png|32px]] [[File:Potted Blue Orchid JE4.png|32px]] [[File:Potted Red Tulip JE4.png|32px]] [[File:Potted Orange Tulip JE4.png|32px]] [[File:Potted White Tulip JE4.png|32px]] [[File:Potted Pink Tulip JE4.png|32px]] [[File:Potted Red Mushroom JE4.png|32px]] [[File:Potted Brown Mushroom JE4.png|32px]] [[File:Potted Oak Sapling JE4.png|32px]] [[File:Potted Birch Sapling JE4.png|32px]] [[File:Potted Spruce Sapling JE4.png|32px]] [[File:Potted Jungle Sapling JE4.png|32px]] [[File:Potted Acacia Sapling JE4.png|32px]] [[File:Potted Dark Oak Sapling JE4.png|32px]] [[File:Potted Cactus JE5.png|32px]] [[File:Potted Fern JE4.png|32px]] [[File:Potted Dead Bush JE4.png|32px]] <br>[[File:Flower Pot (item) JE2 BE2.png|32px]] The textures of flower pots and their contained plants have been changed.|[[File:Potted Cornflower JE1 BE1.png|32px]] [[File:Potted Lily of the Valley JE1 BE1.png|32px]] [[File:Potted Wither Rose JE1 BE1.png|32px]] [[File:Potted Bamboo JE1 BE1.png|32px]] Cornflower, lily of the valley, wither rose and [[bamboo]] can now be placed in flower pots.}}{{History|||snap=18w44a|[[File:Potted Cactus JE6.png|32px]] The texture of potted cacti has been changed.}}{{History|||snap=18w47b|[[File:Potted Poppy JE5.png|32px]] The texture of potted poppies has been changed.}}{{History|||snap=18w49a|Flower pots can now be found in [[chest]]s in [[village]] mason houses.}}{{History|||snap=19w11a|Flower pots have become [[renewable resource|renewable]], as mason [[villager]]s now [[trading|sell]] [[brick]]s.}}{{History||1.16|snap=20w06a|The model of flower pots has been fixed and has been given an underside, which has changed the model from [[File:Flower Pot UNKVER2 (facing NWU).png|32px]] to [[File:Flower Pot UNKVER3 (facing NWU).png|32px]].}}{{History|||snap=20w09a|[[File:Potted Crimson Fungus JE1 BE1.png|32px]] [[File:Potted Warped Fungus JE1 BE1.png|32px]] [[File:Potted Crimson Roots JE1 BE1.png|32px]] [[File:Potted Warped Roots JE1 BE1.png|32px]] Crimson and warped [[fungi]] and crimson and warped [[roots]] can now be placed in flower pots.|The model for potted plants has been fixed, so the bottom face now renders,<ref>{{bug|MC-170842}}</ref> which has changed the model from [[File:Potted Dandelion UNKVER1 (facing NWU).png|32px]] [[File:Potted Poppy UNKVER1 (facing NWU).png|32px]] [[File:Potted Allium UNKVER1 (facing NWU).png|32px]] [[File:Potted Azure Bluet UNKVER1 (facing NWU).png|32px]] [[File:Potted Oxeye Daisy UNKVER1 (facing NWU).png|32px]] [[File:Potted Blue Orchid UNKVER1 (facing NWU).png|32px]] [[File:Potted Red Tulip UNKVER1 (facing NWU).png|32px]] [[File:Potted Orange Tulip UNKVER1 (facing NWU).png|32px]] [[File:Potted White Tulip UNKVER1 (facing NWU).png|32px]] [[File:Potted Pink Tulip UNKVER1 (facing NWU).png|32px]] [[File:Potted Red Mushroom UNKVER1 (facing NWU).png|32px]] [[File:Potted Brown Mushroom UNKVER1 (facing NWU).png|32px]] [[File:Potted Oak Sapling UNKVER1 (facing NWU).png|32px]] [[File:Potted Birch Sapling UNKVER1 (facing NWU).png|32px]] [[File:Potted Spruce Sapling UNKVER1 (facing NWU).png|32px]] [[File:Potted Jungle Sapling UNKVER1 (facing NWU).png|32px]] [[File:Potted Acacia Sapling UNKVER1 (facing NWU).png|32px]] [[File:Potted Dark Oak Sapling UNKVER1 (facing NWU).png|32px]] [[File:Potted Cactus UNKVER1 (facing NWU).png|32px]] [[File:Potted Fern UNKVER1 (facing NWU).png|32px]] [[File:Potted Dead Bush UNKVER1 (facing NWU).png|32px]] [[File:Potted Cornflower UNKVER1 (facing NWU).png|32px]] [[File:Potted Lily of the Valley UNKVER1 (facing NWU).png|32px]] [[File:Potted Wither Rose UNKVER1 (facing NWU).png|32px]] [[File:Potted Bamboo UNKVER1 (facing NWU).png|32px]] to [[File:Potted Dandelion UNKVER2 (facing NWU).png|32px]] [[File:Potted Poppy UNKVER2 (facing NWU).png|32px]] [[File:Potted Allium UNKVER2 (facing NWU).png|32px]] [[File:Potted Azure Bluet UNKVER2 (facing NWU).png|32px]] [[File:Potted Oxeye Daisy UNKVER2 (facing NWU).png|32px]] [[File:Potted Blue Orchid UNKVER2 (facing NWU).png|32px]] [[File:Potted Red Tulip UNKVER2 (facing NWU).png|32px]] [[File:Potted Orange Tulip UNKVER2 (facing NWU).png|32px]] [[File:Potted White Tulip UNKVER2 (facing NWU).png|32px]] [[File:Potted Pink Tulip UNKVER2 (facing NWU).png|32px]] [[File:Potted Red Mushroom UNKVER2 (facing NWU).png|32px]] [[File:Potted Brown Mushroom UNKVER2 (facing NWU).png|32px]] [[File:Potted Oak Sapling UNKVER2 (facing NWU).png|32px]] [[File:Potted Birch Sapling UNKVER2 (facing NWU).png|32px]] [[File:Potted Spruce Sapling UNKVER2 (facing NWU).png|32px]] [[File:Potted Jungle Sapling UNKVER2 (facing NWU).png|32px]] [[File:Potted Acacia Sapling UNKVER2 (facing NWU).png|32px]] [[File:Potted Dark Oak Sapling UNKVER2 (facing NWU).png|32px]] [[File:Potted Cactus UNKVER2 (facing NWU).png|32px]] [[File:Potted Fern UNKVER2 (facing NWU).png|32px]] [[File:Potted Dead Bush UNKVER2 (facing NWU).png|32px]] [[File:Potted Cornflower UNKVER2 (facing NWU).png|32px]] [[File:Potted Lily of the Valley UNKVER2 (facing NWU).png|32px]] [[File:Potted Wither Rose UNKVER2 (facing NWU).png|32px]] [[File:Potted Bamboo UNKVER2 (facing NWU).png|32px]].}}{{History|||snap=20w11a|[[File:Potted Bamboo UNKVER3 (facing NWU).png|32px]] An unneeded face has been removed from potted bamboo to solve a z-fighting issue.<ref>{{bug|MC-173156}}</ref>}}{{History|||snap=Pre-release 3|[[File:Potted Cactus JE7.png|32px]] [[File:Potted Cactus UNKVER3 (facing NWU).png|32px]] The model of the potted cacti has been changed. The top face now uses the top texture of cactus, rather than the side texture and the bottom face has been changed to the top texture of the flower pot.}}{{History||1.16.2|snap=20w28a|[[File:Potted Cactus UNKVER4 (facing NWU).png|32px]] The model of the potted cactus no longer has a hole in the bottom, although the texture is stretched.}}{{History||1.17|snap=Pre-release 1|[[File:Potted Azalea JE1 BE1.png|32px]] [[File:Potted Flowering Azalea JE1 BE1.png|32px]][[Azalea]] and flowering azalea can now be placed in flower pots.|[[File:Potted Flowering Azalea (plant texture) JE1.png|32px]] Potted flowering azalea has own unused plant texture but uses normal variant for consistency with flowering azalea: [[File:Potted Flowering Azalea (bottom) JE1 BE1.png|32px]] [[File:Flowering Azalea (bottom) JE2 BE2.png|32px]]}}{{History||1.19|snap=22w11a|[[File:Potted Mangrove Propagule JE1.png|32px]] [[Mangrove propagule]]s can now be placed in flower pots.}}{{History|||snap=22w18a|[[File:Potted Mangrove Propagule JE2.png|32px]] The western element of the flower pot in potted mangrove propagules has been deleted.<ref name="mc-251355">{{bug|MC-251355}}</ref>}}{{History|||snap=Pre-release 1|[[File:Potted Mangrove Propagule JE1.png|32px]] The aforementioned western element has been restored.<ref name="mc-251355"/>}}{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[File:Potted Torchflower JE1.png|32px]] [[File:Potted Cherry Sapling JE1.png|32px]] [[Torchflower]]s and [[cherry sapling]]s can now be placed in flower pots.}}{{History|||snap=1.19.4-pre2|Changed the texture of potted cherry saplings.}}{{History||1.20|snap=23w12a|Potted torchflower and cherry sapling are now available without using the "Update 1.20" experimental datapack.|Flower pot can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}{{History|||snap=23w13a|[[File:Potted Flowering Azalea JE2.png|32px]] Flowering azalea now uses own plant texture, changing appearance from [[File:Potted Flowering Azalea (bottom) JE1 BE1.png|32px]] to [[File:Potted Flowering Azalea (bottom) JE2.png|32px]] and breaking consistency with flowering azalea.<ref>{{bug|MC-230916}}</ref>}}{{History|||snap=23w16a|Flower pot no longer generates in [[suspicious sand]] in [[trail ruins]].|Due to the split of the archaeological loot tables for the suspicious gravel within the [[trail ruins]]; flower pot now is in the common loot.}}{{History|pocket alpha}}{{History||v0.12.1|snap=build 1|[[File:Flower Pot JE1.png|32px]] [[File:Potted Dandelion JE1.png|32px]] [[File:Potted Red Mushroom JE1.png|32px]] [[File:Potted Brown Mushroom JE1.png|32px]] [[File:Potted Oak Sapling JE1.png|32px]] [[File:Potted Birch Sapling JE1.png|32px]] [[File:Potted Spruce Sapling JE1.png|32px]] [[File:Potted Jungle Sapling JE1.png|32px]] [[File:Potted Cactus JE1.png|32px]] [[File:Potted Fern JE1.png|32px]] [[File:Potted Allium JE1.png|32px]] [[File:Potted Azure Bluet JE1.png|32px]] [[File:Potted Oxeye Daisy JE1.png|32px]] [[File:Potted Blue Orchid JE1.png|32px]] [[File:Potted Poppy JE1.png|32px]] [[File:Potted Red Tulip JE1.png|32px]] [[File:Potted Orange Tulip JE1.png|32px]] [[File:Potted White Tulip JE1.png|32px]] [[File:Potted Pink Tulip JE1.png|32px]] [[File:Potted Acacia Sapling JE1.png|32px]] [[File:Potted Dark Oak Sapling JE1.png|32px]]{{verify|Are these models the ones used in this version?}}<br>[[File:Flower Pot (item) JE1 BE1.png|32px]] Added flower pots.}}{{History||v0.14.0|snap=build 1|Flower pots now generate in [[witch hut]]s.}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|Flower pots now generate in [[igloo]] basem*nts.}}{{History||1.1.0|snap=alpha 1.1.0.0|Flower pots now generate naturally in [[woodland mansion]]s.}}{{History|bedrock}}{{History||1.8.0|snap=beta 1.8.0.8|[[File:Potted Bamboo JE1 BE1.png|32px]]{{verify|Is this how they really look in BE?}} [[Bamboo]] can now be placed in flower pots.}}{{History||1.9.0|snap=beta 1.9.0.0|[[File:Potted Cornflower BE.jpg|32px]] [[File:Potted Lily of the Valley BE.jpg|32px]] Cornflower and lily of the valley can now be placed in flower pots.}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Flower Pot BE.jpg|32px]] [[File:Potted Dandelion BE.jpg|32px]] [[File:Potted Poppy BE.jpg|32px]] [[File:Potted Allium BE.jpg|32px]] [[File:Potted Azure Bluet BE.jpg|32px]] [[File:Potted Oxeye Daisy BE.jpg|32px]] [[File:Potted Blue Orchid BE.jpg|32px]] [[File:Potted Red Tulip BE.jpg|32px]] [[File:Potted Orange Tulip BE.jpg|32px]] [[File:Potted White Tulip BE.jpg|32px]] [[File:Potted Pink Tulip BE.jpg|32px]] [[File:Potted Red Mushroom BE.jpg|32px]] [[File:Potted Brown Mushroom BE.jpg|32px]] [[File:Potted Oak Sapling BE.jpg|32px]] [[File:Potted Birch Sapling BE.jpg|32px]] [[File:Potted Spruce Sapling BE.jpg|32px]] [[File:Potted Jungle Sapling BE.jpg|32px]] [[File:Potted Acacia Sapling BE.jpg|32px]] [[File:Potted Dark Oak Sapling BE.jpg|32px]] [[File:Potted Cactus BE.png|32px]] [[File:Potted Fern BE.jpg|32px]]<br>[[File:Flower Pot (item) JE2 BE2.png|32px]] The textures of flower pots have been changed.|Flower pots now generate in the new [[village]]s.}}{{History||1.11.0|snap=beta 1.11.0.1|Flower pots can now be found in [[village]] mason [[chest]]s.}}{{History||1.13.0|snap=beta 1.13.0.9|[[File:Potted Wither Rose JE1 BE1.png|32px]] [[Wither rose]]s can now be placed in flower pots.}}{{History||1.16.0|snap=beta 1.15.0.51|Potted plants can now be removed from flower pots by pressing {{control|use}}.}}{{History|||snap=beta 1.16.0.51|[[File:Potted Crimson Fungus JE1 BE1.png|32px]] [[File:Potted Warped Fungus JE1 BE1.png|32px]] [[File:Potted Crimson Roots JE1 BE1.png|32px]] [[File:Potted Warped Roots JE1 BE1.png|32px]] Crimson and warped [[fungi]] and crimson and warped [[roots]] can now be placed in flower pots.}}{{History||1.17.10|snap=beta 1.17.10.21|[[File:Potted Azalea JE1 BE1.png|32px]] [[File:Potted Flowering Azalea JE1 BE1.png|32px]] [[Azalea]] and flowering azalea can now be placed in flower pots.}}{{History|console}}{{History||xbox=TU14|xbone=CU1|ps=1.04|wiiu=Patch 1|switch=1.0.1|[[File:Flower Pot JE1.png|32px]] [[File:Potted Dandelion JE1.png|32px]] [[File:Potted Red Mushroom JE1.png|32px]] [[File:Potted Brown Mushroom JE1.png|32px]] [[File:Potted Oak Sapling JE1.png|32px]] [[File:Potted Birch Sapling JE1.png|32px]] [[File:Potted Spruce Sapling JE1.png|32px]] [[File:Potted Jungle Sapling JE1.png|32px]] [[File:Potted Cactus JE1.png|32px]] [[File:Potted Fern JE1.png|32px]] [[File:Potted Allium JE1.png|32px]] [[File:Potted Azure Bluet JE1.png|32px]] [[File:Potted Oxeye Daisy JE1.png|32px]] [[File:Potted Blue Orchid JE1.png|32px]] [[File:Potted Poppy JE1.png|32px]] [[File:Potted Red Tulip JE1.png|32px]] [[File:Potted Orange Tulip JE1.png|32px]] [[File:Potted White Tulip JE1.png|32px]] [[File:Potted Pink Tulip JE1.png|32px]] [[File:Potted Acacia Sapling JE1.png|32px]] [[File:Potted Dark Oak Sapling JE1.png|32px]] [[File:Potted Dead Bush JE3.png|32px]]{{verify|Are these models the ones used in this version?}}<br>[[File:Flower Pot (item) JE1 BE1.png|32px]] Added flower pots.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Flower Pot BE.png|32px]] [[File:Potted Dandelion BE.png|32px]] [[File:Potted Poppy BE.png|32px]] [[File:Potted Allium BE.png|32px]] [[File:Potted Azure Bluet BE.png|32px]] [[File:Potted Oxeye Daisy BE.png|32px]] [[File:Potted Blue Orchid BE.png|32px]] [[File:Potted Red Tulip BE.png|32px]] [[File:Potted Orange Tulip BE.png|32px]] [[File:Potted White Tulip BE.png|32px]] [[File:Potted Pink Tulip BE.png|32px]] [[File:Potted Red Mushroom BE.png|32px]] [[File:Potted Brown Mushroom BE.png|32px]] [[File:Potted Oak Sapling BE.png|32px]] [[File:Potted Birch Sapling BE.png|32px]] [[File:Potted Spruce Sapling BE.png|32px]] [[File:Potted Jungle Sapling BE.png|32px]] [[File:Potted Acacia Sapling BE.png|32px]] [[File:Potted Dark Oak Sapling BE.png|32px]] [[File:Potted Cactus BE.png|32px]] [[File:Potted Fern BE.png|32px]]<br>[[File:Flower Pot (item) JE2 BE2.png|32px]] The textures of flower pots have been changed.}}{{History|new 3ds}}{{History||0.1.0|[[File:Flower Pot JE1.png|32px]] [[File:Potted Dandelion JE1.png|32px]] [[File:Potted Red Mushroom JE1.png|32px]] [[File:Potted Brown Mushroom JE1.png|32px]] [[File:Potted Oak Sapling JE1.png|32px]] [[File:Potted Birch Sapling JE1.png|32px]] [[File:Potted Spruce Sapling JE1.png|32px]] [[File:Potted Jungle Sapling JE1.png|32px]] [[File:Potted Cactus JE1.png|32px]] [[File:Potted Fern JE1.png|32px]] [[File:Potted Allium JE1.png|32px]] [[File:Potted Azure Bluet JE1.png|32px]] [[File:Potted Oxeye Daisy JE1.png|32px]] [[File:Potted Blue Orchid JE1.png|32px]] [[File:Potted Poppy JE1.png|32px]] [[File:Potted Red Tulip JE1.png|32px]] [[File:Potted Orange Tulip JE1.png|32px]] [[File:Potted White Tulip JE1.png|32px]] [[File:Potted Pink Tulip JE1.png|32px]] [[File:Potted Acacia Sapling JE1.png|32px]] [[File:Potted Dark Oak Sapling JE1.png|32px]]{{verify|Are these models the ones used in this version?}}<br>[[File:Flower Pot (item) JE1 BE1.png|32px]] Added flower pots.}}{{History|foot}}<gallery>Suggestion for itemframes.png|Original Reddit image suggesting item frames and flower pots.FlowerPot.png|The first image of flower pots, released by [[Dinnerbone]].Pots 1-100.png|An [[Java Edition 14w06a|14w06a]] example of some of the blocks that can be placed inside of flower pots, and their rendering.Pots 1-100b.png|The same arrangement as prior in [[Java Edition 14w06b|14w06b]].</gallery>=== Flower pot "item" ==={{:Technical blocks/Flower Pot}}== Gallery ===== Renders ===; Flowers<gallery>Potted Dandelion.png | Potted Poppy.png | Potted Blue Orchid.png | Potted Allium.png | Potted Azure Bluet.png | Potted Red Tulip.png | Potted Orange Tulip.png | Potted White Tulip.png | Potted Pink Tulip.png | Potted Oxeye Daisy.png | Potted Cornflower.png | Potted Lily of the Valley.png | Potted Wither Rose.png | Potted Torchflower.png</gallery>; Saplings<gallery>Potted Oak Sapling.png | Potted Spruce Sapling.png | Potted Birch Sapling.png | Potted Jungle Sapling.png | Potted Acacia Sapling.png | Potted Dark Oak Sapling.png | Potted Azalea.png | Potted Flowering Azalea.png | Potted Mangrove Propagule.png | Potted Cherry Sapling.png</gallery>; Mushrooms<gallery>Potted Red Mushroom.png | Potted Brown Mushroom.png | Potted Crimson Fungus.png | Potted Warped Fungus.png |</gallery>; Roots and bushes<gallery>Potted Crimson Roots.png | Potted Warped Roots.png | Potted Fern.png | Potted Dead Bush.png | Potted Cactus.png | Potted Cactus BE.png | Potted Bamboo.png</gallery>=== Other ===<gallery>FiveFlowerPots.png | Five flower pots in a player-created village.</gallery>== Issues =={{issue list}}== Trivia ==* The flower pot is based on a suggestion from Reddit, like [[ender chest]]s and [[item frame]]s.<ref>{{tweet|dinnerbone|235747041286975488|My next task is going to be flower pots.|August 15, 2012}}</ref>* Flower pots break [[falling block]]s.* If a plant that has been [[Name Tag|named]] is put in a flower pot, the plant loses its name.* The inside of the flower pot in ''Java Edition'' uses the center 4x4 pixels of the dirt texture while Bedrock Edition uses the center 6x6.==References=={{Reflist}}{{Blocks|Utility}}{{items}}[[Category:Manufactured blocks]][[Category:Storage]][[Category:Generated structure blocks]][[Category:Non-solid blocks]][[Category:Utility blocks]][[cs:Květináč]][[de:Blumentopf]][[es:Maceta]][[fr:Pot de fleurs]][[hu:Virágcserép]][[it:Vaso da fiori]][[ja:植木鉢]][[ko:화분]][[nl:Bloempot]][[pl:Doniczka]][[pt:Vaso]][[ru:Цветочный горшок]][[zh:花盆]][[uk:Квітковий горщик]]</li></ul>
15w46aWhen spawning mobs, the spawning block cannot block movement (formerly just had to be non-opaque) and cannot be any type of rail. Also the block above can no longer be liquid.
15w51aAdded the game rule spawnRadius to control the size of the world spawn area.
pre2Pack spawning mechanics adjusted, "12 attempts" is now "up to 12 attempts" and is even more heavily weighted toward the center.
1.15
{{Extension DPL}}<ul><li>[[Raw Cod|Raw Cod]]<br/>{{about|the item|the mob|Cod}}{{redirect|Raw Fish|raw salmon|Raw Salmon|pufferfish|Pufferfish (item)|tropical fish/clownfish|Tropical fish (item)}}{{Item| image = Raw Cod.png| renewable = Yes| heals = {{hunger|2}}| stackable = Yes (64)}}'''Raw cod''' is a [[food]] item that can be eaten by the player or cooked to make [[cooked cod]].== Obtaining ===== Mob loot ======= Cod ====[[Cod]] always drops 1 raw cod when killed, unaffected by Looting.<ref>{{bug|MC-212795||Salmon & Fish mobs are not affected by Looting}}</ref> If it is killed while on [[fire]], it drops 1 [[cooked cod]] instead.==== Dolphins ====When killed, [[Dolphin|dolphins]] drop 0–1 raw cod. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 0-4 with Looting III. If killed while on fire, they drop cooked cod instead.==== Guardians and elder guardians ====[[Guardian]]s and [[elder guardian]]s have a 40% and 50% chance, respectively, to drop raw cod when killed. {{IN|java}}, cooked cod is dropped if a guardian is on fire when killed.Guardians and elder guardians also have a 2.5% chance to drop a random fish, with 60% of them being raw cod, which drops as cooked if the guardian was on fire. The chance of getting the fish drop is increased by 1% per level with [[Looting]] (for a maximum of 5.5% with Looting III), but the type of fish is not affected.==== Polar bears ====[[Polar bear]]s have a 75% chance of dropping 0–2 raw cod when killed. The maximum amount can be increased by 1 per level of Looting, for a maximum of 0-5 with Looting III. If killed while on fire, they drop cooked cod instead.=== Fishing ==={{main|Fishing}}Raw cod can be obtained from fishing. The wait time of one being caught is decreased with the [[Lure]] enchantment and the chance of one being caught is slightly decreased with the [[Luck of the Sea]] enchantment (named as such because it increases treasure, not fish).Catching cod awards 1-6 experience.=== Natural generation ==={{el|java}}{{LootChestItem|raw-cod}}=== Villager gifts ==={{in|java}}, fisherman [[villager]]<nowiki/>s throw raw cod at [[player]]s under the [[Hero of the Village]] effect.== Usage ===== Smelting ingredient ==={{smelting|Raw Cod|Cooked Cod|0.35}}=== Food ===Raw cod restores {{hunger|2}} [[hunger]] and 0.4 [[Hunger#Mechanics|saturation]].=== Cats ===Raw cod can be used to tame [[cat]]s with {{frac|1|3}} chance of success, get cats off of [[chest]]s, and [[bed]]s, [[breed]] cats, and make baby cats grow up faster by 10% of the remaining time. Additionally, raw cod can be used to heal cats by {{hp|2|mob=1}}.Raw cod can be used to gain [[ocelot]] trust, breed ocelots, and make baby ocelots grow up by 10%. === Dolphins ===[[Dolphin]]s can be fed raw cod. Doing this improves their trust and interaction with the player. However, unlike most animals, feeding dolphins does not allow them to breed.When a player feeds raw cod to a dolphin, it swims toward the nearest chest in an [[underwater ruins]] or [[shipwreck]]. If the chest in the nearest structure is broken, they swim to the next nearest structure that has a chest.===Trading===Fisherman villagers have 50% chance to sell 6 cooked cod for 6 raw cod and 1 [[emerald]] as part of their first tier trade.Apprentice-level fisherman villagers have a {{frac|2|3}} chance to buy 15 raw cod for an emerald in Java Edition, and always offer the same trade in Bedrock Edition.=== Wolves ==={{IN|bedrock}}, raw cod can be used to feed [[wolves]], to heal them by {{hp|2|mob=1}}. However, unlike other meat items, raw cod cannot be used to speed up the growth of baby wolves nor used to breed them, thus making it only feedable when wolves are not at full health.==Sounds=={{Sound table/Entity/Food}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showitemtags=y|showforms=y|generatetranslationkeys=y|displayname=Raw Cod|spritetype=item|nameid=cod|itemtags=fishes|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|showaliasids=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Raw Cod|spritetype=item|nameid=cod|aliasid=fish|id=264|form=item|translationkey=item.fish.name|foot=1}}== Achievements =={{load achievements|Delicious Fish;Lion Tamer;Echolocation}}== Advancements =={{load advancements|Husbandry;A Balanced Diet;Fishy Business;A Complete Catalogue}}== History =={{History|java alpha}}{{History||v1.2.0|snap=<nowiki>?|slink=:Category:Information needed requiring unarchived version|[[File:Raw Cod JE1 BE1.png|32px]] Added raw fish, which restores {{hp|2}}.}}{{History|java beta}}{{History||1.5|Cooking raw fish now gives the '''Delicious Fish''' [[achievement]].}}{{History||1.8|snap=Pre-release|Raw fish is now stackable to 64 and fills {{hunger|2}} instead of {{hp|2}}.}}{{History|java}}{{History||1.2.1|snap=12w04a|Raw fish can now be fed to [[ocelot]]s to tame them into cats.}}{{History||1.8|snap=14w02a|Fisherman [[villager]]s now [[trading|sell]] 6 cooked fish for 1 [[emerald]] plus 6 raw fish.}}{{History|||snap=14w25a|Raw fish is now obtainable as a rare [[drops|drop]] from [[guardian]]s and [[elder guardian]]s.}}{{History||1.10|snap=16w20a|Raw fish is now dropped from [[polar bear]]s.}}{{History||1.13|snap=17w47a|The different data values for the <code>fish</code> and <code>cooked_fish</code> IDs have been split up into their own IDs.|"Raw Fish" has been renamed to "Raw Cod".|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 349.}}{{History|||snap=18w07a|Raw cod is now used to breed [[turtle]]s.}}{{History|||snap=18w07b|Raw cod is no longer used to [[breeding|breed]] turtles. [[Seagrass]] is used instead.}}{{History|||snap=18w08b|Cod, and other [[fish]], have been added as [[mob]]s, which drop their (raw) item form when killed.|[[File:Raw Cod JE2 BE2.png|32px]] The texture of raw cod has been changed.}}{{History|||snap=18w15a|Raw cod can now be used to feed [[dolphin]]s.|Raw cod can now be obtained as a [[drops|drop]] from [[dolphin]]s.}}{{History||1.14|snap=18w43a|[[File:Raw Cod JE3.png|32px]] The texture of raw cod has been changed.}}{{History|||snap=18w47b|[[File:Raw Cod JE4 BE2.png|32px]] The previous texture change to raw cod has been reverted.}}{{History|||snap=18w48a|Raw cod can now be found in chests in [[village]] fisher cottages.}}{{History|||snap=19w11a|Fisherman [[villager]]s now [[trading|buy]] raw cod.}}{{History|||snap=19w13a|Fisherman villagers now give raw cod to players under the [[Hero of the Village]] effect.}}{{History|pocket alpha}}{{History||v0.11.0|snap=build 1|[[File:Raw Cod JE1 BE1.png|32px]] Added raw fish.}}{{History||v0.12.1|snap=build 1|Raw fish now restore [[hunger]] instead of [[health]].|Raw fish can now be used to feed [[ocelot]]s to tame them into [[cat]]s.}}{{History||v0.16.0|snap=build 1|Raw fish is now [[drops|dropped]] by [[guardian]]s and [[elder guardian]]s.}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|Added [[polar bear]]s, which [[drops|drop]] raw fish.}}{{History||1.0.4|snap=alpha 1.0.4.0|Fisherman [[villager]]s now [[trading|sell]] 6 cooked fish for 1 [[emerald]] plus 6 raw fish.}}{{History|bedrock}}{{History||1.4.0|snap=beta 1.2.14.2|[[Cod]] and other [[fish]] have been added as [[mob]]s, which [[drops|drop]] their (raw) [[item]] form when killed.|[[File:Raw Cod JE4 BE2.png|32px]] The texture of raw cod has been changed.}}{{History|||snap=beta 1.2.20.2|Raw cod is now [[drops|dropped]] by [[dolphin]]s and can be used to feed them.}}{{History||1.5.0|snap=beta 1.5.0.0|Giving raw cod to [[dolphin]]s lead the [[player]] to the nearest [[underwater ruins]] or [[shipwreck]].}}{{History||1.7.0|snap=beta 1.7.0.2|"Raw Fish" has been renamed to "Raw Cod".}}{{History||1.8.0|snap=beta 1.8.0.8|Raw cod can no longer can be used to tame [[ocelot]]s.|Raw cod can now be used to [[breeding|breed]] ocelots and increase baby ocelot growth speed.|Added [[stray cat]]s, which can be tamed using raw cod.}}{{History||1.11.0|snap=beta 1.11.0.4|Raw cod can be [[trading|sold]] to fisherman [[villager]]s.|Fisherman villagers now have 50% chance to [[trading|sell]] 6 cooked cod for 6 raw cod and an [[emerald]] as part of their first tier [[trading|trade]].}} {{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Raw Cod JE1 BE1.png|32px]] Added raw fish.}}{{History||xbox=TU5|Raw fish is now stackable to 64.|Raw fish now fills [[hunger]] instead of [[health]].}}{{History||xbox=TU12|Raw fish can now be fed to [[ocelot]]s to tame them into [[cat]]s.}}{{History||xbox=TU13|ps=1.0|Raw fish is no longer removed from the [[player]]'s [[inventory]] when trying to tame an [[ocelot]] in [[creative]] mode.}}{{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|"Raw Fish" has been renamed to "Raw Cod".|[[File:Raw Cod JE4 BE2.png|32px]] The texture of raw cod has been changed.}}{{History|new 3ds}}{{History||0.1.0|[[File:Raw Cod JE1 BE1.png|32px]] Added raw fish.}}{{History|foot}}== Issues =={{issue list}}== Trivia ==[[File:Steve wearing Raw Cod.png|75px]] [[File:Alex wearing Raw Cod.png|75px]]* While a raw cod cannot be equipped in the head slot in Survival mode, equipping it using the {{cmd|item}} command causes it to appear at the side of the player's head.== See also ==* [[Fishing]]== References =={{reflist}}{{items}}[[de:Roher Kabeljau]][[es:Bacalao crudo]][[ja:生鱈]][[ko:생대구]][[pt:Bacalhau cru]][[ru:Сырая треска]][[zh:生鳕鱼]][[Category:Food]][[Category:Renewable resources]]</li><li>[[Compound|Compound]]<br/>{{About|a feature in the Education Edition|the NBT tag|NBT}}{{education feature}}{{exclusive|bedrock|education}}{{Item| image = Water (compound).png| image2 = Garbage.png| renewable = No| stackable = Yes (64)}}'''Compounds''' are a type of [[item]] from [[Education Edition]] used in chemistry, which are created from combinations of various [[element]]s.== Obtaining ==Compounds cannot be obtained in the [[Creative inventory]]. They are only obtained from creating them in the [[compound creator]]. This is done by inserting a certain number of [[element]]s corresponding to the compound's chemical formula.== List of compounds =={| class="wikitable" data-description="Compounds"!Icon!Compound Name!Compound Recipe!Description!Uses|-|{{slot|Aluminum Oxide|link=none}}|{{text anchor|Aluminium Oxide}}|{{slot|Aluminum,2}}{{slot|Oxygen,3}}|Is only brown when dug up from the Earth and contaminated; actually white when pure. Can be electrolyzed to make aluminum metal. Also the main chemical in rubies and sapphires.|Used to craft [[hardened glass]]. |-|{{slot|Ammonia|link=none}}|{{text anchor|Ammonia}}|{{slot|Nitrogen}}{{slot|Hydrogen,3}}||Used to create [[super fertilizer]].|-|{{slot|Barium Sulfate|link=none}}|{{text anchor|Barium Sulfate}}|{{slot|Barium}}{{slot|Sulfur}}{{slot|Oxygen,4}}|||-|{{slot|Benzene|link=none}}|{{text anchor|Benzene}}|{{slot|Carbon,6}}{{slot|Hydrogen,6}}|||-|{{slot|Boron Trioxide|link=none}}|{{text anchor|Boron Trioxide}}|{{slot|Boron,2}}{{slot|Oxygen,3}}||Used to craft [[hardened glass]].|-|{{slot|Calcium Bromide|link=none}}|{{text anchor|Calcium Bromide}}|{{slot|Calcium}}{{slot|Bromine,2}}|||-|{{slot|Crude Oil|link=none}}|{{text anchor|Crude Oil}}|{{slot|Carbon,9}}{{slot|Hydrogen,20}}|C<sub>9</sub>H<sub>20</sub> is the chemical formula for nonane.||-|{{slot|Glue|link=none}}|{{text anchor|Glue}} (Cyanoacrylate)|{{slot|Carbon,5}}{{slot|Hydrogen,5}}{{slot|Nitrogen}}{{slot|Oxygen,2}}|C<sub>5</sub>H<sub>5</sub>NO<sub>2</sub> is the chemical formula for methyl cyanoacrylate, one of the cyanoacrylate glues ("superglue"); its condensed formula is CH<sub>2</sub>=C(CN)COOCH<sub>3</sub>.||-|{{slot|Hydrogen Peroxide|link=none}}|{{text anchor|Hydrogen Peroxide}}|{{slot|Hydrogen,2}}{{slot|Oxygen,2}}||Used to craft [[glow stick]].|-|{{slot|Iron Sulfide|link=none}}|{{text anchor|Iron Sulfide}}|{{slot|Iron}}{{slot|Sulfur}}|||-|{{slot|Latex|link=none}}|{{text anchor|Latex}}|{{slot|Carbon,5}}{{slot|Hydrogen,8}}|C<sub>5</sub>H<sub>8</sub> is the chemical formula for isoprene, which polymers are the main components of natural rubber; its condensed formula is CH<sub>2</sub>=C(CH<sub>3</sub>)−CH=CH<sub>2</sub>.|Used to craft [[balloon]]s.|-|{{slot|Lithium Hydride|link=none}}|{{text anchor|Lithium Hydride}}|{{slot|Lithium}}{{slot|Hydrogen}}|||-|{{slot|Luminol|link=none}}|{{text anchor|Luminol}}| class="nowrap" |{{slot|Carbon,8}}{{slot|Hydrogen,7}}{{slot|Nitrogen,3}}{{slot|Oxygen,2}}|Luminol is a chemical that glows blue when oxidized. It can detect blood. |Used to craft [[glow stick]].|-|{{slot|Lye|link=none}}|{{text anchor|Lye}}|{{slot|Sodium}}{{slot|Oxygen}}{{slot|Hydrogen}}|||-|{{slot|Magnesium Nitrate|link=none}}|{{text anchor|Magnesium Nitrate}}|{{slot|Magnesium}}{{slot|Nitrogen,2}}{{slot|Oxygen,6}}|Condensed formula: Mg(NO<sub>3</sub>)<sub>2</sub>||-|{{slot|Magnesium Oxide|link=none}}|{{text anchor|Magnesium Oxide}}|{{slot|Magnesium}}{{slot|Oxygen}}|||-|{{slot|Polyethylene|link=none}}|{{text anchor|Polyethylene}}|{{slot|Carbon,10}}{{slot|Hydrogen,20}}|Polyethlene (PE), (CH<sub>2</sub>)<sub>''n''</sub>, is ''the'' most commonly produced plastic.|Used to craft [[glow stick]].|-|{{slot|Potassium Iodide|link=none}}|{{text anchor|Potassium Iodide}}|{{slot|Potassium}}{{slot|Iodine}}|Used for making iodized salt and other things.||-|{{slot|Soap|link=none}}|{{text anchor|Soap}}|{{slot|Carbon,18}}{{slot|Hydrogen,35}}{{slot|Sodium}}{{slot|Oxygen,2}}|C<sub>18</sub>H<sub>35</sub>NaO<sub>2</sub> is the chemical formula of sodium stearate, the most common soap.||-|{{slot|Sodium Acetate|link=none}}|{{text anchor|Sodium Acetate}}|{{slot|Carbon,2}}{{slot|Hydrogen,3}}{{slot|Sodium}}{{slot|Oxygen,2}}|Used to make hand warmers because it heats up when it "freezes".|Used to create [[Ice Bomb]].|-|{{slot|Sodium Fluoride|link=none}}|{{text anchor|Sodium Fluoride}}|{{slot|Sodium}}{{slot|Fluorine}}|Commonly used in toothpaste to prevent cavity, among other uses.||-|{{slot|Sodium Hydride|link=none}}|{{text anchor|Sodium Hydride}}|{{slot|Sodium}}{{slot|Hydrogen}}|||-|{{slot|Sodium Hypochlorite|link=none}}|{{text anchor|Sodium Hypochlorite}}|{{slot|Sodium}}{{slot|Chlorine}}{{slot|Oxygen}}|Main ingredient of real-life bleach.|Used to create [[Bleach]].|-|{{slot|Sodium Oxide|link=none}}|{{text anchor|Sodium Oxide}}|{{slot|Sodium,2}}{{slot|Oxygen}}|||-|{{slot|Sulfate|link=none}}|{{text anchor|Sulfate}}|{{slot|Sulfur}}{{slot|Oxygen,4}}|Cannot actually exist on its own, as it should have a <sup>2-</sup> charge.||}=== Chlorides ==={| class="wikitable" data-description="Chlorides"!Icon!Compound!Recipe!Uses|-|{{slot|Salt|link=none}}|{{text anchor|Salt}}|{{slot|Sodium}}{{slot|Chlorine}}|Used to create [[heat block]].|-|{{slot|Calcium Chloride|link=none}}|{{text anchor|Calcium Chloride}}|{{slot|Calcium}}{{slot|Chlorine,2}}|Used to craft [[sparkler|orange sparkler]].|-|{{slot|Cerium Chloride|link=none}}|{{text anchor|Cerium Chloride}}|{{slot|Cerium}}{{slot|Chlorine,3}}|Used to craft [[colored torch|blue torch]] and [[sparkler|blue sparkler]].|-|{{slot|Mercuric Chloride|link=none}}|{{text anchor|Mercuric Chloride}}|{{slot|Mercury}}{{slot|Chlorine,2}}|Used to craft [[colored torch|red torch]] and [[sparkler|red sparkler]].|-|{{slot|Potassium Chloride|link=none}}|{{text anchor|Potassium Chloride}}|{{slot|Potassium}}{{slot|Chlorine}}|Used to craft [[colored torch|purple torch]] and [[sparkler|purple sparkler]].|-|{{slot|Tungsten Chloride|link=none}}|{{text anchor|Tungsten Chloride}}|{{slot|Tungsten}}{{slot|Chlorine,6}}|Used to craft [[colored torch|green torch]] and [[sparkler|green sparkler]].|}=== Natural compounds ===Natural compounds are compounds which can be obtained naturally in ''Minecraft''.{| class="wikitable" data-description="Chlorides"!Icon!Compound! class="nowrap" |Chemical formula!Natural source!Method!Notes|-|{{slot|Charcoal}}|[[Charcoal]]|{{slot|Carbon,7}}{{slot|Hydrogen,4}}{{slot|Oxygen}}|[[Log]] or [[Wood]]|[[Smelting]]|The chemical formula C<sub>7</sub>H<sub>4</sub>O is sometimes used to describe the approximate composition of charcoal.|-|{{slot|Glow Ink Sac}} {{slot|Ink Sac}}|[[Glow Ink Sac]], [[Ink Sac]]|{{slot|Iron}}{{slot|Sulfur}}{{slot|Oxygen,4}}|[[Glow Squid]], [[Squid]]|Killing Glow Squid, Squid|FeSO<sub>4</sub> is the chemical formula of iron(II) sulfate or ferrous sulfate, normally found complexed with water as a salt with the formula FeSO<sub>4</sub>·''x''H<sub>2</sub>O, and has been used in the manufacture of iron gall ink and other inks for centuries. In contrast, squid ink (and other cephalopod inks) is composed mainly of melanin and mucus, with an assortment of other compounds in a variety of concentrations dependent on the species.|-|{{slot|Sugar}}|[[Sugar]]|{{slot|Carbon,6}}{{slot|Hydrogen,12}}{{slot|Oxygen,6}}|[[Sugar Cane]]s or [[Honey Bottle]]s|Harvesting and [[crafting]]|C<sub>6</sub>H<sub>12</sub>O<sub>6</sub> is the chemical formula of glucose and fructose, as well as a number of other simple sugars (common table sugar is instead sucrose, a complex sugar made of glucose and fructose with the chemical formula C<sub>12</sub>H<sub>22</sub>O<sub>11</sub>).|-|{{slot|Water (compound)|link=water}}|{{text anchor|Water}}|{{slot|Hydrogen,2}}{{slot|Oxygen}}|[[Water]]|Picking up in a [[bucket]] or [[glass bottle]] from a [[Cauldron]] or a water source block|One of the easiest to obtain.|}=== Garbage ===Garbage is considered a "compound", but the only way to produce it is to activate the [[Lab Table]] when its inputs are an invalid recipe. It has no uses.== Usage ==Certain compounds are used as ingredients in [[crafting]] or [[lab table]] experiments. Natural compounds have uses outside of chemistry, detailed in their respective articles.=== Crafting ingredient ==={{Crafting usage|description=0|Latex, Polyethylene, Hydrogen Peroxide, Luminol, Boron Trioxide, Aluminum Oxide}}==== Chloride coloring ===={{Crafting usage|Chloride,Cerium Chloride|match=end}}=== Lab table ingredient ==={| class="wikitable"!Result!Materials needed|-! rowspan="2" |{{slot|Bleach}}<br>[[Bleach]]|{{slot|Water (compound)|link=Compound}}{{slot|Water (compound)|link=Compound}}{{slot|Water (compound)|link=Compound}}{{slot|Sodium Hypochlorite|link=Compound}}{{slot|Sodium Hypochlorite|link=Compound}}{{slot|Sodium Hypochlorite|link=Compound}}|-|<center>Water ×3, Sodium Hypochlorite ×3</center>|-! rowspan="2" |{{slot|Heat Block.gif}}<br>[[Heat Block]]|{{slot}}{{slot|Iron|link=Element#Iron}}{{slot|Water (compound)|link=Compound}}{{slot|Charcoal}}{{slot|Salt|link=Compound}}{{slot}}|-|<center>[[Iron (element)|Iron]], Water, [[Charcoal]], Salt</center>|-! rowspan="2" |{{slot|Ice Bomb}}<br>[[Ice Bomb]]|{{slot}}{{slot|Sodium Acetate|link=Compound}}{{slot|Sodium Acetate|link=Compound}}{{slot|Sodium Acetate|link=Compound}}{{slot|Sodium Acetate|link=Compound}}{{slot}}|-|<center>Sodium Acetate ×4</center>|-! rowspan="2" |{{slot|Super Fertilizer}}<br>[[Super Fertilizer]]|{{slot}}{{slot}}{{slot|Ammonia|link=Compound}}{{slot|Phosphorus|link=Element#Phosphorus}}{{slot}}{{slot}}|-|<center>Ammonia, [[Phosphorus]]</center>|}== Sounds ==Sounds are produced when a [[lab table]] creates garbage.{{Sound table|type=bedrock|sound=Fizz.ogg|source=block|description=When a lab table creates garbage{{verify}}|id=random.fizz|volume=1.0|pitch=0.5/0.7}}{{Sound table|sound=Ghast fireball4.ogg|source=hostile|description=When a lab table creates garbage{{verify}}|id=mob.blaze.shoot|volume=1.0|pitch=0.8/1.0}}{{Sound table|sound=Explosion1.ogg|sound2=Explosion2.ogg|sound3=Explosion3.ogg|sound4=Explosion4.ogg|source=block|description=When a lab table creates garbage|id=random.explode|volume=1.0|pitch=0.4/0.6}}{{Sound table|sound=Fire.ogg|source=sound|description=When a lab table creates garbage|id=lt.reaction.fire|volume=2.0|pitch=0.4/0.6}}{{Sound table|sound=Explosion1.ogg|sound2=Explosion2.ogg|sound3=Explosion3.ogg|sound4=Explosion4.ogg|source=weather|description=When a lab table creates garbage|id=ambient.weather.lightning.impact|volume=1.0|pitch=0.6/0.8|foot=1}}== Data values ===== ID ==={{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Compound|spritetype=item|nameid=compound|id=594|form=item|translationkey=item.compound.salt.name,item.compound.sodiumoxide.name,item.compound.sodiumhydroxide.name,item.compound.magnesiumnitrate.name,item.compound.ironsulfide.name,item.compound.lithiumhydride.name,item.compound.sodiumhydride.name,item.compound.calciumbromide.name,item.compound.magnesiumoxide.name,item.compound.sodiumacetate.name,item.compound.luminol.name,item.compound.charcoal.name,item.compound.sugar.name,item.compound.aluminumoxide.name,item.compound.borontrioxide.name,item.compound.soap.name,item.compound.polyethylene.name,item.compound.garbage.name,item.compound.magnesiumsalts.name,item.compound.sulfate.name,item.compound.bariumsulfate.name,item.compound.potassiumchloride.name,item.compound.mercuricchloride.name,item.compound.ceriumchloride.name,item.compound.tungstenchloride.name,item.compound.calciumchloride.name,item.compound.water.name,item.compound.glue.name,item.compound.hypochlorite.name,item.compound.crudeoil.name,item.compound.latex.name,item.compound.potassiumiodide.name,item.compound.sodiumfluoride.name,item.compound.benzene.name,item.compound.ink.name,item.compound.hydrogenperoxide.name,item.compound.ammonia.name,item.compound.sodiumhypochlorite.name|foot=1}}===Item data==={{see also|Data values}}Compounds uses the following data values:{{/DV}}== History =={{History|bedrock}}{{History||1.4.0|snap=beta 1.2.20.1|[[File:Aluminum Oxide BE1.png|32px]] [[File:Ammonia BE1.png|32px]] [[File:Barium Sulfate BE1.png|32px]] [[File:Benzene BE1.png|32px]] [[File:Boron Trioxide BE1.png|32px]] [[File:Calcium Bromide BE1.png|32px]] [[File:Crude Oil BE1.png|32px]] [[File:Glue BE1.png|32px]] [[File:Hydrogen Peroxide BE1.png|32px]] [[File:Iron Sulfide BE1.png|32px]] [[File:Latex BE1.png|32px]] [[File:Lithium Hydride BE1.png|32px]] [[File:Luminol BE1.png|32px]] [[File:Lye BE1.png|32px]] [[File:Magnesium Nitrate BE1.png|32px]] [[File:Magnesium Oxide BE1.png|32px]] [[File:Polyethylene BE1.png|32px]] [[File:Potassium Iodide BE1.png|32px]] [[File:Salt BE1.png|32px]] [[File:Soap BE1.png|32px]] [[File:Sodium Acetate BE1.png|32px]] [[File:Sodium Fluoride.png|32px]] [[File:Sodium Hydride BE1.png|32px]] [[File:Sodium Hypochlorite BE1.png|32px]] [[File:Sodium Oxide BE1.png|32px]] [[File:Sulfate BE1.png|32px]] [[File:Calcium Chloride BE1.png|32px]] [[File:Cerium Chloride BE1.png|32px]] [[File:Mercuric Chloride BE1.png|32px]] [[File:Potassium Chloride BE1.png|32px]] [[File:Tungsten Chloride BE1.png|32px]] [[File:Charcoal JE3 BE3.png|32px]] [[File:Ink Sac JE1 BE1.png|32px]] [[File:Sugar JE1 BE1.png|32px]] [[File:Water (compound) BE1.png|32px]] [[File:Garbage BE1.png|32px]] Added compounds.}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Charcoal JE4 BE4.png|32px]][[File:Ink Sac JE2 BE2.png|32px]][[File:Sugar JE2 BE2.png|32px]] The textures of Charcoal, Ink Sacs and Sugar have been changed.}}{{History||1.16|All compounds have been made unobtainable. It is unknown whether it is a glitch or intended. {{bug|MCPE-113776}}}}{{History| |1.17.0|All compounds are obtainable once again.}}{{History|education}}{{History||1.0.27|[[File:Aluminum Oxide BE1.png|32px]] [[File:Ammonia BE1.png|32px]] [[File:Barium Sulfate BE1.png|32px]] [[File:Benzene BE1.png|32px]] [[File:Boron Trioxide BE1.png|32px]] [[File:Calcium Bromide BE1.png|32px]] [[File:Crude Oil BE1.png|32px]] [[File:Glue BE1.png|32px]] [[File:Hydrogen Peroxide BE1.png|32px]] [[File:Iron Sulfide BE1.png|32px]] [[File:Latex BE1.png|32px]] [[File:Lithium Hydride BE1.png|32px]] [[File:Luminol BE1.png|32px]] [[File:Lye BE1.png|32px]] [[File:Magnesium Nitrate BE1.png|32px]] [[File:Magnesium Oxide BE1.png|32px]] [[File:Polyethylene BE1.png|32px]] [[File:Potassium Iodide BE1.png|32px]] [[File:Salt BE1.png|32px]] [[File:Soap BE1.png|32px]] [[File:Sodium Acetate BE1.png|32px]] [[File:Sodium Fluoride BE1.png|32px]] [[File:Sodium Hydride BE1.png|32px]] [[File:Sodium Hypochlorite BE1.png|32px]] [[File:Sodium Oxide BE1.png|32px]] [[File:Sulfate BE1.png|32px]] [[File:Calcium Chloride BE1.png|32px]] [[File:Cerium Chloride BE1.png|32px]] [[File:Mercuric Chloride BE1.png|32px]] [[File:Potassium Chloride BE1.png|32px]] [[File:Tungsten Chloride BE1.png|32px]] [[File:Charcoal JE3 BE3.png|32px]] [[File:Ink Sac JE1 BE1.png|32px]] [[File:Sugar JE1 BE1.png|32px]] [[File:Water (compound) BE1.png|32px]] [[File:Garbage BE1.png|32px]] Added compounds.}}{{History||1.12.0|[[File:Charcoal JE4 BE4.png|32px]][[File:Ink Sac JE2 BE2.png|32px]][[File:Sugar JE2 BE2.png|32px]] The textures of Charcoal, Ink Sacs and Sugar have been changed.}}{{History|foot}}== Unused compound textures ==In the chemistry resource pack folder, there are numerous [[History of textures/Unused textures#Unused compounds|compound textures which are not used]] in the game. Note: a <code>compound</code> item with a data value of <code>38</code> will have the <code>Blue Flask</code> texture and will be called <code>item.compound..name</code>. If you use an NBT Editor to get a compound item with no assigned data value (by deleting the data tag) and then transfer that item to another world / realm using structure blocks (by exporting to a <code>.mcstructure</code> file, then importing it on another world or realm) then it will be renamed to <code>Ivory Tusk</code>. <gallery widths="48" heights="48" perrow="30" class="center">Flask EE1.png|FlaskBlack Flask EE1.png|Black FlaskBlue Flask EE1.png|Blue FlaskBrown Beaker EE1.png|Brown BeakerBrown Flask EE1.png|Brown FlaskDark Gray Beaker EE1.png|Dark Gray BeakerDark Gray Flask EE1.png|Dark Gray FlaskDark Gray Jar EE1.png|Dark Gray JarGreen Beaker EE1.png|Green BeakerGreen Flask EE1.png|Green FlaskGreen Jar EE1.png|Green JarIndigo Beaker EE1.png|Indigo BeakerIndigo Flask EE1.png|Indigo FlaskIndigo Jar EE1.png|Indigo JarLight Gray Beaker EE1.png|Light Gray BeakerLight Gray Flask EE1.png|Light Gray FlaskOrange Beaker EE1.png|Orange BeakerOrange Flask EE1.png|Orange FlaskOrange Jar EE1.png|Orange JarPurple Beaker EE1.png|Purple BeakerPurple Flask EE1.png|Purple FlaskPurple Jar EE1.png|Purple JarRed Beaker EE1.png|Red BeakerRed Flask EE1.png|Red FlaskRed Jar EE1.png|Red JarWhite Flask EE1.png|White FlaskYellow Flask EE1.png|Yellow FlaskBleach (compound).png|Bleach</gallery>== Gallery ==<gallery>Screen Shot 2021-08-19 at 12.22.50 PM.png|A compound creator in using 5 carbon and 8 hydrogen to create latex.</gallery>== See also ==*[[Compound Creator]]*[[Crafting]]*[[Element Constructor]]*[[Lab Table]]*[[Brewing Stand]]*[[Brewing]]*[[Crafting Table]]== References =={{reflist}}{{Items}}{{Education Edition}}[[Category:Non-renewable resources]][[Category:Education Edition items]][[de:Verbindung]][[it:Composto]][[ja:化合物]][[pl:Związki chemiczne]][[pt:Composto]][[ru:Соединение]][[th:สารประกอบ]][[uk:Сполуки]][[zh:化合物]]</li></ul></nowiki>
19w36aAdded the game rule doImmediateRespawn.
19w37aWhen breedable mobs spawn naturally in a group, the group now sometimes includes babies.(Has a 5% or 10% chance depending on the animal.)
1.16
{{Extension DPL}}<ul><li>[[Rabbit Stew|Rabbit Stew]]<br/>{{Item| title = Rabbit Stew| heals = {{hunger|10}}| renewable = Yes| stackable = No}}'''Rabbit stew''' is a [[food]] [[item]] that can be eaten by the [[player]].== Obtaining ===== Crafting ==={{Crafting |shapeless=true |B1=Cooked Rabbit |A2=Carrot |B2=Baked Potato |C2=Any Mushroom |B3=Bowl |Output=Rabbit Stew |type=Foodstuff}}=== Trading ==={{IN|bedrock}}, novice-level Butcher villagers always offer to sell rabbit stew for one emerald as their second trade.{{IN|java}}, novice-level Butcher villagers have a 50% chance of offering rabbit stew for one emerald.== Usage ===== Food ===To eat rabbit stew, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|10}} [[hunger]] and 12 hunger [[Hunger#Mechanics|saturation]]. This restores more hunger than any other food type in the game except [[cake]], but has less saturation than a [[golden carrot]], a [[cooked porkchop]], or a [[steak]].Eating rabbit stew leaves the player with an empty bowl, similar to [[mushroom stew]], [[suspicious stew]], and [[beetroot soup]].=== Wolves ==={{IN|bedrock}}, rabbit stew can be used to feed [[wolves]], healing them by {{hp|10|mob=1}}. However, unlike other wolf food, rabbit stew does not speed up the growth of baby wolves, and it cannot be used to breed them. It is usable only on a wolf that has less than full health.== Sounds =={{Sound table/Entity/Food}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Rabbit Stew|spritetype=item|nameid=rabbit_stew|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Rabbit Stew|spritetype=item|nameid=rabbit_stew|id=290|form=item|foot=1}}== Advancements =={{load advancements|Husbandry;A Balanced Diet}}== Video ==<div style="text-align:center">{{yt|GwCqwtydRBc}}</div>== History =={{History|java}}{{History||1.8|snap=June 30, 2014|slink={{tweet|TheMogMiner|483725253018157057}}|[[Ryan Holtz]] tweets the recipe of rabbit stew, and that it can restore hunger better than any other item other than [[golden apple]]s (which was incorrect, as golden apples restore less hunger, but a whole [[cake]] restores more).}}{{History|||snap=14w27a|[[File:Rabbit Stew JE1 BE1.png|32px]] Added rabbit stew.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 413.}}{{History||1.14|snap=18w43a|[[File:Rabbit Stew JE2.png|32px]] The texture of rabbit stew has been changed.|The rabbit stew's [[recipe]] is now shapeless.}}{{History|||snap=18w50a|[[File:Rabbit Stew JE3 BE2.png|32px]] The texture of rabbit stew has been changed.}}{{History|||snap=19w11a|Butcher [[villager]]s now [[trading|sell]] rabbit stew.}}{{History|pocket alpha}}{{History||v0.13.0|snap=build 1|[[File:Rabbit Stew JE1 BE1.png|32px]] Added rabbit stew.}}{{History|bedrock}} {{History||1.10.0|snap=beta 1.10.0.3|[[File:Rabbit Stew JE3 BE2.png|32px]] The texture of rabbit stew has been changed.|The recipe for rabbit stew is now shapeless.}}{{History||1.11.0|snap=beta 1.11.0.4|Butcher [[villager]]s now [[trading|sell]] rabbit stew.}}{{History|console}}{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|switch=1.0.1|[[File:Rabbit Stew JE1 BE1.png|32px]] Added rabbit stew.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Rabbit Stew JE3 BE2.png|32px]] The texture of rabbit stew has been changed.|The recipe for rabbit stew is now shapeless.}}{{History|new 3ds}}{{History||0.1.0|[[File:Rabbit Stew JE1 BE1.png|32px]] Added rabbit stew.}}{{History|foot}}== Issues =={{issue list}}== Trivia ==* If the ingredients of rabbit stew were eaten separately and the [[mushroom]] had become half of a [[mushroom stew]], they would restore a total of {{Hunger|16}} and 19.2 saturation points. Without counting the mushroom, the separate ingredients would restore {{Hunger|13}} and 15.6 saturation points. Therefore, crafting rabbit stew results in a net loss of restorative points, though it is quicker than eating all the ingredients separately.* Rabbit stew restores more hunger and total food points (hunger + saturation) than nearly any other single item (the exception is a suspicious stew with Saturation). This is balanced by the point that the stew does not stack, and with its complex recipe it's not so easy to make "on the road". The suspicious stew shares the unstackability, but with only four ingredients it can at least be crafted in the inventory.==Gallery==<gallery>Rabbit Stew Crafting.jpg|Crafting rabbit stew.</gallery>== References =={{Reflist}}{{items}}[[de:Kaninchenragout]][[es:Estofado de conejo]][[it:Stufato di coniglio]][[fr:Ragoût de lapin]][[ja:ウサギシチュー]][[ko:토끼 스튜]][[nl:Konijnenstoofpot]][[pl:Gulasz z królika]][[pt:Ensopado de coelho]][[ru:Тушёный кролик]][[uk:Тушкований кролик]][[zh:兔肉煲]][[Category:Food]][[Category:Renewable resources]]</li><li>[[Horse Armor|Horse Armor]]<br/>{{Item| image = <gallery>Leather Horse Armor.png | Leather Iron Horse Armor.png | IronGolden Horse Armor.png | GoldenDiamond Horse Armor.png | Diamond</gallery>| image2 = <gallery>Leather Horse Armor (item).png|LeatherIron Horse Armor (item).png|IronGolden Horse Armor (item).png|GoldenDiamond Horse Armor (item).png|Diamond</gallery>| extratext = View [[#Gallery|all renders]]| renewable = * '''Leather''': Yes* '''All others''': No| stackable = No}}'''Horse armor''' is a special type of [[armor]] that can be given to a [[horse]] to wear.== Obtaining =====Chest loot==={{LootChestItem|iron-horse-armor}}{{LootChestItem|golden-horse-armor}}{{LootChestItem|diamond-horse-armor}}===Crafting==={{crafting|A1= Leather|C1= Leather|A2= Leather|B2= Leather|C2= Leather|A3= Leather|C3= Leather|Output= Leather Horse Armor|type=Miscellaneous}}Only leather horse armor can be crafted; other horse armor can be obtained only from chest loot from some generated structures.===Trading===Expert-level [[leatherworker]] villagers [[trading|sell]] leather horse armor for 6 [[emerald]]s as part of their trade.==Usage==Only normal adult horses can wear armor; foals, [[donkey]]s, [[mule]]s, and undead variants such as [[skeleton horse]]s and [[zombie horse]]s cannot be equipped with armor.=== Types ===Horse armor has leather, iron, gold, and diamond variants. However, horse armor does not have netherite or chainmail variants.=== Armor Stands ===Horse armor cannot be placed or displayed on [[armor stand]]s. ===Protection===Horse armor can be equipped to horses either by manually placing it in its respective slot by pressing E while riding the horse ({{SlotSprite|Horse Armor}}), or by right-clicking the horse with it.There is a gradual increase in the defense given from a horse wearing the different types of armor. Note that golden horse armor provides more protection than iron horse armor, whereas the opposite is true for [[armor|player armor]].{| class="wikitable" data-description="Armor defense"|-! Material!! [[Armor]]|-! [[Leather]]| {{armor|3}} |-! [[Iron]]| {{armor|5}} |-! [[Gold]]| {{armor|7}} |-! [[Diamond]]| {{armor|11}} |}When a horse dies while equipped with any horse armor, it drops its normal loot, saddle (if it had one), and the horse armor.Leather horse armor protects horses from freezing in [[powder snow]], but it does not negate other powder snow effects (e.g., falling through, inability to jump).===Durability===Unlike [[armor|player armor]], horse armor does not have durability. This means a single horse armor can be used infinitely unless destroyed.=== Enchanting ===Unlike [[armor|player armor]], horse armor cannot be enchanted in survival mode. However, {{in|java}} Creative mode, horse armor can be used with an [[anvil]] to enchant with [[Depth Strider]], [[Thorns]], [[Respiration]], [[Feather Falling]], and [[Curse of vanishing]]. Other enchantments can be applied, but they have no effect.=== Dyeing ===Leather horse armor can be dyed 12,326,391 different colors (using lone dyes or dye combinations) and put onto a horse to display that color. These changes can be reverted by {{control|using}} a filled [[cauldron]] with dyed leather horse armor.===Smelting usage==={{Smelting|showname=1|Iron Horse Armor;Golden Horse Armor|Iron Nugget;Gold Nugget|0,1}}===Piglins==={{EntityLink|Piglin|Piglins}} are attracted to golden horse armor and run toward any golden horse armor on the ground, inspecting it for 6 to 8 seconds before putting it in their inventory.== Sounds =={{Edition|Java}}:{{Sound table|sound=Horse armor.ogg|subtitle=Horse armor equips|source=neutral|description=When armor is equipped to a horse|id=entity.horse.armor|translationkey=subtitles.entity.horse.armor|volume=0.5|pitch=1.0|distance=16|foot=1}}{{Edition|Bedrock}}:{{Sound table|type=bedrock|sound=Horse armor.ogg|source=neutral|description=When armor is equipped to a horse|id=mob.horse.armor|volume=0.6|pitch=1.0|foot=1}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Leather Horse Armor|spritetype=item|nameid=leather_horse_armor|form=item}}{{ID table|displayname=Iron Horse Armor|spritetype=item|nameid=iron_horse_armor|form=item}}{{ID table|displayname=Diamond Horse Armor|spritetype=item|nameid=diamond_horse_armor|form=item}}{{ID table|displayname=Golden Horse Armor|spritetype=item|nameid=golden_horse_armor|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|showaliasids=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Leather Horse Armor|spritetype=item|nameid=leather_horse_armor|aliasid=horsearmorleather|id=530|form=item|translationkey=item.horsearmorleather.name}}{{ID table|displayname=Iron Horse Armor|spritetype=item|nameid=iron_horse_armor|aliasid=horsearmoriron|id=531|form=item|translationkey=item.horsearmoriron.name}}{{ID table|displayname=Diamond Horse Armor|spritetype=item|nameid=diamond_horse_armor|aliasid=horsearmordiamond|id=533|form=item|translationkey=item.horsearmordiamond.name}}{{ID table|displayname=Golden Horse Armor|spritetype=item|nameid=golden_horse_armor|aliasid=horsearmorgold|id=532|form=item|translationkey=item.horsearmorgold.name|foot=1}}=== Item data ===When leather horse armor is dyed, it has the following NBT:{{el|java}}:{{main|Player.dat format}}<div class="treeview">* {{nbt|compound|tag}}: Parent tag.** {{nbt|compound|display}}: Display properties.*** {{nbt|int|color}}: The color of the leather armor. The tooltip displays "Dyed" if advanced tooltips are disabled, otherwise it displays the hexadecimal color value. Color codes are calculated from the Red, Green and Blue components using this formula:<br>'''<span style="color:red">Red</span>[[wikipedia:Logical shift|<<]]16 + <span style="color:green">Green</span><<8 + <span style="color:blue">Blue</span>'''<ref>For positive values larger than 0x00FFFFFF, the top byte is ignored. All negative values produce white.</ref></div>{{el|bedrock}}:: See [[Bedrock Edition level format/Item format]].== History =={{History|java}}{{History||1.6.1|snap=13w16a|[[File:Iron Horse Armor JE1 BE1.png|32px]] [[File:Golden Horse Armor JE1 BE1.png|32px]] [[File:Diamond Horse Armor JE1 BE1.png|32px]]<br>[[File:Iron Horse Armor (item) JE1 BE1.png|32px]] [[File:Golden Horse Armor (item) JE1 BE1.png|32px]] [[File:Diamond Horse Armor (item) JE1 BE1.png|32px]] Added horse armor.|Horse armor can be [[crafting|crafted]] using the following recipe.{{{!}} class{{=}}"collapsible collapsed"! Recipe{{!}}-{{!}}{{Crafting Table |C1=Iron Ingot; Gold Ingot; Diamond |A2=Iron Ingot; Gold Ingot; Diamond |B2=Any Wool |C2=Iron Ingot; Gold Ingot; Diamond |A3=Iron Ingot; Gold Ingot; Diamond |B3=Iron Ingot; Gold Ingot; Diamond |C3=Iron Ingot; Gold Ingot; Diamond |Output=Iron Horse Armor; Golden Horse Armor; Diamond Horse Armor}}{{!}}}}}{{History|||snap=13w18a|The crafting recipe for horse armor has been removed.|Horse armor can now be found in [[chest]]s in [[jungle temple|jungle]] & [[desert temple]]s, [[dungeon]]s, [[nether fortress]]es, [[stronghold]] altar rooms and [[village]] blacksmith buildings.|Iron horse armor can now additionally be found in [[mineshaft]] chests.}}{{History|||snap=13w21a|Horse armor is no longer stackable, to be consistent with other types of [[armor]].}}{{History||1.9|snap=15w31a|Horse armor has been added to [[end city]] [[chest]]s.}}{{History|||snap=15w43a|The average yield of horse armor in [[nether fortress]] chests has slightly decreased.}}{{History|||snap=15w44a|The average yield of horse armor in [[desert temple]] chests has increased.|The average yield of iron horse armor from [[dungeon]] chests has slightly decreased.|Iron horse armor has been removed from [[mineshaft]] [[chest]]s.}}{{History||1.11.1|snap=16w50a|Golden and iron horse armor can now be [[smelting|smelted]] down into one of their respective [[nugget]]s.}}{{History||1.13|snap=17w45a|[[File:Iron Horse Armor JE2.png|32px]] [[File:Golden Horse Armor JE2.png|32px]] [[File:Diamond Horse Armor JE2.png|32px]] The textures of horse armor have been changed, as the [[model]] of [[horse]]s has changed.}}{{History|||snap=17w46a|[[File:Iron Horse Armor 17w46a.png|32px]] [[File:Golden Horse Armor 17w46a.png|32px]] [[File:Diamond Horse Armor 17w46a.png|32px]] The model of horse armor has been changed, but the textures of horse armor have remained unaltered.}}{{History|||snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral IDs were 417, 418 and 419.}}{{History|||snap=18w03a|[[File:Iron Horse Armor JE3.png|32px]] [[File:Golden Horse Armor JE3 BE2.png|32px]] [[File:Diamond Horse Armor JE3 BE2.png|32px]] The textures of horse armor have been changed, as the [[model]] of [[horse]]s has changed.}}{{History|||snap=18w22a|[[File:Iron Horse Armor JE4 BE2.png|32px]] The texture of iron horse armor when equipped has been changed.<ref>{{bug|MC-124357}}</ref>}}{{History|||snap=pre2|A bug with the [[horse]] skin and horse armor textures not applying correctly has been fixed.<ref>{{bug|MC-124364}}</ref>}}{{History||1.14|snap=18w50a|[[File:Iron Horse Armor (item) JE2 BE2.png|32px]] [[File:Golden Horse Armor (item) JE2 BE2.png|32px]] [[File:Diamond Horse Armor (item) JE2 BE2.png|32px]] The textures of horse armor [[item]]s have been changed.}}{{History|||snap=February 20, 2019|slink=https://twitter.com/_LadyAgnes/status/1098134917299531776?s=19|Leather horse armor announced for {{el|je}}.}}{{History|||snap=19w08a|[[File:Iron Horse Armor JE5 BE3.png|32px]] [[File:Golden Horse Armor JE4 BE3.png|32px]] [[File:Diamond Horse Armor JE4 BE3.png|32px]]<br>[[File:Iron Horse Armor (item) JE3.png|32px]] [[File:Golden Horse Armor (item) JE3 BE3.png|32px]] [[File:Diamond Horse Armor (item) JE3 BE3.png|32px]] The textures of iron, gold and diamond horse armor have been changed.|[[File:Leather Horse Armor JE1 BE3.png|32px]] [[File:Leather Horse Armor (item) JE1.png|32px]] Added leather horse armor, which can be [[dyeing|dyed]] 12,326,391 different colors, similar to leather [[armor]].}}{{History|||snap=19w11a|Leatherworker [[villager]]s now [[trading|sell]] leather horse armor.}}{{History||1.14.1|snap=Pre-Release 1|[[File:Leather Horse Armor (item) JE2.png|32px]] The texture of leather horse armor [[item]] has been changed to be more consistent with the other types of horse armor.|[[File:Iron Horse Armor (item) JE4 BE3.png|32px]] The texture of iron horse armor item has been changed.}}{{History||1.16|snap=20w15a|Horse armor placed in adispensercan now be put on tamed horses.}}{{History|||snap=20w16a|Golden horse armor now generates in[[ruined portal]]chests.}}{{History||1.17|snap=21w13a|Leather horse armor now protects [[horse]]s from [[freezing]].}}{{History||1.19|snap=22w13a|Diamond horse armor may now be found in [[ancient city]] [[chest]]s.}}{{History|pocket alpha}}{{History||v0.15.0|snap=build 1|[[File:Leather Horse Armor BE1.png|32px]] [[File:Iron Horse Armor JE1 BE1.png|32px]] [[File:Golden Horse Armor JE1 BE1.png|32px]] [[File:Diamond Horse Armor JE1 BE1.png|32px]]<br>[[File:Leather Horse Armor (item) BE1.png|32px]] [[File:Iron Horse Armor (item) JE1 BE1.png|32px]] [[File:Golden Horse Armor (item) JE1 BE1.png|32px]] [[File:Diamond Horse Armor (item) JE1 BE1.png|32px]] Added horse armor and [[dyeing|dyeable]] leather horse armor as a version exclusive.}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|Horse armor can now be found inside [[end city]] [[chest]]s.}}{{History||1.1.0|snap=alpha 1.1.0.0|Iron and golden horse armor are now [[smelting|smeltable]].}}{{History|bedrock}}{{History||1.2.6|snap=beta 1.2.6.2|[[File:Leather Horse Armor BE2.png|32px]] [[File:Iron Horse Armor JE4 BE2.png|32px]] [[File:Golden Horse Armor JE3 BE2.png|32px]] [[File:Diamond Horse Armor JE3 BE2.png|32px]] The textures of horse armor have been changed, as the [[model]] of [[horse]]s has been changed.}}{{History||1.10.0|snap=beta 1.10.0.3|Horse armor can now be found in [[plains]] [[village]] weaponsmith [[chest]]s.|[[File:Leather Horse Armor JE1 BE3.png|32px]] [[File:Iron Horse Armor JE5 BE3.png|32px]] [[File:Golden Horse Armor JE4 BE3.png|32px]] [[File:Diamond Horse Armor JE4 BE3.png|32px]]<br>[[File:Leather Horse Armor (item) BE2.png|32px]] [[File:Iron Horse Armor (item) JE2 BE2.png|32px]] [[File:Golden Horse Armor (item) JE2 BE2.png|32px]] [[File:Diamond Horse Armor (item) JE2 BE2.png|32px]] The textures of all horse armor have been changed.}}{{History||1.11.0|snap=beta 1.11.0.1|Horse armor can now be found in [[savanna]], [[desert]], [[taiga]], [[snowy taiga]] and [[snowy tundra]] [[village]] weaponsmith [[chest]]s.}}{{History|||snap=beta 1.11.0.4|Leather horse armor can now be [[trading|bought]] from leatherworker [[villager]]s.}}{{History|||snap=beta 1.11.0.5|[[File:Leather Horse Armor (item) BE3.png|32px]] [[File:Iron Horse Armor (item) JE4 BE3.png|32px]] [[File:Golden Horse Armor (item) JE3 BE3.png|32px]] [[File:Diamond Horse Armor (item) JE3 BE3.png|32px]] The textures of all horse armor [[item]]s have been changed.}}{{History||1.17.0|snap=beta 1.16.230.54|Leather horse armor now protects [[horse]]s from [[freezing]].}}{{History|console}}{{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|switch=1.0.1|[[File:Iron Horse Armor JE1 BE1.png|32px]] [[File:Golden Horse Armor JE1 BE1.png|32px]] [[File:Diamond Horse Armor JE1 BE1.png|32px]]<br>[[File:Iron Horse Armor (item) JE1 BE1.png|32px]] [[File:Golden Horse Armor (item) JE1 BE1.png|32px]] [[File:Diamond Horse Armor (item) JE1 BE1.png|32px]] Added horse armor.}}{{History||xbox=TU53|xbone=CU43|ps=1.49|wiiu=Patch 23|switch=1.0.3|Iron and golden horse armor are now [[smelting|smeltable]].}}{{History||xbox=TU60|xbone=CU51|ps=1.64|wiiu=Patch 30|switch=1.0.11|[[File:Leather Horse Armor BE1.png|32px]]<br>[[File:Leather Horse Armor (item) BE1.png|32px]] Added leather horse armor.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Leather Horse Armor JE1 BE3.png|32px]] [[File:Iron Horse Armor JE5 BE3.png|32px]] [[File:Golden Horse Armor JE4 BE3.png|32px]] [[File:Diamond Horse Armor JE4 BE3.png|32px]]<br>[[File:Leather Horse Armor (item) BE3.png|32px]] [[File:Iron Horse Armor (item) JE3.png|32px]] [[File:Golden Horse Armor (item) JE3 BE3.png|32px]] [[File:Diamond Horse Armor (item) JE3 BE3.png|32px]] The textures of leather, iron, gold and diamond horse armor have been changed.}}{{History|3ds}}{{History||0.1.0|[[File:Leather Horse Armor BE1.png|32px]] [[File:Iron Horse Armor JE1 BE1.png|32px]] [[File:Golden Horse Armor JE1 BE1.png|32px]] [[File:Diamond Horse Armor JE1 BE1.png|32px]]<br>[[File:Leather Horse Armor (item) BE1.png|32px]] [[File:Iron Horse Armor (item) JE1 BE1.png|32px]] [[File:Golden Horse Armor (item) JE1 BE1.png|32px]] [[File:Diamond Horse Armor (item) JE1 BE1.png|32px]] Added horse armor.}}{{History|foot}}== Issues =={{issue list}}== Gallery ==<gallery>Leather Horse Armor.png | Undyed Leather armorWhite Leather Horse Armor.png | White Leather armorLight Gray Leather Horse Armor.png | Light Gray Leather armorGray Leather Horse Armor.png | Gray Leather armorBlack Leather Horse Armor.png | Black Leather armorBrown Leather Horse Armor.png | Brown Leather armorRed Leather Horse Armor.png | Red Leather armorOrange Leather Horse Armor.png | Orange Leather armorYellow Leather Horse Armor.png | Yellow Leather armorLime Leather Horse Armor.png | Lime Leather armorGreen Leather Horse Armor.png | Green Leather armorCyan Leather Horse Armor.png | Cyan Leather armorLight Blue Leather Horse Armor.png | Light Blue Leather armorBlue Leather Horse Armor.png | Blue Leather armorPurple Leather Horse Armor.png | Purple Leather armorMagenta Leather Horse Armor.png | Magenta Leather armorPink Leather Horse Armor.png | Pink Leather armor</gallery>=== Screenshots ===<gallery>Armored Horse.png|A [[horse]] equipped with iron horse armor and bound to a fence post by a [[lead]].13w21a-new-HorseUI-inventory.png|The GUI for horses implemented in [[Java Edition 13w21a|13w21a]], which allows the removal and switching of armor.GodSpawner.png|A golden horse armor found in a [[dungeon]] chest, which coincidentally contains an [[enchanted golden apple]].Horses with armor.png|4 [[horse]]s equipped with [[leather]], [[iron]], [[gold]], and [[diamond]] armor.Leather Horse Armor 1.jpg|First image of leather horse armor.Leather Horse Armor 2.jpg|Second image of leather horse armor.Leather Horse Armor 3.jpg|Third image of leather horse armor.Leather Horse Armor 4.jpg|Fourth image of leather horse armor.Leather Horse Armor 5.jpg|Fifth image of leather horse armor.</gallery>== Notes =={{Notelist}}== References =={{Reflist}}{{items}}[[Category:Armor]][[de:Rossharnisch]][[es:Armadura para caballo]][[fr:Armure pour cheval]][[it:Bardatura]][[ja:馬鎧]][[ko:말 갑옷]][[nl:Paardenharnas]][[pl:Zbroja końska]][[pt:Armadura para cavalo]][[ru:Конская броня]][[uk:Кінські обладунки]][[zh:马铠]]</li></ul>
20w18aMobs that are riders of other mobs and entities (like boats and minecarts) no longer despawn.
Added the spawn cost/charge system that reduces hostile mob spawn rates in soul sand valley and warped forest.
Added a new section to the debug screen, which covers the spawning of mobs in each category.
1.17Tropical fish also have assigned names that can be seen after capture. In Java Edition, the smaller text under the item name is displayed showing the fish name, similar to the text that displays enchantments under enchanted items. In Bedrock Edition, the item name is displayed showing "Bucket of <fish name>". Their colors are mostly named according to the colored block names, though with a few exceptions:
  • White
  • Silver
  • Gray
  • Black
  • Brown
  • Red
  • Orange
  • Yellow
  • Lime
  • Green
  • Teal
  • Sky
  • Blue
  • Plum
  • Magenta
  • Rose

The base color comes first, and if the pattern color is different, it comes after that. Lastly, the fish bucket is given a name according to the shape and pattern of the fish:

FlopperGlitterBetty
StripeyBlockfishClayfish
Spawn (10)
KobSnooperBrinely
SunStreakDasherSpotty

Some tropical fish don't follow the normal naming system, and instead, reference real-life fish species. Apart from these names, these types of fish aren't different from regular tropical fish in terms of design or behavior.

These varieties are:

NameType
AnemoneOrange-Gray Stripey
Black TangGray Flopper
Blue Dory ‌[Bedrock Edition only]Gray-Sky SunStreak
Blue Tang ‌[Java Edition only]Gray-Blue Flopper
Butterfly Fish ‌[Bedrock Edition only]/Butterflyfish ‌[Java Edition only]White-Gray Clayfish
CichlidBlue-Gray SunStreak
ClownfishOrange-White Kob
Cotton Candy BettaRose-Sky Spotty
DottybackPlum-Yellow Blockfish
Emperor Red SnapperWhite-Red Clayfish
GoatfishWhite-Yellow Spotty
Moorish IdolWhite-Gray Glitter
Ornate Butterfly ‌[Bedrock Edition only]/Ornate Butterflyfish ‌[Java Edition only]White-Orange Clayfish
ParrotfishTeal-Rose Dasher
Queen Angel Fish ‌[Bedrock Edition only]/Queen Angelfish ‌[Java Edition only]Lime-Sky Brinely
Red CichlidRed-White Betty
Red Lipped BlennyGray-Red Snooper
Red SnapperRed-White Blockfish
ThreadfinWhite-Yellow Flopper
Tomato Clown ‌[Bedrock Edition only]Red-White SunStreak
Tomato Clownfish ‌[Java Edition only]Red-White Kob
TriggerfishGray-White SunStreak
Yellowtail Parrot ‌[Bedrock Edition only]/Yellowtail Parrotfish ‌[Java Edition only]Teal-Yellow Dasher
Yellow TangYellow Flopper
21w13aAdded a new mob cap category for axolotls and glow squids.
1.18
{{Extension DPL}}<ul><li>[[Potion|Potion]]<br/>{{about|the drinkable potions|the throwable potions|Splash Potion|the throwable potions that leave a lingering area of effect|Lingering Potion}}{{Redirect|Potion of Water Breathing|the potion in Minecraft Dungeons|MCD:Potion of Water Breathing}}{{About|the mechanics of potions|instructions on how to brew potions, and their recipes|Brewing}}{{update|The texture for ''[[Bedrock Edition]]'' is different, please add it.Some potions texture/color was changed as of 1.19.4 pre-release 3, please add them.}}{{Item| image = Water Bottle.png| extratext = View [[#Potions|all potions]]| renewable = '''Uncraftable, Luck{{only|je|short=y}}, Decay{{only|be|short=y}}''': No<br>'''All others''': Yes| stackable = BE: No<br/>JE: No{{until|Java Combat Tests}}<br>Yes (16){{upcoming|Java Combat Tests}}}}'''Potions''' are bottled substances designed to inflict [[effects]]. They are created by [[brewing]] and when drunk give the player an [[effect]] for a limited time. All potions are brewed from a '''water bottle''', which is considered a type of potion but has no effects.== Obtaining ===== Mob loot ======= Witches ====[[Witch]]es can drop potions of Healing, Fire Resistance, Swiftness, or Water Breathing if they die while drinking that potion.==== Wandering traders ====[[Wandering trader]]s have a chance to drop a Potion of Invisibility if they die while drinking the potion.=== Fishing ===[[Water bottle]]s can be [[fishing|fished]] up as junk items.=== Brewing ==={{main|Brewing}}Almost all potions are obtained by [[brewing]].The Potion of Luck{{only|java|short=1}} and the Potion of Decay{{only|bedrock|short=1}} cannot be brewed. A command to give a Luck Potion is {{cmd|give @s minecraft:potion{Potion:luck} }}, while a Potion of Decay can be obtained via {{cmd|give @s potion 1 36}}. Both are also available in the [[creative inventory]].=== Chest loot ===Two Health II potions can be found in the brewing stand on ships in [[end cities]], and one splash potion of Weakness can be found in a brewing stand in [[igloo]] basem*nts.{{In|Bedrock}}, the cauldron in a [[swamp hut]] contains a random potion.{{LootChestItem|potion-of-regeneration,potion-of-water-breathing,potion-of-healing}}=== Bartering ===[[Piglin]]s may [[barter]] a potion or a splash potion of Fire Resistance when given a [[gold ingot]].== Usage ==Potions are used by pressing and holding {{control|use}} with the potion bottle in hand, as with all consumable items. When drunk they bestow the corresponding [[status effect]] to the player.Drinking a potion while already under the effects of the same potion does not add onto the effect's duration, but simply resets it. A potion effect does not "downgrade" if a lower level is activated. For example, if a [[player]] has [[Regeneration]] II, drinking a regular potion of Regeneration does not have any effect.Using a potion on a cauldron does not transfer the potion to the cauldron, but begins to play the drinking animation.{{only|java|short=1}}=== Modifiers ==={{main|Brewing}}Potions can be modified in five ways. # Brewing [[glowstone dust]] into certain potions will ''enhance'' their level of effect. # Adding [[redstone]] will ''extend'' the duration of the effect.# Brewing [[gunpowder]] into a potion makes it into a ''splash'' potion (area effect).# Adding [[dragon's breath]] to a splash potion creates a [[lingering potion]] (area effect that lingers on the ground).# Brewing a [[fermented spider eye]] into specific potions modifies their effect, usually inverting it, which is referred to as "corruption". The modifications of Enhancement and Extension are mutually exclusive. Enhancing most potions trades some of its duration for a bigger effect. For example, the base Regeneration works for 44 seconds whereas Regeneration II lasts for only 22 seconds but heals more per tick during that time. Extending a potion generally makes it last {{frac|8|3}} as long as its base potion, so a duration of 3 minutes becomes 8 minutes. ==== Corruption ====The usual result of corruption is to invert the potion's effect (for example Swiftness becomes Slowness). Interestingly, corrupting Poison (continuous damage effect) creates a Potion of Harming, an instant damage effect, instead of the continuous healing effect (regeneration) one would normally expect. Corrupting a Potion of Night Vision turns it into a Potion of Invisibility rather than an inverse effect that might be something like blindness.Corrupting an extended or enhanced potion results in a corrupted potion with the same modifier, if it is supported by the corrupted effect. All of the "corrupted" potions except Harming can be extended, but it is the only one that can be enhanced. {{IN|bedrock}}, the corruption of Healing II or Poison II potions results in a potion of Harming I.=== Base potions ===Base potions are potions that have no effect when the player drinks them, but are necessary as the basis for other potions.{| class="wikitable col-1-center col3-left" data-description="Base potions"! Icon! Name! Use|-| {{Slot|Water Bottle|link=none}}! Water Bottle| the base for the Awkward Potion and Potions of Weakness|-| rowspan="3"| {{Slot|Water Bottle|link=none}}! Awkward Potion| The base for all other effect potions|-! Mundane Potion| Only usable as an alternative base for Potion of Weakness{{only|bedrock}}|-! Thick Potion| No use|}=== Effect potions ======= Potions with positive effects ===={| class="wikitable col-1-center" data-description="Positive potions"! Icon! Name! Duration! Effect! Description|-| rowspan="3" | {{Slot|Potion of Regeneration|link=none}}! {{text anchor|Potion of Regeneration}}| 0:45| rowspan="3" | {{EffectLink|Regeneration}}| Restores {{hp|18}} health over time, {{hp|1}} every 50 [[tick]]s (2.5 seconds).|-! Potion of Regeneration +| 1:30{{only|java|short=1}}<br>2:00{{only|bedrock|short=1}}| Restores {{hp|36}}{{only|java|short=1}} or {{hp|48}}{{only|bedrock|short=1}} health over time, {{hp|1}} every 50 ticks (2.5 seconds).|-! Potion of Regeneration II| 0:22.5| Restores {{hp|18}} health over time, {{hp|1}} every 25 ticks (1.25 seconds).|-| rowspan="3" | {{Slot|Potion of Swiftness|link=none}}! {{text anchor|Potion of Swiftness}}| 3:00| rowspan="3" | {{EffectLink|Speed}}| rowspan="2" | Increases speed and jump distance by 20% and increases FOV (6.6 meters per second sprinting).|-! Potion of Swiftness +| 8:00|-! Potion of Swiftness II| 1:30| Increases speed and jump distance by 40% and increases FOV (8 meters per second sprinting).|-| rowspan="2" | {{Slot|Potion of Fire Resistance|link=none}}! {{text anchor|Potion of Fire Resistance}}| 3:00| rowspan="2" | {{EffectLink|Fire Resistance}}| rowspan="2" | Gives immunity to all heat-related damage.|-! Potion of Fire Resistance +| 8:00|-| rowspan="2" | {{Slot|Potion of Healing|link=none}}! {{text anchor|Potion of Healing}}| Instant| rowspan="2" | {{EffectLink|Instant Health}}| Restores {{hp|4}} health.|-! Potion of Healing II| Instant| Restores {{hp|8}} health. (doubles with every additional level)|-| rowspan="2" | {{Slot|Potion of Night Vision|link=none}}! {{text anchor|Potion of Night Vision}}| 3:00| rowspan="2" | {{EffectLink|Night Vision}}| rowspan="2" | Visually brightens everything to a light level of 15, brightens up water with a blue shine, brightens up lava with an orange shine (other players cannot see the enhanced lighting without this effect).|-! Potion of Night Vision +| 8:00|-| rowspan="3" | {{Slot|Potion of Strength|link=none}}! {{text anchor|Potion of Strength}}| 3:00| rowspan="3" | {{EffectLink|Strength}}| rowspan="2" | Increases melee damage by {{hp|3}}.{{only|java}}<br>Increases melee damage by 30% of the base damage and {{Hp|1}}.{{only|bedrock}}|-! Potion of Strength +| 8:00|-! Potion of Strength II| 1:30| Increases melee damage by {{hp|6}} (+ {{hp|3}} per tier).{{only|java}}<br>Increases melee damage by 69% of the base damage and {{Hp|1.3}}. For each level: (<math>BaseDamage\times1.3^{level}+{1.3^{level}-1\over0.3}</math>){{only|bedrock}}|-| rowspan="3" | {{Slot|Potion of Leaping|link=none}}! {{text anchor|Potion of Leaping}}| 3:00| rowspan="3" | {{EffectLink|Jump Boost}}| rowspan="2" | Allows the player to jump {{frac|1|2}} blocks higher and reduces fall damage.|-!Potion of Leaping +| 8:00|-! Potion of Leaping II| 1:30| Further increases jump height to {{frac|2|1|2}} blocks and further reduces fall damage.|-| rowspan="2" | {{Slot|Potion of Water Breathing|link=none}}! style="white-space:nowrap" | {{text anchor|Potion of Water Breathing}}| 3:00| rowspan="2" | {{EffectLink|Water Breathing}}| rowspan="2" | Allows the entity to swim without drowning or needing to surface for air. The oxygen bar does not decrease when underwater.|-! Potion of Water Breathing +| 8:00|-| rowspan="2" | {{Slot|Potion of Invisibility|link=none}}! {{text anchor|Potion of Invisibility}}| 3:00| rowspan="2" | {{EffectLink|Invisibility}}| rowspan="2" |Makes player disappear from view. Mobs can detect and track the player only at close range, although the range increases when the player wears armor. The splash version make mobs or other players invisible. Some items are unaffected and so remain visible. These include: armor, items held in hand, arrows stuck into the player, a [[pig]]'s saddle, a [[llama]]'s carpet pattern, a [[shulker]]'s yellow head, and the glowing eyes of [[spider]]s, [[Phantom|phantoms]], and [[enderman|endermen]].|-! Potion of Invisibility +| 8:00|-| rowspan="2" | {{Slot|Potion of Slow Falling|link=none}}! {{text anchor|Potion of Slow Falling}}| 1:30| rowspan="2" | {{EffectLink|Slow Falling}}| rowspan="2" | The mob/player falls at a much slower rate, and damage from hitting the ground is reduced to zero. A sprinting leap of almost 6 blocks becomes possible and farmland is not affected by the player falling onto it.|-! Potion of Slow Falling +| 4:00|-| {{Slot|Potion of Luck|link=none}}! {{text anchor|Potion of Luck}}<br>{{only|java|short=1}}{{only|Console|short=1}}| 5:00| {{EffectLink|Luck}}| Increases the luck [[Attribute#Attributes for players|attribute]] by 1 point.|}==== Potions with negative effects ===={| class="wikitable col-1-center" data-description="Negative potions"! Icon! Name! Duration! Effect! Description|-| rowspan="3" | {{Slot|Potion of Poison|link=none}}! {{text anchor|Potion of Poison}}| 0:45| rowspan="3" | {{EffectLink|Poison}}| Causes up to {{hp|36|poisoned=1}} damage over time at a rate of 1 every 50 ticks, but does not reduce health below {{hp|1}}.|-! Potion of Poison +| 1:30| Causes up to {{hp|72|poisoned=1}}{{only|java|short=1}} or {{hp|96|poisoned=1}}{{only|bedrock|short=1}} damage over time, but does not reduce health below {{hp|1}}.|-! Potion of Poison II| 0:21.6{{only|java|short=1}}<br>0:22.5{{only|bedrock|short=1}}| Causes up to {{hp|38|poisoned=1}} damage over time, but does not reduce health below {{hp|1}}.|-| rowspan="2" | {{Slot|Potion of Weakness|link=none}}! {{text anchor|Potion of Weakness}}| 1:30| rowspan="2" | {{EffectLink|Weakness}}| rowspan="2" | Reduces melee damage by {{hp|4}}.{{only|java}}<br>Reduces melee damage by 20% of the base damage and {{hp|0.5}}.{{only|bedrock}}|-! Potion of Weakness +| 4:00|-| rowspan="3" | {{Slot|Potion of Slowness|link=none}}! {{text anchor|Potion of Slowness}}| 1:30| rowspan="3" | {{EffectLink|Slowness}}| rowspan="2" | Slows players and mobs by 15%, to about 4.75 blocks per second sprinting.|-! Potion of Slowness +| 4:00|-! Potion of Slowness IV<!--The IV is correct, it is not Slowness II-->| 0:20| Slows players and mobs by 60%, to about 2.25 blocks per second sprinting.|-| rowspan="2" |{{Slot|Potion of Harming|link=none}}! {{text anchor|Potion of Harming}}| Instant| rowspan="2" | {{EffectLink|Instant Damage}}| Damages {{hp|6}}.|-! Potion of Harming II| Instant| Damages {{hp|12}}. (doubles with every additional level)|-| {{Slot|Potion of Decay|link=none}}! Potion of Decay<br>{{only|bedrock|short=1}}{{Anchor|Potion of Decay}}| 0:40| {{EffectLink|Wither|link=Wither (status effect)}}| Damages {{hp|1|withered=1}} every second, making a total of {{hp|40|withered=1}} damage |}==== Potions with mixed effects ===={| class="wikitable col-1-center col-2-center" data-description="Base potions"! Icon! Name! Duration! Effect! Description|-| rowspan="3" | {{Slot|Potion of the Turtle Master|link=none}}! {{text anchor|Potion of the Turtle Master}}| style="text-align:center" | 0:20| rowspan="3" | {{EffectLink|Slowness}}<br>{{EffectLink|Resistance}}| rowspan="2" | Slows players and mobs by 60%, to about 2.25 blocks per second sprinting, and reduces their damage taken by 60%.|-! Potion of the Turtle Master +<br>| 0:40|-! Potion of the Turtle Master II<br>| 0:20| Slows players and mobs by 90%, to about 0.5625 blocks per second sprinting, and reduces their damage taken by 80%.|}=== Uncraftable Potion ==={{IN|java}}, the Uncraftable Potion is a potion with no effect that is unobtainable in regular gameplay.It is also available in splash potion and lingering potion forms, as well as for tipped arrows.It can be obtained using the following command: {{cmd|give @s minecraft:potion{Potion:"minecraft:empty"} }}. It is also obtained any time a potion has invalid or missing potion effect tags, and thus serves as a placeholder.{| class="wikitable" style="text-align: center;" data-description="Unused potions"! Icon! Name! Effect|-| {{Slot|Uncraftable Potion|link=none}}! Uncraftable Potion| No effect|}=== Joke potions=======[[Java Edition 15w14a]]===={| class="wikitable col-1-center col-2-center" data-description="Base potions"!Icon!Name!Duration!Effect! Description |-|{{Slot|Potion of Slowness Revision 1|link=none}}!{{text anchor|Potion of Caring}}| style="text-align:center" |Instant|{{EffectLink|id=Slowness Revision 1|Caring}}| rowspan="3" |Changes the mob AI to move toward the nearest mob as if it were to attack it.|-| rowspan="2" |{{Slot|Potion of Poison Revision 1|link=none}}!{{text anchor|Potion of Caring}}| style="text-align:center" |Instant| rowspan="2" | {{EffectLink|id=Poison Revision 1|Caring}} |-! {{text anchor|Potion of Caring II}}| style="text-align:center" |Instant|-| rowspan="2" |{{Slot|Potion of Weakness Revision 1|link=none}}!{{text anchor|Potion of Sharing}}| style="text-align:center" |1:30| rowspan="2" |{{EffectLink|id=Weakness Revision 1|Sharing}}| rowspan="2" |Drops items in a random amount of time, ranging from food to rare items like [[saddle]]s or [[diamond]]s.|-!{{text anchor|Potion of Sharing +}}| style="text-align:center" |4:00|}==== [[Java Edition 23w13a_or_b]]===={{Empty section}}===Undead mobs===The effects given by Potions of Healing and Harming are opposite on undead mobs, which includes skeletons and zombies. Potions of Healing cause harm, and Harming heals them. In addition, undead mobs are not affected by Poison or Regeneration. {{IN|bedrock}}, hitting an undead mob with a Regeneration Potion will always register as Regeneration I, no matter the level of the used potion.===Mud conversion===Using a water bottle, splash water bottle, or lingering water bottle on [[dirt]], [[coarse dirt]], or [[rooted dirt]] will convert it into [[mud]], returning a glass bottle with it. This process can be automated with a [[dispenser]]. ===Filling cauldrons with Potions==={{IN|Bedrock|Legacy Console}} potion bottles may be used on a cauldron to fill it. Using a glass bottle on a cauldron filled with a potion drains it and fills the bottle. Potions cannot be combined in a cauldron, nor can they be mixed with water, but as an added bonus if you use a stack of arrows in a full cauldron you get a stack of tipped arrows. for 1 layer you get 16, 2 layers 32.==Custom effects=={{IN|java}}, potions can also be obtained with any status effect using {{cmd|give}} and the tag <code>custom_potion_effects</code>, which is an array of effects for the potion. See [[Item format#Potion Effects]] for more information, and [[status effect]] for a list of effects and IDs.==Sounds=={{edition|java}}:{{Sound table|sound=Drink.ogg|subtitle=Sipping|source=player|description=While a player is drinking a potion|id=entity.generic.drink|translationkey=subtitles.entity.generic.drink|volume=0.5|pitch=0.9-1.0|distance=16}}{{Sound table|sound=Witch drink1.ogg|sound2=Witch drink2.ogg|sound3=Witch drink3.ogg|sound4=Witch drink4.ogg|subtitle=Witch drinks|source=hostile|description=When a witch drinks a potion|id=entity.witch.drink|translationkey=subtitles.entity.witch.drink|volume=1.0|pitch=0.8-1.2|distance=16}}{{Sound table|sound=Wandering trader drink potion.ogg|sound2=Drink.ogg|subtitle=Wandering Trader drinks potion|source=neutral|description=While a [[wandering trader]] is drinking a potion to become invisible during nighttime|id=entity.wandering_trader.drink_potion|translationkey=subtitles.entity.wandering_trader.drink_potion|volume=''varies'' <ref group=sound>0.35 for the first sound, 0.325 for the second sound</ref>|pitch=0.9-1.0|distance=16}}{{Sound table|sound=Bottle empty1.ogg|sound2=Bottle empty2.ogg|subtitle=Bottle empties|source=block|description=When a water bottle is emptied|id=item.bottle.empty|translationkey=subtitles.item.bottle.empty|volume=1.0|pitch=1.0|distance=16}}{{Sound table|sound=Bottle fill water1.ogg|sound2=Bottle fill water2.ogg|sound3=Bottle fill water3.ogg|sound4=Bottle fill water4.ogg|subtitle=Bottle fills|source=block|description=When a water bottle is filled|id=item.bottle.fill|translationkey=subtitles.item.bottle.fill|volume=1.0|pitch=1.0|distance=16|foot=1}}{{edition|bedrock}}:{{Sound table|type=bedrock|sound=Drink.ogg|source=player|description=When a player drinks a potion|id=random.drink|volume=0.35|pitch=0.9-1.1}}{{Sound table|sound=Witch drink1.ogg|sound2=Witch drink2.ogg|sound3=Witch drink3.ogg|sound4=Witch drink4.ogg|source=hostile|description=When a witch drinks a potion|id=mob.witch.drink|volume=1.0|pitch=1.0}}{{Sound table|sound=Wandering trader drink potion.ogg|sound2=Drink.ogg|source=neutral|description=When a wandering trader drinks a potion to become invisible during nighttime|id=mob.wanderingtrader.drink_potion|volume=''varies'' <ref group=sound>0.7 for the first sound, 0.65 for the second sound</ref>|pitch=0.8-1.2}}{{Sound table|rowspan=4|sound=Water Splash Old.ogg|source=block|description=When a potion is placed in a cauldron<wbr><ref group=sound name=potionsplash>{{Bug|MCPE-174867}}</ref>|id=cauldron.fillpotion|volume=0.1|pitch=1.0}}{{Sound table|source=block|description=When a potion is taken from a cauldron<wbr><ref group=sound name=potionsplash/>|id=cauldron.takepotion|volume=0.1|pitch=1.0}}{{Sound table|source=block|description=When water from a bottle is placed in a cauldron<wbr><ref group=sound name=potionsplash/>|id=cauldron.fillwater|volume=0.1|pitch=1.0}}{{Sound table|source=block|description=When water from a bottle is taken from a cauldron<wbr><ref group=sound name=potionsplash/>|id=cauldron.takewater|volume=0.1|pitch=1.0}}{{Sound table|sound=Bottle empty1.ogg|sound2=Bottle empty2.ogg|source=sound<!--bottle-->|description=When a water bottle or potion is emptied<wbr>{{Upcoming|BE 1.20.40}}|id=bottle.empty|volume=1.0|pitch=1.0}}{{Sound table|sound=Bottle fill water1.ogg|sound2=Bottle fill water2.ogg|sound3=Bottle fill water3.ogg|sound4=Bottle fill water4.ogg|source=sound<!--bottle-->|description=When a water bottle or potion is filled<wbr>{{Upcoming|BE 1.20.40}}|id=bottle.fill|volume=1.0|pitch=1.0|foot=1}}==Data values=====ID==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Potion|spritetype=item|nameid=potion|form=item|translationkey=item.minecraft.potion,item.minecraft.potion.effect.empty,item.minecraft.potion.effect.water,item.minecraft.potion.effect.mundane,item.minecraft.potion.effect.thick,item.minecraft.potion.effect.awkward,item.minecraft.potion.effect.night_vision,item.minecraft.potion.effect.invisibility,item.minecraft.potion.effect.leaping,item.minecraft.potion.effect.fire_resistance,item.minecraft.potion.effect.swiftness,item.minecraft.potion.effect.slowness,item.minecraft.potion.effect.water_breathing,item.minecraft.potion.effect.healing,item.minecraft.potion.effect.harming,item.minecraft.potion.effect.poison,item.minecraft.potion.effect.regeneration,item.minecraft.potion.effect.strength,item.minecraft.potion.effect.weakness,item.minecraft.potion.effect.levitation,item.minecraft.potion.effect.luck,item.minecraft.potion.effect.turtle_master,item.minecraft.potion.effect.slow_falling|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Potion|spritetype=item|nameid=potion|id=426|form=item|translationkey=potion.emptyPotion.name,potion.mundane.name,potion.mundane.extended.name,potion.thick.name,potion.awkward.name,potion.nightVision.name,potion.invisibility.name,potion.jump.name,potion.fireResistance.name,potion.moveSpeed.name,potion.moveSlowdown.name,potion.heal.name,potion.harm.name,potion.poison.name,potion.regeneration.name,potion.damageBoost.name,potion.weakness.name,potion.wither.name,potion.turtleMaster.name,potion.slowFalling.name|foot=1}}=== Metadata==={{IN|bedrock}}, potions use the following item data values to indicate the kind of potion:{{/DV}}===Item data=======Java Edition====<div class="treeview">* {{nbt|compound|tag}}: The item's '''tag''' tag.{{:Player.dat_format/Potion}}</div>Normal potions use an NBT "Potion" tag to indicate the potion type. The values of the tag (to be prefixed with <code>minecraft:</code>) are:{| class="wikitable sortable" style="text-align: center;" data-description="Potion NBT data"!Potion! Regular!Level II!Extended + |-| Uncraftable Potion|anything except the below|–|–|-|Water Bottle|{{code|water}} |–|–|-|Mundane Potion|{{code|mundane}}|–|–|-| Thick Potion|{{code|thick}}|–|–|-|Awkward Potion|{{code|awkward}}|–|–|-| Night Vision|{{code|night_vision}}|–|{{code|long_night_vision}}|-|Invisibility|{{code|invisibility}}|–|{{code|long_invisibility}}|-|Leaping|{{code|leaping}}|{{code|strong_leaping}}|{{code|long_leaping}}|-|Fire Resistance|{{code|fire_resistance}}|–|{{code|long_fire_resistance}}|-|Swiftness|{{code|swiftness}}|{{code|strong_swiftness}}|{{code|long_swiftness}}|-|Slowness|{{code|slowness}}|{{code|strong_slowness}}|{{code|long_slowness}}|-|Water Breathing|{{code|water_breathing}}|–|{{code|long_water_breathing}}|-| Instant Health|{{code|healing}}|{{code|strong_healing}}|–|-| Harming|{{code|harming}}|{{code|strong_harming}}|–|-|Poison|{{code|poison}}|{{code|strong_poison}}|{{code|long_poison}}|-|Regeneration|{{code|regeneration}}|{{code|strong_regeneration}}| {{code|long_regeneration}}|-|Strength|{{code|strength}} | {{code|strong_strength}}|{{code|long_strength}}|-|Weakness|{{code|weakness}}|–|{{code|long_weakness}}|-|Luck|{{code|luck}}|–|–|-|The Turtle Master|{{code|turtle_master}}|{{code|strong_turtle_master}}|{{code|long_turtle_master}}|-| Slow Falling|{{code|slow_falling}}|–|{{code|long_slow_falling}}|}====Bedrock Edition====:See [[Bedrock Edition level format/Item format]].==Achievements=={{load achievements|Local Brewery|Taste of your own Medicine}}==Advancements=={{Load advancements|Local Brewery;A Furious co*cktail;How Did We Get Here?;Husbandry}}==History=={{Info needed section|Potion of Weakness;Uncraftable Potion texture in JE 1.11}}{{History|java beta}}{{History||July 7, 2010|link=https://web.archive.org/web/0/http://notch.tumblr.com/post/779956568/the-rationale-for-redstone|[[Brewing|Alchemy]] was first hinted by [[Notch]] when he explained why [[redstone ore]] disintegrates into "[[redstone|dust]]". He states that dust would be used later in potions.}}{{History|java}}{{History||1.0.0|snap=Beta 1.9 Prerelease 2|[[Jeb]] tweeted a screenshot showing potion durations and [[glass bottle]]s.<ref>{{tweet|jeb|118681103350501376|This will probably ->NOT<- be included in Beta 1.9, but it's a nice screenshot: http://i.imgur.com/oK2tE.png |September 28, 2011}}</ref>|Potions are [[brewing|brewed]] using [[cauldron]]s<ref>{{tweet|jeb|119466949708222465|Potions are delayed because *add to cauldron, pick up, look at tooltip, pour back into cauldron, repeat* was extremely tedious|September 30, 2011}}</ref> by combining ingredients and other potions in cauldrons. Cauldrons, although they are functional and can be used to brew potions, are unavailable in this update.|In total, there are 161 possible potion combinations and 2,653 different types of potions.<ref>{{tweet|jeb|120520408792432641|In the prerelease, there are 161 brewable unique potions. Unless we change it, there are 2,653 with all ingredients added.|October 3, 2011}}</ref>|[[Jeb]] later tweeted that both [[Notch]] and he had come up with a different way to [[brewing|brew]] potions, which was revealed to be [[brewing stand]]s.<ref>{{tweet|jeb|119710836469149697|A quick discussion with @notch led me in on a new way of doing the potion brewing. Cauldron is out...|September 30, 2011}}</ref>}}{{History|||snap=Beta 1.9 Prerelease 3|[[Brewing stand]]s have been implemented, which has replaced the (previously unimplemented) [[cauldron]]s' [[brewing]] functionality, so potions are now obtainable without mods. Potions Brewed in the previous version will now be glitched. Water Bottles have been added.}}{{History||1.3.1|snap=12w21b|[[File:Water Bottle JE1 BE1.png|32px]] Water bottles have been added to the [[Creative inventory]].}}{{History||1.3.1|snap=12w22a|[[File:Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Potion of Swiftness JE1 BE1.png|32px]] [[File:Potion of Slowness JE1 BE1.png|32px]] [[File:Potion of Healing JE1 BE1.png|32px]] [[File:Potion of Harming JE1 BE1.png|32px]] [[File:Potion of Poison JE1 BE1.png|32px]] [[File:Potion of Regeneration JE1 BE1.png|32px]] [[File:Potion of Strength JE1 BE1.png|32px]] [[File:Potion of Weakness JE1 BE1.png|32px]] Potions have been added to the [[Creative]] [[inventory]]. This includes extended-enhanced potions with both extended duration and enhanced effect for four potion effects.}}{{History||1.4.2|snap=12w32a|[[File:Potion of Night Vision JE1 BE1.png|32px]] Added potion of [[Night Vision]]. However, it is [[brewing|unbrewable]] at the time.}}{{History|||snap=12w38a|Added Healing and Harming potions to the Creative inventory.}}{{History||1.5|snap=?|Extended-enhanced potions are no longer available in the Creative inventory for all four potion effects. {{info needed}}{{verify}}<!--only checked v1.4.7 and v1.5.2, but did not check any version in between, please check all-->}}{{History|||snap=12w34a|[[File:Potion of Invisibility JE1 BE1.png|32px]] Added potions of [[Invisibility]].|Potions of Night Vision are now [[brewing|brewable]].}}{{History|||snap=12w38a|[[Witch]]es now cast potions at [[player]]s and can rarely [[drops|drop]] potions upon [[death]].}}{{History|||snap=12w39a|Potions are now customizable using NBT editors or MCEdit.}}{{History||1.6.1|snap=?|Potions of [[Weakness]] now reduce [[damage]] by half hearts, instead of 1 heart as it was before.}}{{History|||snap=13w23a|Potions of [[Healing]] and [[Regeneration]] have been nerfed (by 33.3% and 50%).}} {{History||1.7.2|snap=13w36a|[[File:Potion of Water Breathing JE1 BE1.png|32px]] Added potions of [[Water Breathing]].|[[Water bottle]]s can now be obtained as one of the "junk" [[item]]s from [[fishing]].}}{{History||1.8|snap=14w27a|[[File:Potion of Leaping JE1 BE1.png|32px]] Added potions of [[Leaping]].}}{{History||1.8.1|snap=pre1|Potion of Leaping can now be extended.}}{{History||1.9|snap=15w31a|Numeric IDs are no longer used for potions. Instead, an NBT "Potion" [[tag]] is used, e.g. {{cmd|give @p minecraft:potion 1 0 {Potion:"minecraft:swiftness"} }}. See [[/Before 1.9|here]] for the old numeric IDs. This means the order of potion effects have changed in the Creative inventory.|Splash potions now have a separate data value and ID name.|[[File:Water Bottle JE1 BE1.png|32px]] [[File:Water Bottle JE1 BE1.png|32px]] [[File:Water Bottle JE1 BE1.png|32px]] Added Mundane, Thick and Awkward potions to the [[creative]] [[inventory]].|Mixed potions' colors now blend.}}{{History|||snap=15w33a|Added [[lingering potion]]s, which are [[brewing|brewed]] with [[splash potion]]s and [[dragon breath]] after splash potions are brewed with potions and [[gunpowder]].|The duration of potions of [[Poison]] has been extended, the duration of potions of [[Regeneration]] has been extended, and the duration of potions of [[Poison]] II has been reduced.|Potion of [[Strength]] has been changed from 130% increase to 3-point increase.|Potion of [[Weakness]] has been changed to 4-point decrease, was 0.5-point decrease.}}{{History|||snap=15w44b|[[File:Uncraftable Potion JE1.png|32px]] Added the uncraftable potion.|[[File:Potion of Luck JE1.png|32px]] Added potions of [[Luck]].}}{{History||1.11|snap=16w33a|A [[water bottle]] is now able to add 1 water level to a [[cauldron]].}}{{History|||snap=16w38a|The uncraftable potion is now magenta, has no glint, and is now obtained anytime a potion is specified with invalid or missing potion effect [[tag]]s.|Due to the [[water bottle]] without tags being changed to the uncraftable potion, the [[brewing]] icon has also been changed to the uncraftable potion in [[creative]] [[inventory]].|The uncraftable potion has been removed from the [[creative]] [[inventory]].}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 373.}}{{History|||snap=18w07a|[[File:Potion of the Turtle Master JE1 BE1.png|32px]] Added potion of the Turtle Master, which gives Slowness IV and Resistance IV for 1 minute.|Extended potions give both effects for 3 minutes.|Level 2 potions give level VI of both effects for 1 minute.}}{{History|||snap=18w14a|[[File:Potion of Slow Falling JE1 BE1.png|32px]] Added potions of [[Slow Falling]].}}{{History|||snap=18w16a|Regular and extended potions of the Turtle Master now give only Resistance III.|Level 2 potions of the Turtle Master now give only Resistance IV. This is because Resistance VI made the player invincible.}}{{History||1.14|snap=18w43a|[[File:Potion of Night Vision JE2 BE2.png|32px]] [[File:Potion of Invisibility JE2 BE2.png|32px]] [[File:Potion of Leaping JE2 BE2.png|32px]] [[File:Potion of Fire Resistance JE2 BE2.png|32px]] [[File:Potion of Swiftness JE2 BE2.png|32px]] [[File:Potion of Slowness JE2 BE2.png|32px]] [[File:Potion of the Turtle Master JE2 BE2.png|32px]] [[File:Potion of Water Breathing JE2 BE2.png|32px]] [[File:Potion of Healing JE2 BE2.png|32px]] [[File:Potion of Harming JE2 BE2.png|32px]] [[File:Potion of Poison JE2 BE2.png|32px]] [[File:Potion of Regeneration JE2 BE2.png|32px]] [[File:Potion of Strength JE2 BE2.png|32px]] [[File:Potion of Weakness JE2 BE2.png|32px]] [[File:Potion of Luck JE2.png|32px]] [[File:Potion of Slow Falling JE2 BE2.png|32px]] [[File:Water Bottle JE2 BE2.png|32px]] [[File:Uncraftable Potion JE2.png|32px]]<br>[[File:Potion of Night Vision.gif|32px]] [[File:Potion of Invisibility.gif|32px]] [[File:Potion of Leaping.gif|32px]] [[File:Potion of Fire Resistance.gif|32px]] [[File:Potion of Swiftness.gif|32px]] [[File:Potion of Slowness.gif|32px]] [[File:Potion of the Turtle Master.gif|32px]] [[File:Potion of Water Breathing.gif|32px]] [[File:Potion of Healing.gif|32px]] [[File:Potion of Harming.gif|32px]] [[File:Potion of Poison.gif|32px]] [[File:Potion of Regeneration.gif|32px]] [[File:Potion of Strength.gif|32px]] [[File:Potion of Weakness.gif|32px]] [[File:Potion of Luck.gif|32px]] [[File:Potion of Slow Falling.gif|32px]] The textures of potions have been changed.}}{{History|||snap=19w06a|[[Wandering trader]]s now drink [[Invisibility]] potions at [[night]] and [[milk bucket]]s at dawn.}}{{History||1.16|snap=20w09a|[[Fire resistance]] potions can now be obtained through [[bartering]].}}{{History||1.16.2|snap=20w28a|Water bottles can now be obtained through [[bartering]].|Potions and splash potions of Fire Resistance now have a {{frac|8|459}} (~1.74%) chance of being offered by [[piglin]]s when bartering.}}{{History||1.18|snap=21w39a|Potions of Water Breathing can now generate in [[buried treasure]] chests.}}{{History||1.19|snap=Deep Dark Experimental Snapshot 1|Potions of Healing now generate in [[ancient city]] chests.}}{{History|||snap=22w11a|Water bottles can now be used on [[dirt]], [[coarse dirt]], or [[rooted dirt]] to turn it into [[mud]].}}{{History|||snap=22w13a|Potions of Healing no longer generate in [[ancient city]] [[chest]]s.|Potions of Regeneration may now be found in [[ancient city]] [[chest]]s.}}{{History||1.19.4|snap=Pre-release 1|Potions no longer have an enchantment glint.}}{{History|||snap=Pre-release 3|[[File:Potion of Night Vision JE3.png|32px]] [[File:Potion of Invisibility JE3.png|32px]] [[File:Potion of Leaping JE3.png|32px]] [[File:Potion of Fire Resistance JE3.png|32px]] [[File:Potion of Swiftness JE3.png|32px]] [[File:Potion of Slowness JE3.png|32px]] [[File:Potion of the Turtle Master JE3.png|32px]] [[File:Potion of Water Breathing JE3.png|32px]] [[File:Potion of Harming JE3.png|32px]] [[File:Potion of Poison JE3.png|32px]] [[File:Potion of Strength JE3.png|32px]] Changed colors of the following potions (all forms): Night Vision, Invisibility, Leaping, Fire Resistance, Swiftness, Slowness, Turtle Master, Water Breathing, Harming, Poison, Strength, Resistance.}}{{History||1.20|snap=23w12a|Wither [[effect]] particle colors have been adjusted to make them more distinguishable.|The potion of [[Slow Falling]] has had its color tweaked to make it more distinguishable from the potion of [[Invisibility]].}}{{History||1.20.2|snap=23w32a|Game no longer uses numerical values for potion IDs.|Renamed the following tags:* <code>CustomPotionEffects</code> -> <code>custom_potion_effects</code>* <code>Id</code> (integer) -> <code>id</code> (string, resource location)* <code>Ambient</code> -> <code>ambient</code>* <code>Amplifier</code> -> <code>amplifier</code>* <code>Duration</code> -> <code>duration</code>* <code>ShowParticles</code> -> <code>show_particles</code>* <code>ShowIcon</code> -> <code>show_icon</code>}}{{History|java upcoming}}{{History||Combat Tests|snap=Combat Test 7c|Potions with the same tags can now stack to 16.}}{{History|||snap=Combat Test 8b|Potions (and liquid food) can now be drank faster (20 ticks, was 32 ticks).}}{{History|upcoming java}}{{History||Villager Trade Rebalance<br>(Experimental)|link=Java Edition 1.20.2|snap=23w31a|[[Wandering trader]]s now have a chance to [[trading|buy]] a water bottle or sell a potion of Invisibility.}}{{History|pocket alpha}}{{History||v0.12.1|snap=build 1|[[File:Water Bottle JE1 BE1.png|32px]] [[File:Potion of Night Vision JE1 BE1.png|32px]] [[File:Potion of Invisibility JE1 BE1.png|32px]] [[File:Potion of Leaping JE1 BE1.png|32px]] [[File:Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Potion of Swiftness JE1 BE1.png|32px]] [[File:Potion of Slowness JE1 BE1.png|32px]] [[File:Potion of Water Breathing JE1 BE1.png|32px]] [[File:Potion of Healing JE1 BE1.png|32px]] [[File:Potion of Harming JE1 BE1.png|32px]] [[File:Potion of Poison JE1 BE1.png|32px]] [[File:Potion of Regeneration JE1 BE1.png|32px]] [[File:Potion of Strength JE1 BE1.png|32px]] [[File:Potion of Weakness JE1 BE1.png|32px]] Added potions.|Water bottles, mundane, long mundane, thick, and awkward potions are all available in the Creative inventory.}}{{History||v0.13.0|snap=build 1|Potions of [[Leaping]] are now obtainable in [[survival]].}}{{History||v0.14.0|snap=build 1|Potions can now be used to fill 1/3 layer of [[cauldron]], filling cauldron with different [[liquids|liquid]] empties the cauldron.|Using a [[glass bottle]] to a [[cauldron]] filled by a potion now fills the glass bottle with that potion.|[[Swamp hut]]s now generate [[cauldron]]s filled with a random potion, making potions now obtainable in [[survival]] without [[brewing]].|Potions of [[Healing]], [[Fire Resistance]], [[Water Breathing]] and [[Swiftness]] can now be obtained by killing [[witch]]es while they're drinking potions.}}{{History||v0.16.0|snap=build 4|[[File:Potion of Decay BE1.png|32px]] Added potions of [[Wither (status effect)|Decay]].}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|2 Potions of [[Healing]] II can now be found in a [[brewing stand]] inside [[end ship]]s.}}{{History|bedrock}}{{History||1.4.0|snap=beta 1.2.14.2|Potions of [[Water Breathing]] and potions of [[Regeneration]] can now be found inside [[buried treasure]] chests.}}{{History||1.5.0|snap=beta 1.5.0.4|[[File:Potion of the Turtle Master JE1 BE1.png|32px]] Added potions of the Turtle Master.}}{{History||1.6.0|snap=beta 1.6.0.5|[[File:Potion of Slow Falling JE1 BE1.png|32px]] Added potions of [[Slow Falling]].}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Water Bottle JE2 BE2.png|32px]] [[File:Potion of Night Vision JE2 BE2.png|32px]] [[File:Potion of Invisibility JE2 BE2.png|32px]] [[File:Potion of Leaping JE2 BE2.png|32px]] [[File:Potion of Fire Resistance JE2 BE2.png|32px]] [[File:Potion of Swiftness JE2 BE2.png|32px]] [[File:Potion of Slowness JE2 BE2.png|32px]] [[File:Potion of Water Breathing JE2 BE2.png|32px]] [[File:Potion of Healing JE2 BE2.png|32px]] [[File:Potion of Harming JE2 BE2.png|32px]] [[File:Potion of Poison JE2 BE2.png|32px]] [[File:Potion of Regeneration JE2 BE2.png|32px]] [[File:Potion of Strength JE2 BE2.png|32px]] [[File:Potion of Weakness JE2 BE2.png|32px]] [[File:Potion of Decay BE2.png|32px]] [[File:Potion of the Turtle Master JE2 BE2.png|32px]] [[File:Potion of Slow Falling JE2 BE2.png|32px]] The textures of potions have been changed.}}{{History||1.11.0|snap=beta 1.11.0.3|Potions of [[Invisibility]] can now be obtained by killing [[wandering trader]]s while they're drinking potions.}}{{History||1.16.0|snap=beta 1.15.0.51|Added potions of [[Slowness]] IV, which can be brewed from potions of Slowness using glowstone dust.}}{{History|||snap=beta 1.16.0.57|[[Fire resistance]] potions can now be obtained through [[bartering]].}}{{History||1.16.100|snap=beta 1.16.100.54|Water Bottles can now be obtained through [[bartering]].|Potions and splash potions of Fire Resistance now have a {{frac|8|459}} (~1.74%) chance of being offered by [[piglin]]s when bartering.}}{{History||1.19.80|snap=beta 1.19.80.21|Changed potion colors for the following potions: Fire Resistance, Harming, Invisibility, Leaping, Night Vision, Poison, Slowness, Strength, Swiftness, Turtle Master, and Water Breathing.|Removed enchantment glint from splash potions.}}{{History|console}}{{History||xbox=TU7|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Water Bottle JE1 BE1.png|32px]] [[File:Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Potion of Swiftness JE1 BE1.png|32px]] [[File:Potion of Slowness JE1 BE1.png|32px]] [[File:Potion of Healing JE1 BE1.png|32px]] [[File:Potion of Harming JE1 BE1.png|32px]] [[File:Potion of Poison JE1 BE1.png|32px]] [[File:Potion of Regeneration JE1 BE1.png|32px]] [[File:Potion of Strength JE1 BE1.png|32px]] [[File:Potion of Weakness JE1 BE1.png|32px]] Added potions.}}{{History||xbox=TU8|Added the awkward potion to the [[Creative]] menu.}}{{History||xbox=TU14|ps=1.04|[[File:Potion of Night Vision JE1 BE1.png|32px]] [[File:Potion of Invisibility JE1 BE1.png|32px]] Added potions of [[Night Vision]] and potions of [[Invisibility]].|Awkward potion is no longer obtainable from the [[Creative inventory]].|Extended-enhanced potions are now listed individually for four potion effects.}}{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|[[File:Potion of Leaping JE1 BE1.png|32px]] [[File:Potion of Water Breathing JE1 BE1.png|32px]] Added potions of [[Jump Boost|Leaping]] and potions of [[Water Breathing]]. These are both available in four variants unlike ''Java'' and ''Bedrock'' where the latter group only added two variants of water breathing and three variants for leaping.}}{{History||xbox=TU34|xbone=CU22|ps=1.25|wiiu=Patch 4|Removed two of the four types of water breathing potions and splash potions.}}{{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|[[File:Potion of Luck JE1.png|32px]] Added potions of [[Luck]].|Added [[lingering potion]]s, which are [[brewing|brewed]] with [[splash potion]]s and [[dragon breath]] after splash potions are brewed with potions and [[gunpowder]].|Removed all types of extended-enhanced potions for all five potion effects.|Potions effects are now arranged more like ''Java Edition''.}}{{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|[[File:Potion of Decay BE1.png|32px]] [[File:Potion of the Turtle Master JE1 BE1.png|32px]] [[File:Potion of Slow Falling JE1 BE1.png|32px]] Added potions of [[Wither (status effect)|Decay]], Turtle Master, and [[Slow Falling]].}}{{History||xbox=none|xbone=none|ps=1.83|wiiu=none|switch=none|Awkward potion is once again obtainable from the Creative inventory.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Water Bottle JE2 BE2.png|32px]] [[File:Potion of Night Vision JE2 BE2.png|32px]] [[File:Potion of Invisibility JE2 BE2.png|32px]] [[File:Potion of Leaping JE2 BE2.png|32px]] [[File:Potion of Fire Resistance JE2 BE2.png|32px]] [[File:Potion of Swiftness JE2 BE2.png|32px]] [[File:Potion of Slowness JE2 BE2.png|32px]] [[File:Potion of Water Breathing JE2 BE2.png|32px]] [[File:Potion of Healing JE2 BE2.png|32px]] [[File:Potion of Harming JE2 BE2.png|32px]] [[File:Potion of Poison JE2 BE2.png|32px]] [[File:Potion of Regeneration JE2 BE2.png|32px]] [[File:Potion of Strength JE2 BE2.png|32px]] [[File:Potion of Weakness JE2 BE2.png|32px]] [[File:Potion of Luck JE2.png|32px]] [[File:Potion of Decay BE2.png|32px]] [[File:Potion of the Turtle Master JE2 BE2.png|32px]] [[File:Potion of Slow Falling JE2 BE2.png|32px]] The textures of potions have been changed.}}{{History|New 3DS}}{{History||0.1.0|[[File:Water Bottle JE1 BE1.png|32px]] [[File:Potion of Night Vision JE1 BE1.png|32px]] [[File:Potion of Invisibility JE1 BE1.png|32px]] [[File:Potion of Leaping JE1 BE1.png|32px]] [[File:Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Potion of Swiftness JE1 BE1.png|32px]] [[File:Potion of Slowness JE1 BE1.png|32px]] [[File:Potion of Healing JE1 BE1.png|32px]] [[File:Potion of Harming JE1 BE1.png|32px]] [[File:Potion of Poison JE1 BE1.png|32px]] [[File:Potion of Regeneration JE1 BE1.png|32px]] [[File:Potion of Strength JE1 BE1.png|32px]] [[File:Potion of Weakness JE1 BE1.png|32px]] Added potions.|Water bottles, mundane, thick, and awkward potions are all available in the Creative inventory.}}{{History||1.3.12|[[File:Potion of Decay BE1.png|32px]] Added potions of [[Wither (status effect)|Decay]].}}{{History||1.7.10|Added [[lingering potion]]s, which are [[brewing|brewed]] with [[splash potion]]s and [[dragon breath]] after splash potions are brewed with potions and [[gunpowder]].}}{{History|foot}}<gallery>Health_Potion.png|Thick Potion with status effects of Mining Fatigue (duration 4:00) and Instant Health II (duration 4:00).Invisible_sheep.png|An invisible sheep. Its wool can still be seen.New Potion Colors.png|The new potion colors.</gallery>==Issues=={{issue list}}==Trivia==*A potion can reach a maximum tier of 127, but using the {{cmd|effect}} [[commands|command]], effect levels can reach 255.*When a player drinks two potions by quickly switching to another potion immediately after drinking one, the second drinking animation is not shown.{{verify|type=current|Still in recent versions?}} *A potion of [[Poison]] II lasts for 22.5 seconds, but it is displayed as 22 seconds because the [[item]] hover display shows rounded-down integer values.*The "Local Brewery" [[advancement]] uses the Uncraftable Potion texture for its icon.==Unused potions ==''[[Bedrock Edition]]'' has [[History of textures/Unused textures#Unused potions|unused potion textures]] for several [[effect]]s, along with their [[Splash Potion#Unused splash potions|splash variants]]. These effects are: [[Absorption]], [[Blindness]], [[Haste]], [[Health Boost]], [[Hunger]], [[Mining Fatigue]], [[Nausea]], [[Resistance]], [[Saturation]], and [[Levitation]], as well as the [[Luck]] potion textures also present in [[Java Edition]]. These unused textures were added along with the other potion textures in [[Pocket Edition v0.12.1 alpha]], except for the potion of levitation, which was added in [[Pocket Edition 1.0.0]]. The textures were changed along with the other potion textures during the [[texture update]] in [[Bedrock Edition 1.10.0]]. Strangely, the potion of levitation texture is a duplicate of the splash potion of levitation texture.<gallery>Potion of Absorption BE2.png|Potion of AbsorptionPotion of Blindness BE2.png|Potion of BlindnessPotion of Haste BE2.png|Potion of HastePotion of Health Boost BE2.png|Potion of Health BoostPotion of Hunger BE2.png|Potion of HungerPotion of Mining Fatigue BE2.png|Potion of Mining FatiguePotion of Nausea BE2.png|Potion of NauseaPotion of Resistance BE2.png|Potion of ResistancePotion of Saturation BE2.png|Potion of SaturationPotion of Levitation BE2.png|Potion of Levitation</gallery>==Gallery=====Potions===;Java Edition<gallery>Water Bottle.png|Water BottlePotion of Night Vision.png|Potion of Night VisionPotion of Invisibility.png|Potion of InvisibilityPotion of Leaping.png|Potion of LeapingPotion of Fire Resistance.png|Potion of Fire ResistancePotion of Swiftness.png|Potion of SwiftnessPotion of Slowness.png|Potion of SlownessPotion of the Turtle Master.png|Potion of the Turtle MasterPotion of Water Breathing.png|Potion of Water BreathingPotion of Healing.png|Potion of HealingPotion of Harming.png|Potion of HarmingPotion of Poison.png|Potion of PoisonPotion of Regeneration.png|Potion of RegenerationPotion of Strength.png|Potion of StrengthPotion of Weakness.png|Potion of WeaknessPotion of Slow Falling.png|Potion of Slow FallingPotion of Luck.png|Potion of LuckPotion of Decay.png|Potion of DecayUncraftable Potion.png|Uncraftable Potion</gallery>===Screenshots===<gallery>OK2tE.png|Potion effects showing up in [[inventory]].PotionBubbles.png|The bubbles emitted when a player drinks a potion.Nightvision.png|The effect of night vision (left image is with night vision, right image is without).NetherPotionEffect.png|The view when a player uses night vision in the Nether.PotionTable.png|A brewing stand with a potion displayed next to it.MinecraftPotionsClean.png|A guide to brewing before [[Java Edition 1.6.1|1.6]].</gallery>=== In other media===<gallery>File:Elixir (MCSM).png|The [[Minecraft Story Mode:Elixir|Elixir]], a unique potion featured in [[Minecraft Story Mode]].File:Witch Potion (Dungeons).png|A potion thrown by a [[MCD:Witch|witch]], as depicted in [[Minecraft Dungeons]].File:Strength Potion.png|A [[MCD:Strength Potion|strength potion]], as it appears in Minecraft Dungeons.File:Swiftness Potion.png|A [[MCD:Swiftness Potion|Swiftness Potion]], as depicted in Minecraft Dungeons.File:Potion of Water Breathing (MCD).png|A [[MCD:Potion of Water Breathing|Potion of Water Breathing]], as it appears in Minecraft Dungeons.File:Bottle Lamp.jpg|An officially licensed bottle LED desk lamp.File:Potion Bottle Bottle.jpg|A water bottle depicting many potions.</gallery>==See also==*{{ItemLink|Glass Bottle}}*{{ItemLink|Medicine}}*{{ItemLink|Splash Potion}}*{{ItemLink|Lingering Potion}}==Notes==<references group="note" />==References=={{reflist}}==External links==*[https://www.minecraft.net/en-us/article/taking-inventory--potion Taking Inventory: Potion] – Minecraft.net on May 11, 2022*[http://potioncraft.net Minecraft Potions - A Visual Guide] (version 1.9){{items}}{{effects}}[[Category:Food]][[de:Trank]][[es:Poción]][[fr:Potion]][[hu:Bájital]][[it:Pozione]][[ja:ポーション]][[ko:물약]][[nl:Dranken]][[pl:Mikstury]][[pt:Poção]][[ru:Зелья]][[uk:Зілля]][[zh:药水]]</li><li>[[Door|Door]]<br/>{{About|the block|the music track|Minecraft - Volume Alpha}}{{See also|Trapdoor}}{{Block| image = <gallery>Iron Door.png|Java EditionIron Door BE.png|Bedrock Edition</gallery>| extratext = View [[#Gallery|all renders]]| transparent = Partial| light = No| tntres = {{Blast resistance values|Wooden Door}} <small>(Wood)</small><br>{{Blast resistance values|Iron Door|Copper Door}}<small> (Iron)</small>| hardness = {{Hardness values|Wooden Door}} <small>(Wood)</small><br>{{Hardness values|Iron Door|Copper Door}}<small> (Iron)</small>| tool = axe| tool2 = wooden pickaxe| renewable = Yes| stackable = Yes (64)| flammable = No| lavasusceptible = '''Overworld wood''': Yes<br>'''Nether wood''','''iron''','''copper''': No}}A '''door''' is a block that can be used as a barrier that can be opened by hand or with [[redstone]].== Obtaining ==Doors can be found in any Overworld biome, and can also be crafted from any type of [[wood]] as well as materials found in [[the Nether]]. Some have built-in openings that are useful for determining the time of day.=== Breaking ===Wooden doors can be broken with anything, but [[axe]]s are fastest. An iron door can be broken with anything if the top half of the door is broken.<ref>{{bug|MC-189739}}</ref><ref>{{bug|MCPE-126620}}</ref> All doors drop themselves if they no longer have a block beneath them that can support them.{{breaking row|Oak Door, Spruce Door, Birch Door, Jungle Door, Acacia Door, Dark Oak Door, Mangrove Door, Cherry Door, Bamboo Door, Crimson Door, Warped Door; Iron Door|textTrim=Door|Axe;Pickaxe|;|item=1;1|link=none;none}}A door is removed and drops itself as an item:* if the block beneath the door is moved, removed, or destroyed* if a [[piston]] tries to push the door (trying to pull a door does nothing) or moves a block into its space=== Natural generation ===Doors generate in some generated structures, forming the entrances to the majority of buildings. Doors do not generate in [[zombie village]]s.;{{BlockSprite|Oak Door|text=Oak}}Oak doors generate as part of:* Plains [[village]]s* [[Stronghold]]s* Right-side-up [[shipwreck]]s;{{BlockSprite|Spruce Door|text=Spruce}}Spruce doors generate as part of:* Taiga, snowy tundra and snowy taiga [[village]]s* Right-side-up [[shipwreck]]s;{{BlockSprite|Jungle Door|text=Jungle}}Jungle doors generate as part of:* Desert [[village]]s* Right-side-up [[shipwreck]]s;{{BlockSprite|Acacia Door|text=Acacia}}Acacia doors generate as part of:* Savanna [[village]]s<!-- * Right-side-up [[shipwreck]]s{{only|BE}}{{need testing}} -->;{{BlockSprite|Dark Oak Door|text=Dark oak}}Dark oak doors generate as part of:* Master bedroom closets in [[woodland mansion]]s* Right-side-up [[shipwreck]]s;{{BlockSprite|Iron Door|text=Iron}}Iron doors generate as part of:* Prison rooms in [[woodland mansion]]s* [[Stronghold]]s with a stone [[button]] to open{{only|JE}}=== Crafting ==={{Crafting|head=1|name=[[Wood Door]]|A1= Matching Planks|B1= Matching Planks|A2= Matching Planks|B2= Matching Planks|A3= Matching Planks|B3= Matching Planks|Output= Matching wood Door,3|type= Redstone}}{{Crafting|A1= Iron Ingot|B1= Iron Ingot|A2= Iron Ingot|B2= Iron Ingot|A3= Iron Ingot|B3= Iron Ingot|Output= Iron Door,3|type= Redstone|foot=1}}== Usage ==Wooden doors can be opened and closed by players, [[villager]]s, [[wandering trader]]s{{only|bedrock|short=1}}<!--Wandering traders cannot open doors in java edition. -->, [[vindicator]]s{{only|java|short=1}}, and [[piglin]]s. Wooden doors can be broken by all variants of [[zombie]]s (except [[drowned]]) and [[vindicator]]s in Hard difficulty.Iron doors can be opened only with redstone power.=== Placement ===Doors must be "attached" to a block beneath them. To place a door, {{control|use}} a door item while pointing at the top of the block it should be attached to. A door can be attached to:* the '''top''' of any full solid [[opaque]] block ([[stone]], [[dirt]], [[blocks of gold]], etc.)* the '''top''' of an upside-down [[slab]] or upside-down [[stairs]]* the '''top''' of a [[slime block]] or downward-facing [[piston]]More information about placement on transparent blocks can be found at [[Opacity/Placement]].When placed, a door occupies the side of the block facing the player, or behind a player if placed in the player's own space.By default, a door's "hinge" appears on the side of the half of the block that the player pointed at when placing and its "handle" on the opposite side{{only|java}}, but the hinge is forced to other side by:* Placing a door besides another door (creating a double door where both doors open away from each other)* Placing a door between a full solid and any opaque block (top or bottom), making the hinge appear to attach to the solid block.=== Behavior ===[[Water]] and [[lava]] flow around doors. Lava can create [[fire]] in air blocks next to wooden doors as if the wooden doors were flammable, but the doors do not burn (and cannot be burned by other methods either, except throwing them into lava).[[Mob]]s can spawn in a space occupied by a door.The sound of opening and closing of a door can be heard up to 16 blocks away, like most mob sounds.When placed using the {{cmd|setblock}} command, only one half of a door is placed, because doors are actually two separate blocks. The lower half still works, but with graphical bugs, and the upper half does not. Redstone cannot be used because it updates the half, breaking it. The upper half does not drop anything when broken, the lower half drops a normal door. This implies that the upper half is dependent on the lower.=== Barrier ===A door can be used as a switchable barrier to entity movement. Although primarily used to block movement by mobs and players, a door can also be used to control the movement of boats (for example, a door placed in a two-wide water flow stops a boat when perpendicular to the flow, but allow it to move again when parallel), items and minecarts (a door can stop a falling item or minecart, then allow it to drop again when the door moves), etc.{{IN|Java}}, doors provide a breathable space if placed underwater. {{IN|bedrock}}, doors in water source blocks are [[waterlogging|waterlogged]] and do not displace water source blocks.Doors are 0.1875 ({{frac|3|16}}) blocks thick (0.1825 {{in|bedrock}}). The rest of a door's space can be moved through freely. A door occupies two block spaces and both halves normally act as a single barrier, although doors can be opened or closed with a player or mob occupying the bottom block of the door,<ref>{{bug|MC-54255}} – "You can stand on the bottom block of a door, allowing you to climb it like a ladder" resolved as "Won't Fix"</ref> in which case the player can jump up to land on the bottom half of the door and then again to land on top of the door.To open or close a wooden door, use the {{control|use|text=Use Item/Place Block}} [[control]]. When a door opens or closes, it immediately changes its orientation without affecting anything in the space it "swings through". Moving doors do not push entities the way that pistons do.[[Villager]]s, [[wandering trader]]s,{{only|bedrock|short=1}} [[vindicator]]s{{only|java|short=1}}, [[piglin]]s and [[piglin brute]]s can open and close wooden doors when pathfinding.Some [[zombie]]s can break wooden doors in [[Hard]] [[difficulty]]. Zombies have a 5% chance to spawn with the ability to break doors. Vindicators spawned from a [[raid]] in [[Normal]] and Hard difficulty can also break wooden doors, but they do so only to reach targeted players, villagers, or wandering traders. Some vindicators may sometimes open a wooden door instead of breaking it.{{only|java}} Both zombies and vindicators attempt to break wooden doors only when in their "closed" state, even if a door is placed so that its "open" state blocks access (for example, by facing sideways when placing a door so that it allows passage when closed and blocks passage when open).Iron doors can be opened only with redstone power (a [[button]], a [[redstone circuit]], etc.). Any mob can activate an iron door by stepping on a pressure plate or by triggering a tripwire.=== Redstone component ==={{see also|Redstone circuit}}Both wood and iron doors can be controlled with redstone power.A door is a redstone [[mechanism component]] and can be activated by:* an adjacent active '''[[power component]]''', including above or below: for example, a [[redstone torch]], a [[block of redstone]], a [[daylight sensor]], etc.* an adjacent '''powered block''' (for example, a block with an active redstone torch under it), including above or below* a powered '''[[redstone comparator]]''' or '''[[redstone repeater]]''' facing the door* powered '''[[redstone dust]]''' configured to point at the door or a directionless "dot" next to it; a door is ''not'' activated by adjacent powered redstone dust that is configured to point in another direction.All methods of activating a door can be applied to either the top or bottom parts of a door.When activated, a door immediately rotates around its hinge side to its open state. When deactivated, a door immediately returns to its closed state.An activated wood door can still be closed by a player or villager and does not re-open until it receives a new activation signal (if a door has been closed "by hand", it still needs to be deactivated and then reactivated to open by redstone).=== Fuel ===Overworld wooden doors can be used as a [[Smelting#Fuel|fuel]] in [[furnace]]s, smelting 1 item per door.=== Note blocks ===Wooden doors can be placed under [[note block]]s to produce "bass" sound.== Sounds ===== Generic ======= Iron ===={{Sound table/Block/Metal}}==== Normal wood ===={{Sound table/Block/Wood}}==== Cherry wood ===={{Sound table/Block/Cherry wood}}==== Bamboo wood ===={{Sound table/Block/Bamboo wood}}==== Nether wood ===={{Sound table/Block/Nether wood}}=== Unique ==={{el|java}}:{{Sound table|sound=Iron Door open1.ogg|sound2=Iron Door open2.ogg|sound3=Iron Door open3.ogg|sound4=Iron Door open4.ogg|subtitle=Door creaks|source=block|description=When an iron door opens|id=block.iron_door.open|translationkey=subtitles.block.door.toggle|volume=0.9|pitch=0.9-1.0|distance=16}}{{Sound table|sound=Iron Door close1.ogg|sound2=Iron Door close2.ogg|sound3=Iron Door close3.ogg|sound4=Iron Door close4.ogg|subtitle=Door creaks|source=block|description=When an iron door closes|id=block.iron_door.close|translationkey=subtitles.block.door.toggle|volume=0.9|pitch=0.9-1.0|distance=16}}{{Sound table|sound=Wooden Door open3.ogg|sound2=Wooden Door open4.ogg|subtitle=Door creaks|source=block|description=When a wooden door opens|id=block.wooden_door.open|translationkey=subtitles.block.door.toggle|volume=0.9|pitch=0.9-1.0|distance=16}}{{Sound table|sound=Wooden Door close2.ogg|sound2=Wooden Door close5.ogg|sound3=Wooden Door close6.ogg|subtitle=Door creaks|source=block|description=When a wooden door closes|id=block.wooden_door.close|translationkey=subtitles.block.door.toggle|volume=0.9|pitch=0.9-1.0|distance=16}}{{Sound table|rowspan=2|sound=Cherry door toggle1.ogg|sound2=Cherry door toggle2.ogg|sound3=Cherry door toggle3.ogg|sound4=Cherry door toggle4.ogg|subtitle=Door creaks|source=block|description=When a cherry wood door opens|id=block.cherry_wood_door.open|translationkey=subtitles.block.door.toggle|volume=0.9|pitch=0.9-1.0|distance=16}}{{Sound table|subtitle=Door creaks|source=block|description=When a cherry wood door closes|id=block.cherry_wood_door.close|translationkey=subtitles.block.door.toggle|volume=0.9|pitch=0.9-1.0|distance=16}}{{Sound table|rowspan=2|sound=Bamboo Door toggle1.ogg|sound2=Bamboo Door toggle2.ogg|sound3=Bamboo Door toggle3.ogg|sound4=Bamboo Door toggle4.ogg|subtitle=Door creaks|source=block|description=When a bamboo wood door opens|id=block.bamboo_wood_door.open|translationkey=subtitles.block.door.toggle|volume=0.9|pitch=0.9-1.0|distance=16}}{{Sound table|subtitle=Door creaks|source=block|description=When a bamboo wood door closes|id=block.bamboo_wood_door.close|translationkey=subtitles.block.door.toggle|volume=0.9|pitch=0.9-1.0|distance=16}}{{Sound table|rowspan=2|sound=Nether Door toggle1.ogg|sound2=Nether Door toggle2.ogg|sound3=Nether Door toggle3.ogg|sound4=Nether Door toggle4.ogg|subtitle=Door creaks|source=block|description=When a Nether wood door opens|id=block.nether_wood_door.open|translationkey=subtitles.block.door.toggle|volume=1.0|pitch=0.9-1.0|distance=16}}{{Sound table|subtitle=Door creaks|source=block|description=When a Nether wood door closes|id=block.nether_wood_door.close|translationkey=subtitles.block.door.toggle|volume=1.0|pitch=0.9-1.0|distance=16}}{{Sound table|sound=Zombie hit wood1.ogg|sound2=Zombie hit wood2.ogg|sound3=Zombie hit wood3.ogg|sound4=Zombie hit wood4.ogg|subtitle=Door shakes|source=hostile|description=When a [[zombie]] attacks a door|id=entity.zombie.attack_wooden_door|translationkey=subtitles.entity.zombie.attack_wooden_door|volume=2.0|pitch=0.8-1.2|distance=16}}{{Sound table|sound=Zombie hit metal1.ogg|sound2=Zombie hit metal2.ogg|sound3=Zombie hit metal3.ogg|subtitle=Block broken <ref group=sound name=ironsubtitle>{{Bug|MC-226770}}</ref>|source=None|description=''Unused sound event''<ref group=sound>{{bug|MC-218122}}</ref>|id=entity.zombie.attack_iron_door|translationkey=subtitles.block.generic.break|translationkeynote=<ref group=sound name=ironsubtitle/>|volume=''None''|pitch=''None''|distance=''None''}}{{Sound table|sound=Zombie breaks door.ogg|subtitle=Door breaks|source=hostile|description=When a zombie breaks a door|id=entity.zombie.break_wooden_door|translationkey=subtitles.entity.zombie.break_wooden_door|volume=2.0|pitch=0.8-1.2|distance=16|foot=1}}{{el|bedrock}}:{{Sound table|type=bedrock|sound=Iron Door open1.ogg|sound2=Iron Door open2.ogg|sound3=Iron Door open3.ogg|sound4=Iron Door open4.ogg|source=block|description=When an iron door opens|id=open.iron_door|volume=0.9|pitch=0.9-1.0}}{{Sound table|sound=Iron Door close1.ogg|sound2=Iron Door close2.ogg|sound3=Iron Door close3.ogg|sound4=Iron Door close4.ogg|source=block|description=When an iron door closes|id=close.iron_door|volume=0.9|pitch=0.9-1.0}}{{Sound table|sound=Wooden Door open3.ogg|sound2=Wooden Door open4.ogg|source=block|description=When a wooden door opens|id=open.wooden_door|volume=0.9|pitch=0.9-1.0}}{{Sound table|sound=Wooden Door close2.ogg|sound2=Wooden Door close5.ogg|sound3=Wooden Door close6.ogg|source=block|description=When a wooden door closes|id=close.wooden_door|volume=0.9|pitch=0.9-1.0}}{{Sound table|rowspan=2|sound=Cherry door toggle1.ogg|sound2=Cherry door toggle2.ogg|sound3=Cherry door toggle3.ogg|sound4=Cherry door toggle4.ogg|source=block|description=When a cherry wood door opens|id=open.cherry_wood_door|volume=1.0|pitch=0.9-1.0}}{{Sound table|source=block|description=When a cherry wood door closes|id=close.cherry_wood_door|volume=1.0|pitch=0.9-1.0}}{{Sound table|rowspan=2|sound=Bamboo Door toggle1.ogg|sound2=Bamboo Door toggle2.ogg|sound3=Bamboo Door toggle3.ogg|sound4=Bamboo Door toggle4.ogg|source=block|description=When a bamboo wood door opens|id=open.bamboo_wood_door|volume=0.9|pitch=0.9-1.0}}{{Sound table|source=block|description=When a bamboo wood door closes|id=close.bamboo_wood_door|volume=0.9|pitch=0.9-1.0}}{{Sound table|rowspan=2|sound=Nether Door toggle1.ogg|sound2=Nether Door toggle2.ogg|sound3=Nether Door toggle3.ogg|sound4=Nether Door toggle4.ogg|source=block|description=When a Nether wood door opens|id=open.nether_wood_door|volume=1.0|pitch=0.9-1.0}}{{Sound table|source=block|description=When a Nether wood door closes|id=close.nether_wood_door|volume=1.0|pitch=0.9-1.0}}{{Sound table|sound=Zombie hit wood1.ogg|sound2=Zombie hit wood2.ogg|sound3=Zombie hit wood3.ogg|sound4=Zombie hit wood4.ogg|source=hostile|description=While a zombie is breaking a wooden door|id=mob.zombie.wood|volume=1.0|pitch=1.0}}{{Sound table|sound=Zombie breaks door.ogg|source=hostile|description=When a zombie breaks a wooden door|id=mob.zombie.woodbreak|volume=1.0|pitch=1.0|foot=1}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showblocktags=y|showitemtags=y|showforms=y|generatetranslationkeys=y|displayname=Iron Door|spritetype=block|nameid=iron_door|blocktags=doors|itemtags=doors}}{{ID table|displayname=Oak Door|spritetype=block|nameid=oak_door|blocktags=doors, wooden_doors|itemtags=doors, wooden_doors}}{{ID table|displayname=Spruce Door|spritetype=block|nameid=spruce_door|blocktags=doors, wooden_doors|itemtags=doors, wooden_doors}}{{ID table|displayname=Birch Door|spritetype=block|nameid=birch_door|blocktags=doors, wooden_doors|itemtags=doors, wooden_doors}}{{ID table|displayname=Jungle Door|spritetype=block|nameid=jungle_door|blocktags=doors, wooden_doors|itemtags=doors, wooden_doors}}{{ID table|displayname=Acacia Door|spritetype=block|nameid=acacia_door|blocktags=doors, wooden_doors|itemtags=doors, wooden_doors}}{{ID table|displayname=Dark Oak Door|spritetype=block|nameid=dark_oak_door|blocktags=doors, wooden_doors|itemtags=doors, wooden_doors}}{{ID table|displayname=Mangrove Door|spritetype=block|nameid=mangrove_door|blocktags=doors, wooden_doors|itemtags=doors, wooden_doors}}{{ID table|displayname=Cherry Door|spritetype=block|nameid=cherry_door|blocktags=doors, wooden_doors|itemtags=doors, wooden_doors}}{{ID table|displayname=Bamboo Door|spritetype=block|nameid=bamboo_door|blocktags=doors, wooden_doors|itemtags=doors, wooden_doors}}{{ID table|displayname=Crimson Door|spritetype=block|nameid=crimson_door|blocktags=doors, non_flammable_wood, wooden_doors|itemtags=doors, non_flammable_wood, wooden_doors}}{{ID table|displayname=Warped Door|spritetype=block|nameid=warped_door|blocktags=doors, non_flammable_wood, wooden_doors|itemtags=doors, non_flammable_wood, wooden_doors|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|showitemtags=y|firstcolumnname=Door|shownumericids=y|showforms=y|generatetranslationkeys=y|spritename=iron-door|displayname=Iron block|spritetype=block|nameid=iron_door|id=71|form=block|itemform=item.iron_door}}{{ID table|spritename=oak-door|displayname=Oak block|spritetype=block|nameid=wooden_door|id=64|form=block|itemform=item.wooden_door|translationkey=-}}{{ID table|spritename=spruce-door|displayname=Spruce block|spritetype=block|nameid=spruce_door|id=193|form=block|itemform=item.spruce_door|translationkey=-}}{{ID table|spritename=birch-door|displayname=Birch block|spritetype=block|nameid=birch_door|id=194|form=block|itemform=item.birch_door|translationkey=-}}{{ID table|spritename=jungle-door|displayname=Jungle block|spritetype=block|nameid=jungle_door|id=195|form=block|itemform=item.jungle_door|translationkey=-}}{{ID table|spritename=acacia-door|displayname=Acacia block|spritetype=block|nameid=acacia_door|id=196|form=block|itemform=item.acacia_door|translationkey=-}}{{ID table|spritename=dark-oak-door|displayname=Dark Oak block|spritetype=block|nameid=dark_oak_door|id=197|form=block|itemform=item.dark_oak_door|translationkey=-}}{{ID table|spritename=mangrove-door|displayname=Mangrove block|spritetype=block|nameid=mangrove_door|id=-493|form=block|itemform=item.mangrove_door|translationkey=-}}{{ID table|displayname=Cherry Door|spritetype=block|nameid=cherry_door|id=-531|itemtags=minecraft:door|translationkey=item.cherry_door.name}}{{ID table|displayname=Bamboo Door|spritetype=block|nameid=bamboo_door|id=-517|itemtags=minecraft:door|translationkey=item.bamboo_door.name}}{{ID table|spritename=crimson-door|displayname=Crimson block|spritetype=block|nameid=crimson_door|id=499|form=block|itemform=item.crimson_door}}{{ID table|spritename=warped-door|displayname=Warped block|spritetype=block|nameid=warped_door|id=500|form=block|itemform=item.warped_door}}{{ID table|spritename=iron-door|displayname=Iron item|spritetype=item|nameid=iron_door|id=372|form=item|itemtags=minecraft:door}}{{ID table|spritename=oak-door|displayname=Oak item|spritetype=item|nameid=wooden_door|id=359|form=item|itemtags=minecraft:door}}{{ID table|spritename=spruce-door|displayname=Spruce item|spritetype=item|nameid=spruce_door|id=553|form=item|itemtags=minecraft:door}}{{ID table|spritename=birch-door|displayname=Birch item|spritetype=item|nameid=birch_door|id=554|form=item|itemtags=minecraft:door}}{{ID table|spritename=jungle-door|displayname=Jungle item|spritetype=item|nameid=jungle_door|id=555|form=item|itemtags=minecraft:door}}{{ID table|spritename=acacia-door|displayname=Acacia item|spritetype=item|nameid=acacia_door|id=556|form=item|itemtags=minecraft:door}}{{ID table|spritename=dark-oak-door|displayname=Dark Oak item|spritetype=item|nameid=dark_oak_door|id=557|form=item|itemtags=minecraft:door}}{{ID table|spritename=mangrove-door|displayname=Mangrove item|spritetype=item|nameid=mangrove_door|id=641|form=item|itemtags=minecraft:door}}{{ID table|spritename=crimson-door|displayname=Crimson item|spritetype=item|nameid=crimson_door|id=616|form=item|itemtags=minecraft:door}}{{ID table|spritename=warped-door|displayname=Warped item|spritetype=item|nameid=warped_door|id=617|form=item|itemtags=minecraft:door|foot=1}}=== Block states ==={{see also|Block states}}{{/BS}}== Video ==Note: The videos do not mention or state Crimson, Warped, Bamboo, or Cherry doors, since the videos were uploaded before 1.16.<div style="text-align:center"><span style="display:inline-block">{{yt|7jlIQcbHFts}}</span><span style="display:inline-block">{{yt|CC6ujEdvzQY}}</span></div>== History ==''For a history of changes to textures and models for each block state, see [[/Asset history]]''{{History||3 June 2010|link=https://notch.tumblr.com/post/659506746/asynchronous-saving-and-loading-and-slightly-more|Notch states plans to implement doors.}}{{History|java infdev}}{{History||20100607|[[File:Oak Door JE1.png|32px]] [[File:Oak Door (Right) JE1.png|32px]] [[File:Oak Door (item) JE1.png|32px]] Added wooden doors.}}{{History||20100608|Doors have been given smarter rotation logic.}}{{History||20100611|[[File:Oak Door JE2.png|32px]] [[File:Oak Door (Right) JE2.png|32px]] The models of doors have been changed to use door bottom half texture on sides instead of the wooden [[planks]] texture.}}{{History||20100618|[[File:Oak Door JE3 BE1.png|32px]] [[File:Oak Door (Right) JE3.png|32px]] The textures of doors have been changed.}}{{History||20100624|[[File:Oak Door (Right) JE4 BE1.png|32px]] The model of door with right hinge has been changed to mirror and use textures of door with left hinge.}}{{History|java alpha}}{{History||v1.0.1|[[File:Iron Door JE1 BE1.png|32px]] [[File:Iron Door (Right) JE1 BE1.png|32px]] [[File:Iron Door (item) JE1 BE1.png|32px]] Added iron doors.|[[File:Oak Door (item) JE2 BE1.png|32px]] The texture of wooden doors in [[item]] form has been changed.|Doors can now be controlled by redstone power.}}{{History|java beta}}{{History||1.7|Punching the back face of a left-hinge oak or iron door or the front face of a right-hinge door, as well as destroying a door, would [[Java Edition placeholder texture uses|create]] particles using the [[Placeholder texture#Texture atlas blank spaces|block placeholder texture]].}}{{History||1.7.3|Doors no longer produce placeholder texture particles.}}{{History||1.8|snap=Pre-release|Doors now occur naturally in [[village]]s and [[stronghold]]s.}}{{History|java}}{{History||1.0.0|snap=Beta 1.9 Prerelease 6|Wooden doors are now broken faster using an [[axe]].|Iron doors are broken much faster using a [[pickaxe]], and the [[mining]] speed is now [[tier]] dependent.}}{{History|||snap=RC1|The opening and closing [[sound]]s for doors have been changed.}}{{History||1.1|snap=11w47a|Double doors now open correctly.}}{{History||1.2.1|snap=12w05b|[[Villager]]s can now open and close doors.}}{{History|||snap=12w06a|[[File:Oak Door JE4 BE3.png|32px]] [[File:Iron Door JE2 BE5.png|32px]] Changed top model of door.|[[Zombie]]s can now break wooden doors.|Doors have been changed to properly detect if they are open or closed. Placing two [[pressure plate]]s directly in front of doors and stepping on them now opens them correctly.}}{{History|||snap=12w07a|Zombies can no longer break iron doors.}}{{History||1.4.2|snap=12w40a|Wooden doors can no longer be opened by attacking (left-click).}}{{History||1.8|snap=December 13, 2013|slink=https://twitter.com/jeb_/status/411425952338808832|[[Jens Bergensten|Jeb]] tweeted an image showing that the crafting recipes for doors are changed so that 3 doors are crafted at once. Doors are also stackable to 64.}}{{History|||snap=14w02a|Doors are now stackable to 64.|The [[crafting]] recipes of doors now yield 3 doors instead of 1.}}{{History|||snap=14w10a|[[File:Oak Door JE5.png|32px]] [[File:Iron Door JE3.png|32px]] The models of doors have been changed.}}{{History|||snap=August 8, 2014|slink=https://twitter.com/TheMogMiner/status/497751889102905344|[[Ryan Holtz|TheMogMiner]] tweeted an image showing new types of [[wood]] doors.}}{{History|||snap=14w32d|[[File:Spruce Door JE1 BE1.png|32px]] [[File:Birch Door JE1 BE1.png|32px]] [[File:Jungle Door JE1.png|32px]] [[File:Acacia Door JE1.png|32px]] [[File:Dark Oak Door JE1 BE1.png|32px]] [[File:Spruce Door (item) JE1.png|32px]] [[File:Birch Door (item) JE1.png|32px]] [[File:Jungle Door (item) JE1.png|32px]] [[File:Acacia Door (item) JE1.png|32px]] [[File:Dark Oak Door (item) JE1.png|32px]] New types of wood doors have been added: spruce, birch, jungle, acacia and dark oak.}}{{History|||snap=14w33a|[[File:Jungle Door JE2 BE1.png|32px]] [[File:Acacia Door JE2 BE1.png|32px]] The models of jungle and acacia doors no longer have inner faces in the holes in their models.|[[File:Spruce Door (item) JE2.png|32px]] [[File:Birch Door (item) JE2.png|32px]] [[File:Jungle Door (item) JE2.png|32px]] [[File:Acacia Door (item) JE2.png|32px]] [[File:Dark Oak Door (item) JE2.png|32px]] [[Item]] textures of new doors have been changed to match the dimensions of oak and iron doors.|The wooden door (''Door'') has been renamed to ''Oak Door''.}}{{History|||snap=14w33b|[[File:Oak Door (item) JE3 BE2.png|32px]] [[File:Spruce Door (item) JE3 BE1.png|32px]] [[File:Birch Door (item) JE3 BE1.png|32px]] [[File:Jungle Door (item) JE3 BE1.png|32px]] [[File:Acacia Door (item) JE3 BE1.png|32px]] [[File:Dark Oak Door (item) JE3 BE1.png|32px]][[File:Iron Door (item) JE2 BE2.png|32px]] All [[item]] textures for all doors have been changed. Doors now have hinges on the left and handles on the right, existing wooden doors & iron doors have a slight item textures change as well.}}{{History||1.9|snap=15w31a|[[File:Birch Door JE2.png|32px]] [[File:Jungle Door JE3.png|32px]] [[File:Acacia Door JE3.png|32px]] [[File:Dark Oak Door JE2.png|32px]] Shading on the [[block]] textures of birch, jungle, acacia, and dark oak doors have been changed, so that the shadow is in the upper left and the highlight is in the lower right.}}{{History|||snap=15w43a|Iron doors now have different [[sound]]s than wooden doors.|Doors now have [[sound]]s for placing and different sounds for opening and closing - see sounds section.}}{{History|||snap=15w47a|Doors now make [[sound]]s when placed,<ref>{{bug|MC-2844}} – "Doors have no placement sound." resolved as "Fixed"</ref> despite these apparently already being added in 15w43a.}}{{History|||snap=15w49a|Doors are now placed facing left/right depending on which half of the [[block]] the [[player]] clicks on, unless neighboring doors or solid/opaque blocks cause them to place a certain way.}}{{History||1.10|snap=16w20a|Acacia and spruce doors now generate in [[savanna]] and [[taiga]] [[villages]].}}{{History||1.11|snap=16w33a|Wooden doors can now be used to fuel [[furnace]]s.|Iron doors no longer have a right-click action - previously they would result in the hand swinging, and would override other valid right click actions such as snowball throwing.}}{{History|||snap=16w39a|Dark oak doors and iron doors now generate in [[woodland mansion]]s.}}{{History||July 19, 2017|link=https://twitter.com/jeb_/status/887599625045250048|[[Jeb]] tweets image of a new jungle [[wood planks]], jungle doors, [[cauldron]], and [[dandelion]] textures.}}{{History||1.13|snap=17w47a|The oak door ID has been changed from <code>wooden_door</code> to <code>oak_door</code>.|Prior to [[1.13/Flattening|''The Flattening'']], these [[block]]s' numeral IDs were 64, 71, 193, 194, 195, 196 and 197, and the [[item]]s' 324, 330, 427, 428, 429, 430 and 431.}}{{History|||snap=18w11a|Doors now generate as part of the newly added [[shipwreck]]s.}}{{History||1.14|snap=18w43a|[[File:Oak Door JE6.png|32px]] [[File:Spruce Door JE2.png|32px]] [[File:Birch Door JE3.png|32px]] [[File:Jungle Door JE4.png|32px]] [[File:Acacia Door JE4.png|32px]] [[File:Dark Oak Door JE3.png|32px]] [[File:Iron Door JE4.png|32px]] The textures of all doors have been changed.|[[Vindicator]]s can now break doors.}}{{History|||snap=18w47b|[[File:Spruce Door JE3.png|32px]] The textures of spruce doors have been changed.}}{{History|||snap=18w49a|Added [[snowy tundra]] villages, which generate with spruce doors.}}{{History|||snap=18w50a|The updated [[desert]] villages now generate with jungle doors instead of oak doors.}}{{History|||snap=19w08a|[[File:Oak Door JE7.png|32px]] The texture of oak doors has been changed.}}{{History|||snap=19w12b|Doors can now be placed on glass, ice, glowstone and sea lanterns.}}{{History|||snap=19w13a|[[Evoker]]s and [[pillager]]s can now open doors during [[raid]]s.}}{{History|||snap=19w14a|Pillagers can no longer open doors.}}{{History||1.15|snap=19w39a|Iron doors must now be mined with a [[pickaxe]] for it to be dropped as an [[item]].}}{{History||1.16|snap=20w06a|[[File:Crimson Door JE1.png|32px]] [[File:Warped Door JE1.png|32px]] [[File:Crimson Door (item) JE1 BE1.png|32px]] [[File:Warped Door (item) JE1 BE1.png|32px]] Added crimson and warped doors.}}{{History|||snap=20w07a|Added [[piglin]]s, which can open and close doors.}}{{History|||snap=20w19a|[[File:Crimson Door JE2.png|32px]] [[File:Warped Door JE2.png|32px]] [[File:Crimson Door (item) JE2 BE2.png|32px]] [[File:Warped Door (item) JE2 BE2.png|32px]] The textures of crimson and warped doors have been changed.}}{{History||1.17|snap=21w11a|[[File:Jungle Door (item) JE4 BE2.png|32px]] Changed the texture of the jungle door item.}}{{History||1.18|snap=21w41a|[[File:Oak Door (item) JE4 BE3.png|32px]] [[File:Spruce Door (item) JE4 BE2.png|32px]] [[File:Birch Door (item) JE4 BE2.png|32px]] [[File:Jungle Door (item) JE5 BE3.png|32px]] [[File:Acacia Door (item) JE4 BE2.png|32px]] [[File:Dark Oak Door (item) JE4 BE2.png|32px]][[File:Iron Door (item) JE3 BE3.png|32px]] All [[item]] textures for all doors except crimson and warped have been changed.}}{{History|||snap=Pre-release 5|[[File:Oak Door JE8.png|32px]] [[File:Spruce Door JE4.png|32px]] [[File:Birch Door JE4.png|32px]] [[File:Jungle Door JE5.png|32px]] [[File:Acacia Door JE5.png|32px]] [[File:Dark Oak Door JE4.png|32px]] [[File:Crimson Door JE3.png|32px]] [[File:Warped Door JE3.png|32px]] [[File:Iron Door JE5.png|32px]] Changed top and bottom models of door. Changed oak and iron doors textures.}}{{History||1.19|snap=22w11a|[[File:Mangrove Door JE1.png|32px]][[File:Mangrove Door (item) JE1 BE1.png|32px]] Added mangrove door.}}{{History|||snap=22w14a|Due to the addition of the [[mangrove tree]] and [[mangrove swamp]], mangrove doors are now obtainable and renewable.}}{{History||October 15, 2022|link={{ytl|https://youtu.be/iM9KtHaDcUg?t=5659}}|[[File:Bamboo Door JE1.png|32px]] Bamboo doors were shown on [[Minecraft Live 2022]].}}{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|[[File:Bamboo Door JE1.png|32px]] [[File:Bamboo Door (item) JE1 BE1.png|32px]] Added bamboo doors behind the [[Java Edition 1.20|Update 1.20 experimental datapack]].}}{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[File:Cherry Door JE1.png|32px]] [[File:Cherry Door (item) JE1.png|32px]] Added cherry doors behind the [[Java Edition 1.20|Update 1.20 experimental datapack]].}}{{History|||snap=1.19.4-pre2|[[File:Cherry Door JE2.png|32px]] [[File:Cherry Door (item) JE2.png|32px]] Changed the texture of cherry doors.}}{{History||1.20|snap=23w12a|Bamboo and cherry doors are now available without using the "Update 1.20" experimental datapack.}}{{History|pocket alpha}}{{History||v0.1.0|[[File:Oak Door JE3 BE1.png|32px]] [[File:Iron Door JE1 BE1.png|32px]] Added doors.[[File:Oak Door (bottom texture) JE2 BE1.png|32px]] [[File:Iron Door (bottom texture) JE1 BE1.png|32px]] These are the textures defined for the door blocks in <samp>[[gui_blocks.png]]</samp>. The door items exist, but due to a bug in the code that renders items in the hotbar, they cannot be used.}}{{History||v0.1.3|[[File:Oak Door BE2.png|32px]] [[File:Iron Door BE2.png|32px]] The models of doors have been changed to not display transparency on upper half.}}{{History||v0.2.0|[[File:Oak Door (item) JE2 BE1.png|32px]] [[File:Iron Door (item) JE1 BE1.png|32px]] Added door inventory icons.|[[File:Oak Door JE3 BE1.png|32px]] [[File:Iron Door JE1 BE1.png|32px]] The models of doors have been changed to display transparency on upper half.|Wooden doors are now available in the inventory, including in [[Creative]].}}{{History||v0.2.1 alpha2|link=Pocket Edition v0.2.1 alpha2|[[File:Iron Door BE3.png|32px]] The textures of iron doors have been changed.}}{{History||v0.3.0|A crafting recipe for wooden doors has been added.|Survival players no longer start out with an infinite stack of wooden doors in the inventory.}}{{History||v0.3.2|Wooden doors now drop their item form when broken.}}{{History||v0.5.0|[[File:Oak Door JE4 BE3.png|32px]] [[File:Iron Door BE4.png|32px]] The models of doors have been changed.|Wooden doors can now be obtained after activating the [[nether reactor]].}}{{History||v0.8.0|snap=build 2|[[File:Iron Door JE2 BE5.png|32px]] The textures of iron doors have been changed to before v0.2.1 alpha2.}}{{History||v0.11.0|snap=build 1|''Door'' has been now renamed to ''Oak Door''.}}{{History||v0.12.1|snap=build 1|Doors are now stackable to 64.|The [[crafting]] recipes of doors now yield 3 doors instead of 1.|[[Zombie]]s can now break down wooden doors.|Oak doors can now be opened by [[villager]]s.|Oak doors are no longer available from the [[nether reactor]].}}{{History||v0.13.0|snap=build 1|[[File:Spruce Door JE1 BE1.png|32px]] [[File:Birch Door JE1 BE1.png|32px]] [[File:Jungle Door JE2 BE1.png|32px]] [[File:Acacia Door JE2 BE1.png|32px]] [[File:Dark Oak Door JE1 BE1.png|32px]] [[File:Spruce Door (item) JE3 BE1.png|32px]] [[File:Birch Door (item) JE3 BE1.png|32px]] [[File:Jungle Door (item) JE3 BE1.png|32px]] [[File:Acacia Door (item) JE3 BE1.png|32px]] [[File:Dark Oak Door (item) JE3 BE1.png|32px]] Added spruce, birch, jungle, acacia and dark oak doors.|Iron doors are now available in the [[Creative]] [[inventory]].|A [[crafting]] recipe for iron doors has been added.|Redstone mechanics added, making iron doors able to function normally.}}{{History|||snap=build 2|Spruce, birch, jungle, acacia, and dark oak doors can now be opened by [[villager]]s.}}{{History|||snap=build 4|[[File:Oak Door (item) JE3 BE2.png|32px]] [[File:Iron Door (item) JE2 BE2.png|32px]] The [[item]] textures of oak and iron door has been changed.}}{{History||v0.15.0|snap=build 1|Acacia doors now generate in [[savanna]] [[village]]s.|Spruce doors now generate in [[taiga]] and [[snowy tundra]] villages.}}{{History|pocket}}{{History||1.1.0|snap=alpha 1.1.0.0|Dark oak doors and iron doors now generate in [[woodland mansion]]s.|Doors now have [[sound]]s when placed.<ref>{{bug|MCPE-10079}} – "Doors don't have a placement sound" resolved as "Fixed"</ref>}}{{History|bedrock}}{{History||1.4.0|snap=beta 1.2.14.2|Various wooden doors now generate in [[shipwreck]]s.}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Oak Door BE4.png|32px]] [[File:Spruce Door BE2.png|32px]] [[File:Birch Door BE2.png|32px]] [[File:Jungle Door BE2.png|32px]] [[File:Acacia Door BE2.png|32px]] [[File:Dark Oak Door BE2.png|32px]] [[File:Iron Door BE6.png|32px]] The textures of all doors have been changed.|Jungle doors now generate in the new [[desert]] [[village]]s.|Added [[wandering trader]]s, which can open and close wooden doors.}}{{History||1.11.0|snap=beta 1.11.0.7|[[Vindicator]]s can now break doors during [[raid]]s.}}{{History||1.16.0|snap=beta 1.15.0.51|Zombies can no longer break iron doors.<ref>{{bug|MCPE-43725}}</ref>}}{{History|||snap=beta 1.16.0.51|[[File:Crimson Door BE1.png|32px]] [[File:Warped Door BE1.png|32px]] [[File:Crimson Door (item) JE1 BE1.png|32px]] [[File:Warped Door (item) JE1 BE1.png|32px]] Added crimson and warped doors.|Added [[piglin]]s, which can open and close doors.}}{{History|||snap=beta 1.16.0.63|[[File:Crimson Door BE2.png|32px]] [[File:Warped Door BE2.png|32px]] [[File:Crimson Door (item) JE2 BE2.png|32px]] [[File:Warped Door (item) JE2 BE2.png|32px]] The textures of crimson and warped doors have been changed.}}{{History||1.17.0|snap=beta 1.17.0.50|[[File:Jungle Door (item) JE4 BE2.png|32px]] Changed the texture of the jungle door item.}}{{History||1.18.10|snap=beta 1.18.10.20|[[File:Oak Door (item) JE4 BE3.png|32px]] [[File:Spruce Door (item) JE4 BE2.png|32px]] [[File:Birch Door (item) JE4 BE2.png|32px]] [[File:Jungle Door (item) JE5 BE3.png|32px]] [[File:Acacia Door (item) JE4 BE2.png|32px]] [[File:Dark Oak Door (item) JE4 BE2.png|32px]][[File:Iron Door (item) JE3 BE3.png|32px]] All [[item]] textures for all doors except crimson and warped have been changed.}}{{History||1.19.0|snap=beta 1.19.0.20|[[File:Mangrove Door BE1.png|32px]] [[File:Mangrove Door (item) JE1 BE1.png|32px]] Added mangrove doors.}}{{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.50|snap=beta 1.19.50.21|[[File:Bamboo Door BE1.png|32px]] [[File:Bamboo Door (item) JE1 BE1.png|32px]] Added bamboo doors behind the "[[Bedrock Edition 1.20|Next Major Update]]" [[experimental]] toggle.|The doors now use the same opening and closing [[sound]] effects as ''[[Java Edition]]''.}}{{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.80|snap=beta 1.19.80.20|[[File:Cherry Door JE2.png|32px]] [[File:Cherry Door (item) JE2.png|32px]] Added cherry doors behind the "[[Bedrock Edition 1.20|Next Major Update]]" [[experimental]] toggle.}}{{History||1.20.0|snap=beta 1.20.0.21|Bamboo and cherry doors are now available without using the "Next Major Update" experimental toggle.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Oak Door JE3 BE1.png|32px]] [[File:Iron Door JE1 BE1.png|32px]] [[File:Oak Door (item) JE2 BE1.png|32px]] [[File:Iron Door (item) JE1 BE1.png|32px]] Added doors.}}{{History||xbox=TU5|Doors can be found in the Redstone & Transportation tab in the [[Creative inventory]].}}{{History||xbox=TU14|ps=1.04|Doors being broken by [[zombie]]s now show [[damage]].|Moved doors to the Building Blocks tab in the Creative inventory.}}{{History||xbox=TU25|xbone=CU14|ps=1.17|[[File:Spruce Door JE1 BE1.png|32px]] [[File:Birch Door JE1 BE1.png|32px]] [[File:Jungle Door JE2 BE1.png|32px]] [[File:Spruce Door (item) JE3 BE1.png|32px]] [[File:Birch Door (item) JE3 BE1.png|32px]] [[File:Jungle Door (item) JE3 BE1.png|32px]] Added spruce, birch, and jungle door variants.|The [[crafting]] recipes of doors now yield 3 doors instead of 1.|The original wooden door (''Door'') has been renamed to ''Oak Door''.}}{{History||xbox=TU27|xbone=CU15|ps=1.18|[[File:Acacia Door JE2 BE1.png|32px]] [[File:Dark Oak Door JE1 BE1.png|32px]] [[File:Acacia Door (item) JE3 BE1.png|32px]] [[File:Dark Oak Door (item) JE3 BE1.png|32px]] Acacia and dark oak doors have been added to the [[Creative]] [[inventory]].}}{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|Acacia doors and dark oak doors are now obtainable in [[survival]] mode.}}{{History||?| [[File:Oak Door (item) JE3 BE2.png|32px]] [[File:Iron Door (item) JE2 BE2.png|32px]] Oak and iron door's inventory textures have been changed to match Java Edition}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Oak Door BE4.png|32px]] [[File:Spruce Door BE2.png|32px]] [[File:Birch Door BE2.png|32px]] [[File:Jungle Door BE2.png|32px]] [[File:Acacia Door BE2.png|32px]] [[File:Dark Oak Door BE2.png|32px]] [[File:Iron Door BE6.png|32px]] The textures of all doors have been changed.}}{{History|new 3ds}}{{History||0.1.0|[[File:Oak Door JE2.png|32px]] [[File:Spruce Door JE1 BE1.png|32px]] [[File:Birch Door JE1 BE1.png|32px]] [[File:Jungle Door JE2 BE1.png|32px]] [[File:Acacia Door JE2 BE1.png|32px]] [[File:Dark Oak Door JE1 BE1.png|32px]] [[File:Iron Door JE2 BE5.png|32px]] [[File:Oak Door (item) JE3 BE2.png|32px]] [[File:Spruce Door (item) JE3 BE1.png|32px]] [[File:Birch Door (item) JE3 BE1.png|32px]] [[File:Jungle Door (item) JE3 BE1.png|32px]] [[File:Acacia Door (item) JE3 BE1.png|32px]] [[File:Dark Oak Door (item) JE3 BE1.png|32px]] [[File:Iron Door (item) JE1 BE1.png|32px]] Added doors.}}{{History|foot}}<gallery>Beta 1.7 punching oak door.png|From [[Java Edition Beta 1.7]] to Beta 1.7.2, doors produced [[placeholder texture]] particles when broken or punched on some sides.</gallery>Historical sounds:{| class="wikitable"! Sound! From! to! Pitch|-| {{sound||Door closing old.ogg|Door opening old.ogg}}|?| Sound Update|?|-| {{sound||Door open.ogg|Door close.ogg}}| Sound Update| 15w43a|?|}=== Door "items" ==={{:Technical blocks/Doors}}== Issues =={{Issue list}}== Trivia ==* Door models have an extra hinge on the opposite side of the actual functional hinge.<ref>{{bug|MC-106697|||WAI}}</ref>== Gallery ==<gallery>Oak Door.png|Oak DoorSpruce Door.png|Spruce DoorBirch Door.png|Birch DoorJungle Door.png|Jungle DoorAcacia Door.png|Acacia DoorDark Oak Door.png|Dark Oak DoorMangrove Door.png|Mangrove DoorCherry Door.png|Cherry DoorBamboo Door.png|Bamboo DoorCrimson Door.png|Crimson DoorWarped Door.png|Warped DoorIron Door.png|Iron DoorOak Door (item) JE4 BE3.png|Oak Door (item)Spruce Door (item) JE4 BE2.png|Spruce Door (item)Birch Door (item) JE4 BE2.png|Birch Door (item)Jungle Door (item) JE5 BE3.png|Jungle Door (item)Acacia Door (item) JE4 BE2.png|Acacia Door (item)Dark Oak Door (item) JE4 BE2.png|Dark Oak Door (item)Mangrove Door (item) JE1 BE1.png|Mangrove Door (item)Cherry Door (item) JE2.png|Cherry Door (item)Bamboo Door (item) JE1 BE1.png|Bamboo Door (item)Crimson Door (item) JE2 BE2.png|Crimson Door (item)Warped Door (item) JE2 BE2.png|Warped Door (item)Iron Door (item) JE3 BE3.png|Iron Door (item)</gallery>=== Screenshots ===<gallery>Iron Door in Stronghold.png|Naturally occurring iron door in a [[stronghold]].Wooden Doors 1.8.png|First picture of brand-new 1.8 variants of doors.Door Creeper.png|A creeper behind some dark oak doors.Doortypes.png|All types of doors with their respective trapdoors.FloatingDoorArrows.jpg|Arrows shot into a door that was opened, causing a floating bug.Jeb Crafting Doors.png|First image of three doors being crafted at once.Jappa Closet.jpg|A closet made from oak doors.</gallery>=== Concept Art ===<gallery>Bamboo Wood and Door Concept Art.png|Bamboo door concept art.Bamboo Door Prototype Textures.png|Bamboo door prototype textures.</gallery>== References =={{Reflist}}== External Links ==*[https://www.minecraft.net/en-us/article/taking-inventory--door Taking Inventory: Door] – Minecraft.net on September 29, 2022{{Redstone}}{{Blocks|Utility}}{{Items}}[[Category:Manufactured blocks]][[Category:Generated structure blocks]][[Category:Utility blocks]][[Category:Mechanics]][[Category:Redstone mechanics]][[Category:Mechanisms]][[cs:Dveře]][[de:Tür]][[el:Door]][[es:Puerta]][[fr:Porte]][[hu:Ajtók]][[it:Porta]][[ja:ドア]][[ko:문]][[nl:Deur]][[pl:Drzwi]][[pt:Porta]][[ru:Дверь]][[th:ประตู]][[uk:Двері]][[zh:门]]</li></ul>
Experimental Snapshot 1Hostile mobs now spawn only in light level 0.
experimental snapshot 3Mob spawning is now consistent at all altitudes, making spawn rates at all Y-levels approximately equal to the previous spawn rate at Y=64.
Added per-player mob caps.
experimental snapshot 5The spawn rate changes in experimental snapshot 3 have been reverted.
21w37aAxolotls now have their own mob cap, separate from glow squids.
21w40aAxolotls now spawn only when there is a clay block less than five blocks below the spawning space.
21w42aReworked world spawn selection algorithm. Players now spawn according to the same climate parameters that control biome placement and world generation: players should no longer spawn in the ocean or some other inconvenient locations.
1.18.2
{{Extension DPL}}<ul><li>[[Minecart with Furnace|Minecart with Furnace]]<br/>{{ItemEntity|image=Minecart with Furnace.png|renewable=Yes|stackable=No|size=Height: 0.7 Blocks<br>Width: 0.98 Blocks|networkid=10|drops= 1 {{ItemLink|Minecart with Furnace}}|health={{Hp|6}}}}A '''minecart with furnace''' is a [[furnace]] inside a [[minecart]]. It can be powered with [[coal]] or [[charcoal]] to propel it across a [[rail]] line for a limited time, which can be used to move other minecarts.==Obtaining==Minecarts with furnace can be retrieved by attacking them, and by doing so it drops as an [[item]].===Crafting==={{Crafting|Output= Minecart with Furnace|type= Transportation|Furnace|Minecart}}==Usage==Minecarts with furnaces are placed in the same way as other minecarts. It does not have a graphical user interface, unlike a [[furnace]].Minecarts with furnaces can be powered, done by feeding fuel ([[coal]] or [[charcoal]]) into the furnace minecart with the {{Control|use}} button. The fuel is consumed immediately and it starts to move in the same direction the player clicked toward. Pressing {{Control|use}} always turns it to that direction, even when not holding coal.Any piece of fuel, added at any time, increases the total range by an additional 3600 ticks (equal to 180 seconds or 3 minutes). The upper limit is 32767 ticks, approximately 27 minutes.When powered, minecarts with furnaces cover 240m per minute (about 4m/s, slightly slower than walking speed) or 720m per piece of coal. They do not accelerate beyond this speed when going downhill or on active [[powered rail]]s, and as long as they remain powered, they do not slow down when going uphill, on inactive powered rails, or when pushing or pulling other minecarts.If a powered furnace minecart is derailed and then pushed back onto a rail, it starts moving again in the direction it came from, so they are not easily turned around in this state unless a player is nearby to redirect it with {{Control|use}}.Minecarts with furnaces can climb up steep inclines while pushing other minecarts as long as they have fuel. If a minecart with furnace reaches a slope while pulling another minecart, the pulled minecart is switched to the forward position so that it can be pushed along the slope instead of pulled.When a minecart with furnace bumps into another minecart or multiple minecarts, the other minecarts are pushed forward with great speed. The furnace minecart continues on with its own speed. Because of this speed difference, some of the minecarts may end up inside unloaded chunks on straight tracks.===Train mechanics==={{Schematic|caption=weakly-shunted 1-cart train, one cart was used only to push the train together and is left behind|AB|mc-$ew|mc-$ew|mc/Fu-$ew|-|AB|ra-$wu|ra-$ew|ra-$ew|ra-$ew|ellipsis-ew}}{{Schematic|caption=Creating a strongly-shunted 1-cart train. The sloped rail must be replaced with a horizontal rail before powering.|AB|mc-$ew||mc/Fu-$ew|-|AB|ra-$ew|ra-$ew|ra-$eu|ra-$ew|ra-$ew|ellipsis-ew}}[[File:FurnaceMinecartTrain.png|thumb|right|A Minecart train powered by furnace [[Minecart|minecarts.]]|alt=]]A furnace minecart can be made to pull up to four other minecarts. All minecarts in this train move at the constant speed of the furnace minecart. Trains are formed when a minecart is pushed into the back of a powered furnace minecart or a short-enough train. These shunts are fragile at best and easily come undone, but some methods are stronger than others. For example, pushing a minecart into a furnace minecart and then powering the furnace gives a weaker shunt than pushing the furnace minecart into the other minecart against a wall, and then powering the furnace in the other direction.A high-speed minecart running into the back of a furnace minecart going in the same direction automatically creates a weak shunt with it, pulling it along.Pulling a minecart with TNT causes it to explode.{| class="wikitable"|+Pulled minecart/Shunt behavior!Condition!Result|-|Furnace loses power/speed||Shunt comes undone|-|Entity bumping besides those part of the train||Jettisoned forward|-|Upward sloped track||Jettisoned forward|-|Downward sloped track||Jettisoned forward (strong shunt) or shunt comes undone (weak shunt)|-|90° turn in track||Jettisoned backward|-|Turn toward north/south or east/west that is not the direction the train was shunted in||Train derails|}When a train comes to a turn, the shunt comes undone with the pulled minecart jettisoned backward. The correct way to make such a turn is having the shunt undone before a turn, and then make the two rejoin on a straight rail later by having the pulled cart catch up with the minecart with furnace.<ref name=mango/>Since the train runs slower on a fully powered track than a normal minecart (~5 m/s compared to 8m/s), a train pulled by an unpowered furnace minecart is ideal for AFK farms involving breaking or placing blocks like [[nether wart]].<ref name=mango>{{YouTubeLink|1=pRLiAQfhTG8|2=Why The Furnace Minecart Isn't As Useless As You Think|3=ilmango}}</ref>==Properties==The coal is not stored as an item in the entity, but in the object data in the fuel property as a time in ticks. ''Fuel'' is a short value, i.e. a maximum of 32767 ticks, which is about 27 minutes. However, {{cmd|/summon furnace_minecart ~ ~ ~ {Fuel:32000} }} alone doesn't make it go since it doesn't have a direction. It can be right-clicked on a track to give it a direction, or it can be summoned with the properties ''PushX'' and ''PushZ'' set, which are responsible for the direction. The <code>Motion</code> property of every entity allows for movement of the minecart, but it does not direct the minecart to move on its own.==Sounds=={{Edition|Java}}:<br>Minecarts with furnaces use the Friendly Creatures sound category for entity-dependent sound events.<ref group=sound name=rollsource>{{bug|MC-42132}}</ref>{{Sound table|sound=Minecart rolling.ogg|subtitle=Minecart rolls|source=Friendly Creatures <ref group=sound name=rollsource/>|overridesource=1|description=While a minecart with furnace is moving|id=entity.minecart.riding|translationkey=subtitles.entity.minecart.riding|volume=0.0-0.35 <ref group=sound>Relates linearly with horizontal velocity (max 0.5)</ref>|pitch=0.0-1.0 <ref group=sound>Will increase by 0.0025 per tick if the minecart's horizontal velocity is more than 0.01</ref>|distance=16|foot=1}}{{Edition|Bedrock}}:{{Sound table|type=bedrock|sound=Minecart rolling.ogg|source=neutral|description=While a minecart with furnace is moving|id=minecart.base|foot=1}}==Data values=====ID==={{ID table|edition=java|firstcolumnname=Item|showforms=y|generatetranslationkeys=y|displayname=Minecart with Furnace|spritetype=item|nameid=furnace_minecart|form=item|foot=1}}{{ID table|edition=java|firstcolumnname=Entity|generatetranslationkeys=y|displayname=Minecart with Furnace|spritetype=entity|nameid=furnace_minecart|foot=1}}===Entity data===Minecarts with furnace have entity data associated with them that contain various properties of the entity.{{el|java}}:{{main|Entity format}}{{/ED}}{{el|bedrock}}:: See [[Bedrock Edition level format/Entity format]].==History=={{History|java alpha}}{{History||v1.0.14|[[File:Minecart with Furnace JE1.png|32px]] [[File:Minecart with Furnace (item) JE1.png|32px]] Minecarts with furnace were added.|Since no in-game name was indicated, they were referred to by names such as "powered minecart" or "furnace minecart".|No matter how much fuel was added to the minecart, it would never move for more than 3 minutes after the last fuel.}}{{History|java beta}}{{History||1.0|When tooltips were added to items in inventory, this was named "Minecart with Furnace".}}{{History||1.2|[[File:Minecart with Furnace JE2.png|32px]] The texture of the minecart with furnace has been changed.}}{{History|java}}{{History||1.0.0|snap=?|Each piece of [[coal]] now powers a [[minecart]] with furnace for {{convert|3|minutes|ticks}}, so that adding another piece of coal at any time increases the total range by another 3 minutes. A full stack of 64 coal now powers it for {{convert|192|minutes|ticks}}.|Minecarts with furnace on a level track cover 204 meters per minute.}}{{History||1.8|snap=14w11a|Minecarts with furnace now give a much greater boost to other minecarts.|When powered, minecarts with furnace now move on non-powered rails without decelerating.}}{{History|||snap=14w17a|Minecarts with furnace's behavior has been reverted, so that no change was released in [[Java Edition 1.8]].}}{{History||1.11|snap=16w32a|The entity ID of the minecart with furnace has been changed from <code>MinecartFurnace</code> to <code>furnace_minecart</code>.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 343.}}{{History||1.14|snap=18w43a|[[File:Minecart with Furnace JE3.png|32px]] [[File:Minecart with Furnace (item) JE2.png|32px]] The texture of the minecart with furnace has been changed.}}{{History||1.15|snap=19w38a|[[File:Minecart with Furnace 19w38a.png|32px]] The furnace now appears dark, like suffocating mobs.}}{{History|||snap=19w39a|The furnace texture is now colored correctly.}}{{History||1.15.2|snap=Pre-Release 1|Furnace minecarts can now navigate around any corner.}}{{History||1.19|snap=22w13a|The crafting recipe for a minecart with furnace is now shapeless.|Breaking a minecart with furnace will now drop the item instead of the minecart and furnace separately.<ref>{{bug|MC-249493|||Fixed}}</ref>}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Minecart with Furnace JE2.png|32px]] [[File:Minecart with Furnace (item) JE1.png|32px]] Added minecart with furnace.}}{{History|Ps4}}{{History||1.90|[[File:Minecart with Furnace JE3.png|32px]] [[File:Minecart with Furnace (item) JE2.png|32px]] The texture of the minecart with furnace has been changed.}}{{History|foot}}==Issues=={{issue list}}==Trivia==*The minecart with furnace is excluded from {{els|be|3ds}} on purpose. In a tweet, [[Jeb]] considered removing it from {{el|je}}.<ref>{{tweet|jeb|699241247391772672|I think we will phase out the furnace minecraft ''(sic)''|15 Feb 2016}}</ref>**When converting a [[Legacy Console Edition]] world to a [[Bedrock Edition]] world, any present minecarts with furnaces are converted into a normal minecart.**Despite the above-described poor standing of the minecart, it was most recently briefly featured in an animation in the [[Minecraft Live 2022]], where one was depicted as moving a train of about 20 minecarts at a higher than normal speed.==Gallery==<gallery>Running Powered Minecart.png|A powered minecart in action.</gallery>==References=={{reflist}}{{Items}}{{Entities}}[[Category:Mechanics]][[cs:Parní vozík]][[de:Antriebslore]][[es:Vagoneta con horno]][[fr:Wagonnet motorisé]][[hu:Gőzmeghajtású csille]][[ja:かまど付きのトロッコ]][[ko:화로가 실린 광산 수레]][[nl:Mijnkar met oven]][[pl:Wagonik z piecem]][[ru:Вагонетка с печью]][[uk:Вагонетка з піччю]][[zh:动力矿车]]</li><li>[[Bone Meal|Bone Meal]]<br/>{{Item| image = Bone Meal.png| renewable = Yes| stackable = Yes (64)}}'''Bone meal''' is a material that can be used as a fertilizer for most plants and fungi, as well as a crafting ingredient for [[dye]]s.== Obtaining ===== Crafting ==={{Crafting|Bone|Output=Bone Meal,3|type=Material|showname=0|head=1}}{{Crafting|Bone Block|Output= Bone Meal,9|type=Material|foot=1}}=== Mob loot ======= Fish ====All fish mob variants ([[cod]], [[salmon]], [[tropical fish]], and [[pufferfish]]) have a 5% chance to drop 1 bone meal upon death.{{only|java}} In [[Bedrock Edition]], they drop [[bones]] instead.=== Composters ===When a [[composter]] is completely filled, a single bone meal drops the next time the composter is {{ctrl|used}}.=== Trading ===[[Wandering trader]]s sell 3 bone meal for an [[emerald]].{{only|bedrock}}== Usage ===== Crafting ingredient ==={{crafting usage}}{{IN|bedrock}}, bone meal can be also used in [[banner pattern]]s:{{banner crafting usage}}=== Loom ingredient === {{Banner loom usage|Bone Meal}}=== Dye ==={{Dye usage}}=== Fertilizer ===Bone meal can also be used on the following [[plants]] to have a chance to increase their growth stage:{| class="wikitable"|+!Plant!Action|-|{{BlockLink|Wheat}}<br>{{BlockLink|Carrots}}<br>{{BlockLink|Potatoes}}|The plant matures 2–5 growth stages.|-|{{BlockLink|Beetroots}}|The plant has a 75% chance of growing to the next growth stage.|-|{{BlockLink|Bamboo}}|Grows the [[bamboo]] by 1-2 stems.|-|{{BlockLink|Melon Stem|link=Melon seeds|text=Melon Seeds}}<br>{{BlockLink|Pumpkin Stem|link=Pumpkin seeds|text=Pumpkin Seeds}}|The planted stem matures 2–5 growth stages. Bone meal affects only the stem's growth; it does not cause [[melon]]s or [[pumpkin]]s to sprout from a mature stem.|-|{{BlockLink|Saplings}}<br>{{BlockLink|Azalea}}<br>{{BlockLink|Flowering Azalea}}<br>{{BlockLink|Mangrove Propagule}} (not hanging)|The [[sapling]] has a 45% chance of growing to the next growth stage, if possible. Saplings have two growth stages (with no visible difference between them) before growing into trees as the third stage. A tree cannot grow unless the sapling is planted in proper ground and sufficient space is available. Using bone meal on such an obstructed sapling with no chance of growing wastes the bone meal.|-|{{BlockLink|Sunflower}}s<br>{{BlockLink|Lilac}}s<br>{{BlockLink|Rose Bush}}es<br>{{BlockLink|Peony|Peonies}}|The corresponding item form drops, without destroying the original plant.|-|{{BlockLink|Grass}}<br>{{BlockLink|Fern}}s<br>{{BlockLink|Seagrass}}|A one-block-high tall [[grass]], [[fern]], or [[seagrass]] (that is on [[grass block]], [[dirt]], [[coarse dirt]], [[rooted dirt]], [[farmland]], [[podzol]], [[mycelium]], [[moss block]], [[mud]], or [[muddy mangrove roots]] (only exception is seagrass, will need to on a full surface)) grows into a two-block-high tall grass, fern or seagrass.|-|{{BlockLink|Mushrooms}}|Has a 40% chance of growing into a {{EnvLink|huge mushroom}} if on [[grass block]], [[dirt]], [[coarse dirt]], [[rooted dirt]], [[farmland]], [[podzol]], [[mycelium]], [[moss block]], [[mud]], or [[muddy mangrove roots]].|-|{{BlockLink|Cocoa}}|The cocoa plant matures 1 growth stage.|-|{{BlockLink|Sweet Berry Bush}}|Grows every stage.|-|{{BlockLink|Sea Pickle}}|If the [[sea pickle]] is on a [[coral block]] and in [[water]] at least 2 blocks deep, the sea pickle colony grows, and additional sea pickles generate nearby.|-|{{BlockLink|Sugar Cane}}{{only|bedrock|short=1}}|The sugar cane grows to maximum height (three blocks tall).|-|{{BlockLink|Kelp}}|The kelp plant grows by 1 block per bone meal used, up to its maximum height.|-|{{BlockLink|Flower|id=poppy}} (excluding wither roses){{only|bedrock|short=1}}|One-block-high flowers make more flowers of the same type grow in the surrounding area.|-|{{BlockLink|Fungus|id=fungi}}|Grows into [[huge fungi]], but only if on the respective [[nylium]].|-|{{BlockLink|Weeping Vines}}|Grows the [[weeping vine]]s a few blocks downward.|-|{{BlockLink|Twisting Vines}}|Grows the [[twisting vine]]s a few blocks upward.|-|{{BlockLink|Cave Vines}}|Produces [[glow berries]] if the vine did not have any [[glow berries]] on it already.|-|{{BlockLink|Glow Lichen}}|The [[glow lichen]] spreads to a random adjacent block.|-|{{BlockLink|Moss Block}}|The [[moss block]] causes nearby [[stone]], [[cave vine]]s, and [[dirt]] to become moss blocks.|-|{{BlockLink|Big Dripleaf}}<br>{{BlockLink|Small Dripleaf}}|A [[big dripleaf]] grows one block higher, and a [[small dripleaf]] becomes a big dripleaf.|-|{{BlockLink|Rooted Dirt}}|Causes [[hanging roots]] to grow underneath the [[rooted dirt]] if there is space.|-|{{BlockLink|Mangrove Leaves}}|Creates a hanging [[mangrove propagule]] under the [[mangrove leaves]].|-|{{BlockLink|Mangrove Propagule}} (hanging)|The [[mangrove propagule]] matures 1 growth age.|-|{{BlockLink|Pink Petals}}|Produces another pink petal in the block. If there are already four pink petals in the block, it will drop a pink petal as an item.|-|{{BlockLink|Torchflower Crop}}<br>{{BlockLink|Pitcher Crop}}|Grows every stage.|}Bone meal does not affect:* [[Cactus]]* [[Vines]]* [[Nether wart]]* [[Sugar cane]]{{only|JE}}* [[Chorus plant]]s, or other plants not listed above.==== Wasting bone meal ====Bone meal can be used on the following objects in the following situations, consuming it without any real effect:* On [[grass]], [[fern]]s, and [[seagrass]] that do not have enough space to grow.<ref>{{bug|MC-125642}}</ref>* On [[seagrass]] that doesn't have [[water]] above.* On a [[dark oak sapling]] that is not in a group of four.<ref>{{bug|MC-168446}}</ref>* On a [[mushroom]] that is not on a block that allows it to grow into a huge mushroom.<ref>{{bug|MC-173213}}</ref>* On a [[sea pickle]] that is already in a group of four and has no valid locations to expand to.<ref>{{bug|MC-127995}}</ref>* On a [[bamboo]] (not [[bamboo shoot]]) that is blocked in the way.* On a [[sea pickle]] that is not on a [[coral block]].* On a [[fungus]] that is not on its respective [[nylium]].* Any plants that can't grow due to being block by the [[build limit]].=== Creating new plants ===If bone meal is {{ctrl|used}} on a [[grass block]]; [[tall grass]], [[grass]], [[flower]]s, and [[pink petals]] form on the targeted block and on random adjacent grass blocks in an 15×5×15{{only|java|short=1}}/7×5×7{{only|bedrock|short=1}} area centered on the targeted block. The flowers/pink petals that appear depend on the biome, meaning that in order to obtain specific flowers, the player must travel to biomes where the flowers are found naturally. See {{slink|Flower|Flower biomes}} for more information.Using bone meal on a 2-block flower (rose bushes, sunflowers, lilacs or peonies) will cause one of the same type of flower to drop, without breaking the original. This is the only way to reproduce these flowers, since they cannot generate from using bone meal on grass blocks.Using bone meal on a non-transparent block that is underwater generates [[seagrass]] on that block and surrounding blocks. Sometimes, if in a [[warm ocean]] biome, [[coral]] and [[coral fan]]s may have a chance to generate as well, and in Bedrock Edition, coral (not coral fan) can be generated in any biome. In order for this to work, there must be 2 water blocks above the block the bone meal is being used on, and the lower one must be non-flowing water.Using bone meal on a [[sea pickle]] on a [[coral block]] creates sea pickles. This generates sea pickles up to 3 [[block]]s (of coral) away, so a 7+ × 7+ block (49+ blocks) of coral may be necessary, to return the most sea pickles per given bone meal attempt (more attempts grows them more numerously, exactly - including the range of it growing, like grass with heights on grass blocks - as coral and coral fans, though those others being non-solid blocks).Using bone meal on [[netherrack]] adjacent to [[nylium]] converts the netherrack into nylium of the same type. If both crimson and warped nylium are adjacent to the netherrack that was applied with bone meal, there is a 50% chance that either type of nylium is created.Using bone meal on [[nylium]] causes the corresponding [[roots]] and both types of [[fungi]] to appear on the nylium block and other nylium nearby, with the type of fungi matching the type of nylium being more common. In addition, using bone meal on the side of warped nylium creates [[nether sprouts]] and [[twisting vines]].=== Farmer villagers ===[[Villager]]s with the farmer profession can collect bone meal from a full [[composter]], with which they can make their crops grow faster.== Sounds =={{edition|java}}:{{Sound table|sound=Bonemeal1.ogg|sound2=Bonemeal2.ogg|sound3=Bonemeal3.ogg|sound4=Bonemeal4.ogg|sound5=Bonemeal5.ogg|subtitle=Bone Meal crinkles|description=When bone meal is successfully used|source=block|id=item.bone_meal.use|translationkey=subtitles.item.bone_meal.use|volume=1.0|pitch=1.0|distance=16|foot=1}}{{edition|be}}:{{Sound table|type=bedrock|sound=Bonemeal1.ogg|sound2=Bonemeal2.ogg|sound3=Bonemeal3.ogg|sound4=Bonemeal4.ogg|sound5=Bonemeal5.ogg|description=When bone meal is successfully used|source=block|id=item.bone_meal.use|volume=1.0|pitch=0.9-1.1|foot=1}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Bone Meal|spritetype=item|nameid=bone_meal|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|showaliasids=y|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Bone Meal|spritetype=item|nameid=bone_meal|aliasid=dye / 15|id=411|form=item|translationkey=item.dye.white.name|foot=1}}== History =={{History|java beta}}{{History||1.2|[[File:Bone Meal JE1 BE1.png|32px]] Added bone meal.|Bone meal can now only be applied to [[sapling]]s and [[wheat]].}}{{History||1.6.6|Bone meal can now be applied on [[grass block]]s.}}{{History||1.8|snap=Pre-release|Bone meal can now be used on [[mushroom]]s to make [[huge mushroom]]s, and the block the mushroom is on changes to [[dirt]].}}{{History|||snap=Pre-release 2;)|Bone meal can now be applied on [[pumpkin seeds|pumpkin]] and [[melon seed]]s.}}{{History|java}}{{History||1.3.1|snap=12w19a|Bone meal can now be applied on [[cocoa bean]]s.}}{{History|||snap=1.3|[[File:Bone Meal JE2 BE2.png|32px]] The texture of bone meal has been changed.}}{{History||1.4.2|snap=12w34a|Bone meal can now be used to dye [[leather armor]] and [[tamed wolf]]'s collar.}}{{History||1.4.6|snap=12w49a|Bone meal can now be [[crafted]] with [[gunpowder]] to create a [[firework star]].}}{{History||1.5|snap=13w04a|Bone meal has been significantly nerfed.<br>[[Wheat]], [[melon seeds|melon]] and [[pumpkin seed]]s, [[potato]]es and [[carrot]]s: one bone meal is now consumed for all seven stages of growth (melon and pumpkin seeds do not spawn right away).<br>[[Sapling]]s: one bone meal is now consumed for each of the two growth stages, then it grows into a tree.<br>[[Cocoa]]s: one bone meal is now consumed for each of the three stages of growth.|Green [[particle]]s are now displayed when bone meal is used.|Bone meal can now be used from [[dispenser]]s.}}{{History|||snap=13w05a|The balancing of bone meal has been adjusted. Growing a plant to its last state now takes on average 2-5 uses of bone meal (results vary from plant to plant).<ref>https://web.archive.org/web/20220921040940/https://imgur.com/a/gOngk</ref>}}{{History||1.6.1|snap=13w19a|Bone meal can now be used to craft white [[stained clay]].}}{{History||1.7.2|snap=13w36a|The [[flower]]s generated when using bone meal on grass blocks is now biome dependent.}}{{History|||snap=13w41a|Bone meal can now be used to craft white [[stained glass]].}}{{History||1.8|snap=14w30a|Added [[banner]]s, which can be dyed with [[bone meal]].}}{{History||1.10|snap=16w20a|Bone meal can now be used to craft [[bone block]]s.}}{{History||1.11|snap=16w39b|Bone meal can now be used to dye [[shulker box]]es.}}{{History||1.12|snap=17w06a|Bone meal can now be used to craft white [[concrete powder]].}}{{History||1.13|snap=17w47a|The different data values for the <code>dye</code> ID have been split up into their own IDs.|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 351.}}{{History|||snap=18w07a|Bone meal can now be used underwater to create [[seagrass]].}}{{History|||snap=18w14b|Bone meal can now be used for spreading [[sea pickle]]s.}}{{History||1.13.1|snap=18w31a|Bone meal used in [[water]] of warm ocean biomes now has a chance of growing [[coral]].|[[Cod]], [[salmon]], [[tropical fish]], and [[pufferfish]] now have a chance of dropping bone meal upon death.}}{{History|||snap=18w32a|Bone meal used in [[water]] of warm ocean biomes now has a chance of growing [[coral fan]]s.}}{{History||1.14|snap=18w43a|Bone meal can now used to craft [[white dye]].|Bone meal can no longer be used as a [[dye]].|All of the dye-related functions and crafting recipes of bone meal (except bone blocks) have been transferred to white dye.|[[File:Bone Meal JE3 BE3.png|32px]] The texture of bone meal has been changed.|Bone meal can now be used on [[bamboo]] and [[bamboo shoot]].}}{{History|||snap=19w03a|Bone meal can now be obtained from [[composter]]s.}}{{History||1.16|snap=20w06a|Bone meal can now be used to grow [[fungi]] into [[huge fungi]].|Bone meal can now be used to spread [[nylium]] onto netherrack.}}{{History|||snap=20w09a|Using bone meal to grow fungi now works only on the respective [[nylium]].}}{{History|||snap=20w11a|Bone meal can now grow [[kelp]], [[weeping vines]], and [[twisting vines]].}}{{History|||snap=20w12a|Bone meal can now be used to grow [[roots]], [[fungi]], and [[nether sprouts]] on nylium.}}{{History|||snap=20w13a|Farmers can now use bone meal to grow crops.}}{{History||1.17|snap=21w03a|Bone meal can now be used to spread [[glow lichen]]s.}}{{History|||snap=21w05a|Bone meal can now be used on [[moss block]]s, [[small dripleaf]], [[big dripleaf]], and [[cave vines]].}}{{History|||snap=21w11a|Bone meal can now be used on [[rooted dirt]].}}{{History|||snap=21w15a|Bone meal now makes a sound when used.}}{{History|||snap=21w16a|Moss patches obtained from fertilizing moss blocks contain less vegetation and are now smaller and more irregular in shape.|Bone meal can now be used on [[azalea]] and [[flowering azalea]].}}{{History||1.19|snap=22w11a|Bone meal can now be used on [[mangrove propagule]]s and [[mangrove leaves]].}}{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|Bone meal can now be used on [[pink petals]] and [[torchflower crop]]s.|Using bone meal on [[cherry grove]]s now have a chance to generate [[pink petal]]s.}}{{History||1.20|snap=23w12a|Bone meal can now be used on [[pitcher crop]]s.}}{{History|pocket alpha}}{{History||v0.3.0|[[File:Bone Meal JE1 BE1.png|32px]] Added bone meal. It is currently unobtainable and serves no purpose.}}{{History||v0.3.3|Bone meal can now be crafted from bones.|Bone meal can now be applied to grass blocks and saplings.}}{{History||v0.4.0|Added the first [[crop]]s, which bone meal can be applied to.}}{{History||v0.8.0|snap=build 1|[[File:Bone Meal JE2 BE2.png|32px]] The texture of bone meal has been changed.|Bone meal no longer instantly grows [[crop]]s to full size.|Bone meal can now be used to craft white [[wool]].}}{{History|||snap=build 5|[[Pumpkin]] and [[melon]] stems now grow by only one stage when bone meal is used.|Some [[flower]]s now spawn certain other flowers when bone meal is used on them.|Bone meal can now grow [[fern]]s and [[tall grass]] in [[survival]] and [[creative]].|Bone meal can now grow [[sugar cane]]s to maximum height.}}{{History||v0.9.0|snap=build 11|Bone meal can now be used to dye tamed [[wolf]] collars.}}{{History||v0.14.0|snap=build 1|Bone meal can now be used from [[dispenser]]s.|Bone meal can now be used to dye [[water]] in [[cauldron]]s.}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|Bone meal can now be used to dye [[shulker]]s.}}{{History||1.1.0|snap=alpha 1.1.0.0|Bone meal can now be used to craft white [[concrete powder]], white [[bed]]s and white [[shulker box]]es.}}{{History||1.1.3|snap=alpha 1.1.3.0|Bone meal can now be used to craft [[bone block]]s.}}{{History|bedrock}}{{History||1.2.0|snap=beta 1.2.0.2|Bone meal can now be used to craft white [[stained glass]].|Bone meal can now be used to craft [[firework star]]s.|Bone meal can now be used to create [[banner]] patterns.}}{{History||1.4.0|snap=beta 1.2.14.2|Bone meal can now be used underwater for growing [[seagrass]] and [[coral]].}}{{History|||snap=beta 1.2.20.1|Bone meal can now be used for spreading [[sea pickle]]s.|Bone meal can now be used to craft white [[balloon]]s and white [[glow stick]]s.}}{{History||1.8.0|snap=beta 1.8.0.8|Bone meal can now be used to grow [[bamboo]].}}{{History|||snap=beta 1.8.0.10|Bone meal can now be used to craft [[white dye]].}}{{History||1.10.0|snap=beta 1.10.0.3|Bone meal are now sold by [[wandering trader]]s.|[[File:Bone Meal JE3 BE3.png|32px]] The texture of bone meal has been changed.}}{{History||1.11.0|snap=beta 1.11.0.1|Bone meal can now be obtained from [[composter]]s.}}{{History||1.16.0|snap=beta 1.16.0.51|Bone meal can now grow [[fungus|fungi]] into [[huge fungi]].|Bone meal can now be used to turn [[netherrack]] into [[nylium]].|Bone meal can now be used to grow [[roots]], [[fungi]], and [[nether sprouts]] on nylium.}}{{History||1.16.100|snap=beta 1.16.100.56|The ID of bone meal has been changed from <code>dye/15</code> to <code>bone_meal</code>.}}{{History||1.16.210|snap=beta 1.16.210.51|Bone meal used in [[water]] now has a chance of growing [[coral fan]]s.}}{{History||1.16.220|snap=beta 1.16.220.52|Bone meal can now be used on [[moss block]]s, [[small dripleaf]], [[big dripleaf]], [[cave vines]] and [[rooted dirt]].}}{{History||1.17.0|snap=beta 1.16.230.50|Bone meal can now be used to spread [[glow lichen]]s.}}{{History|||snap=beta 1.16.230.54|Bone meal can be used to grow [[azalea]]s into azalea trees.}}{{History|||snap=beta 1.17.0.50|Bone meal now makes a sound when used.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.00|wiiu=Patch 1|switch=1.0.1|[[File:Bone Meal JE1 BE1.png|32px]] Added bone meal.}}{{History||xbox=TU19|xbone=CU7|ps=1.12|Bone meal no longer instantly grows [[crop]]s to full size.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Bone Meal JE3 BE3.png|32px]] The texture of bone meal has been changed.}}{{History|new 3ds}}{{History||0.1.0|[[File:Bone Meal JE2 BE2.png|32px]] Added bone meal.}}{{History|foot}}== Issues =={{issue list}}== Trivia ==* Bone meal can be used on the sides or bottom of a [[grass block]], as well as on a grass block with [[plant]]s already on top of it.* Regardless of if it succeeds in fertilizing, bone meal makes green sparkles. However, like smoke from a [[torch]], the sparkles appear only if the [[player]] has [[particles]] set All or Decreased.* In real life, [[Wikipedia:bone meal|bone meal]] is used as a fertilizer to provide nitrogen and phosphorus to plants.==Gallery==<gallery>File:Bone Meal On Grass.png|Bone meal used on [[grass block]]s.</gallery>== See also ==* [[Farming]]== References =={{reflist}}{{Items}}[[Category:Dyes]][[Category:Plants]][[Category:Renewable resources]][[cs:Kostní moučka]][[de:Knochenmehl]][[es:Polvo de hueso]][[fr:Poudre d'os]][[hu:Csontliszt]][[ja:骨粉]][[ko:뼛가루]][[nl:Beendermeel]][[pl:Mączka kostna]][[pt:Farinha de osso]][[ru:Костная мука]][[th:ผงกระดูก]][[zh:骨粉]]</li></ul>
22w07aAquatic mobs now spawn only if the block above is a non-waterlogged water block, preventing fish from spawning inside bubble elevators.

Issues[]

Issues relating to "Spawn" are maintained on the bug tracker. Report issues there.

Trivia[]

  • In Java Edition, the world spawn (the point where players spawn if they have no valid bed spawn) is usually a random (seed determined) point between -500 and +500 on the X and Z axis. If the chosen point is in water (due to nothing but ocean biomes in the -500 to +500 range), a second attempt is made between -1500 to +1500. If this fails due to ocean, the game gives up and puts the world spawn in the middle of the ocean (still at the surface) (attempting to play the flat lands preset Water World does this, for example). Normally, a player who spawns in the water does so near the shore because the world spawn itself picked a spot there.
  • In Bedrock Edition, an opaque block normally causes all blocks below it to spawn cave mobs, but not if a transparent block is placed on top.

Gallery[]

  • Spawn (11)

    An ideal spawn location, with trees and animals nearby.

  • Spawn (12)

    A non-ideal spawn location. In a desert, unless a player finds an exposed mineshaft, it is much more difficult to find wood.

  • Spawn (13)

    A spawn location on an island, with trees nearby.

  • Spawn (14)

    A Dark forest's dense foliage can protect hostile mobs from sun, making this biome dangerous.

References[]

  1. MCPE-120237
  2. https://www.minecraft.net/en-us/article/minecraft-snapshot-20w10a
  3. MC-1788
  4. a b c d Only 8 levels, since only blocks with solid top surfaces are spawnable. See MC-202376
  5. The 96-block horizontal limit is reported as a bug at MCPE-102197
  6. [1]
  7. MC-182897—"Some passenger mobs don't count to the mob cap"—resolved as "Works As Intended".
  8. MC-182304
  9. MCPE-70664

External links[]

Spawn (2024)

FAQs

Is Spawn evil or good? ›

He possesses an instinct to protect the weak. Spawn does mean to do good and doesn't really have villainous goals, but that doesn't stop him from murdering, maiming, or mutilating people to do what he wants.

How powerful is Spawn? ›

There's an argument to be made for Spawn being one of the most powerful comic book characters of all time. He has the traditional strength, invulnerability and flight common to superheroes in addition to abilities like teleportation and telekinesis.

Is Spawn from the MCU? ›

The reason he is not a Marvel or DC character is that Todd McFarlane, the comic book writer/artist who created him did not want him to be one. Spawn debuted in Spawn #1, in 1992, as one of the original launch titles of the brand-new Image Comics publisher.

Who is stronger, Superman or Spawn? ›

It goes without saying that Spawn was Image Comics' flagship superhero, and their most powerful character to date. Spawn would beat Superman not only because of his demonic powers, but because he had Hell's legions behind him.

Does Spawn become an angel? ›

Judas then stabs Cyan in the heart but the Mother gives Spawn a piece of the fruit and resurrects him. He gains an angelic form and greater power. Spawn returns to Earth, which has been destroyed by Four Horsem*n; angels and demons are waiting to fight their final battle.

Does Spawn belong to Marvel or DC? ›

Spawn belongs to an independent comic house named Image Comics, which Todd McFarlane started with six other artists.

Who is stronger Hulk or Spawn? ›

That said, Hulk is much stronger, tougher, and powerful overall in terms of Destructive Capacity.

Who can beat Ghost Rider? ›

As powerful as Cosmic Ghost Rider is, Immortal Hulk would destroy him. Castle couldn't do anything that would actually kill him, which would give Immortal Hulk time to destroy his opponent. While Immortal Hulk is certainly the most powerful Hulk, even other forms could defeat Cosmic Ghost Rider.

Can Spawn beat kratos? ›

Wiz: Kratos is a very difficult one to beat, but Spawn's magical prowess and near-indestructible body proved too much for him. Boomstick: Yeah, normally, that last attack would've meant the end for his opponent, but not Spawn!

Does Spawn know Batman? ›

Antagonistic, confrontational and suspicious of each other, Spawn and Batman engage in violent battles before realizing they are both after the same villain. Grudgingly, they decide to work together.

Who wins, Spawn or Ghost Rider? ›

Without K7 spawn would need to rely on his Necroplasm powers. However, these powers would be rapidly depleted from blasts of hellfire from ghost rider and there use. In the end the rider's flames would finish the job Chapel started when he lit up Al. In the end the rider would win.

Has Spawn ever crossed over with Marvel? ›

Before Spawn ever met Batman, the iconic Image character had a secret DC and Marvel crossover that saw him wielding Superman's power. Following his battle with Heaven's hunter Angela, Spawn finds himself in Hell's Seventh Sphere.

Can Spawn beat Darkseid? ›

I will not fall to you, vermin!” Darkseid is nearly overwhelmed by Annihilator and is only defeated when Doctor Multiverse takes the power of the multiversal crack for her own, banishing Annihilator for the moment, but not before it's proven that this Spawn villain could totally kill Darkseid should he ever get the ...

Is Spawn more powerful than Batman? ›

Who wins in Spawn vs Batman? - Quora. In an actual fight between the two, Spawn would win this fight rather easily. He wouldn't even have to take things seriously in all honesty. Sure Batman has a number of gadgets and high profile victories under his belt, but none of that compares to the powers of a Hellspawn.

Is Spawn a villain or a hero? ›

Traditionally, Spawn is neither hero nor villain. He's usually portrayed as an antihero, which is basically a borderline villain with a few heroic tendencies (i.e., someone who reluctantly save lives or kills bad people, like TV's Dexter or Walter White, but not always for the best of reasons).

Does Spawn believe in God? ›

In the cosmology of Spawn, the being humanity has labelled God is in reality one of an infinite number of beings created by the Mother of Creation to safeguard the worlds of the universe.

Is Spawn bad roblox? ›

spawn and delay are not bad, they are simply two tools with their advantages and limitations. By themselves they do not make the code inefficient. The most important thing is to know how to use them. In a nutshell, you should never cause a task congestion.

Was Spawn a bad movie? ›

Spawn is an overbearing, over-violent film that adds little to the comic book adaptation genre.

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