Villager (2024)

Not to be confused with Illager,PillagerorWandering Trader.

For the mob in Minecraft Dungeons, see MCD:Villager.

For the mob in Minecraft Legends, see MCL:Villager.

Villager (1)

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Villager (2)

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For the structure, see Village.

For the old version of villagers, see Villager (old).

"Librarian" redirects here. For the achievement, see Achievements§Librarian.

Villagers are passive mobs that inhabit villages, work at their professions, breed, and interact with each other. Their outfit varies according to their occupation and biome. A player can trade with them using emeralds as currency.

They are also the most complex mob in the game, expressing a vast array of behaviours.

Contents

  • 1 Spawning
    • 1.1 Natural generation
    • 1.2 Curing
  • 2 Drops
  • 3 Behavior
    • 3.1 Movement patterns
      • 3.1.1 Getting attacked
      • 3.1.2 Preferred path
    • 3.2 Job site blocks
    • 3.3 Gossiping
    • 3.4 Picking up items
    • 3.5 Sharing food
    • 3.6 Farming
    • 3.7 Breeding
      • 3.7.1 Food Units
      • 3.7.2 Willingness
      • 3.7.3 Bed Requirements
    • 3.8 Baby villagers
    • 3.9 Lightning
    • 3.10 Iron golem summoning
    • 3.11 Panicking
    • 3.12 Zombies
    • 3.13 Raids
    • 3.14 Staring
  • 4 Schedules
    • 4.1 Working
    • 4.2 Wandering
    • 4.3 Gathering
    • 4.4 Playing
    • 4.5 Returning home
    • 4.6 Sleeping
    • 4.7 Healing
  • 5 Professions
    • 5.1 Nitwit
    • 5.2 Appearance
  • 6 Trading
    • 6.1 Supply and demand
    • 6.2 Trade offering
    • 6.3 Economic trade
    • 6.4 Popularity or reputation
    • 6.5 Hero of the Village
  • 7 Similar mobs
    • 7.1 Zombie villagers
    • 7.2 Wandering trader
  • 8 Sounds
    • 8.1 Generic
    • 8.2 Working
  • 9 Data values
    • 9.1 ID
    • 9.2 Entity data
      • 9.2.1 Villager type
      • 9.2.2 Villager profession
  • 10 Achievements
  • 11 Advancements
  • 12 Video
  • 13 History
  • 14 Issues
  • 15 Trivia
    • 15.1 April fools
  • 16 Gallery
    • 16.1 Renders
    • 16.2 Renders asleep
    • 16.3 Screenshots
    • 16.4 Animations
    • 16.5 Artwork
    • 16.6 In other media
  • 17 References

Spawning[]

Natural generation[]

Villagers can be found in villages, which spawn in several biomes such as plains, snowy plains, savannas, deserts, taigas, and snowy taigas[Bedrock Edition only] and can cut into other biomes such as swamps and jungles. When the village is generated, unemployed villagers spawn in them, the number of which depends on the buildings in that village, as some buildings generate villagers inside and some do not.

A cleric villager and cleric zombie villager spawn locked up in the basem*nts of igloos (if the basem*nt generates) under the carpet of the floor. In Bedrock Edition, the villager and zombie villager inside igloo basem*nts have random professions instead of always being clerics. The cleric villager can also turn into a leatherworker villager since the cauldron in the basem*nt is closer to the villager.

Curing[]

Giving a zombified villager the Weakness effect and then feeding it a golden apple starts the curing process. After five minutes, it transforms into a villager, displaying purple Nausea status effect particles for 10 seconds after being cured. The villager retains the profession it had as a zombie, if it had one before turning into a zombie villager. In Bedrock Edition, if the zombie villager is player spawned, it adopts a randomly chosen profession. The villager can also be a nitwit, as the game counts it as a "profession" but the nitwit villager still can't work. If employed, the cured villager offers discounts on most of its trades.

Drops[]

A villager, either adult or baby, does not ordinarily drop any items or experience when killed. However, when a player holds an emerald or other item a villager is willing to trade for, the item it offers in trade appears in its hands, alternating between items if there are multiple items the villager wants to trade.

Upon successful trading, a villager drops 3–6.

Upon successful trading, while willing to breed, 8–11 is dropped.

Behavior[]

Movement patterns[]

Nitwit and unemployed villagers leave their homes at day and begin to explore the village. Generally, they wander inside the village during the day. They may go indoors or outdoors, periodically making mumbling sounds. Occasionally, two villagers may stop and turn to look at each other, in a behavior called socializing, during which they stare at another villager for 4–5 seconds at a time. They continuously stare at a nearby player unless the villager is trying to get into a house at night, farm food, work, or flee from a zombie or illager. Baby villagers may jump on beds and play tag with each other, similarly to how baby piglins and baby hoglins play tag.

In Bedrock Edition, baby villagers do not stop continuously in front of players, though they still do stare as they move.

Villagers tend to not travel far from their beds in a large village unless the job site or the nearest gossip site (bell) is far from their beds.

Villagers, like other mobs, can find paths around obstructions, avoid walking off cliffs of heights greater than 3 blocks, and avoid some blocks that cause harm. However, in crowded situations, one villager can push another off a cliff or into harm's way.

Villagers emit green particles if they join a village, set a bed, or acquire a job site/profession.

Villagers run inside at night or during rain, closing doors behind them. They attempt to sleep at night, but if they cannot claim a bed, they stay indoors near a bed until morning. In the morning, they head outside and resume normal behavior. However, some villagers, such as nitwits, stay outside later than others unless being chased by an illager or zombie.

If a villager finds itself outside the village boundary, or a villager without a village detects a village boundary within 32 blocks, it moves quickly back within the boundary. A villager taken more than 32 blocks away from its village boundary forgets the village within about 6 seconds. Whether in a village or not, a villager is never prone to despawning.

Villagers can open all wooden doors and find paths or blocks of interest behind the doors. However, they cannot open any trapdoors, fence gates, or iron doors. Villagers can climb ladders, but do not recognize them as paths and do not deliberately use them. Any climbing of ladders seems to be a side effect of them being pushed into the block by another mob, (likely, and most often, other villagers). Unfortunately, this behavior can leave them stranded on the second floors and roofs of some village structures, as they lack the necessary AI to intentionally descend ladders.[verify] A simple fix for these situations is for the player to manually push the villager back toward the ladder hole and then install a wooden trapdoor at the top, after the villager is returned to the ground level. One way to prevent a villager from climbing ladders is to break the first ladder touching the ground thus requiring a player to jump to the ladder to climb.

Getting attacked[]

Villagers flee from zombies, zombie villagers, husks, drowned, zombified piglins[Bedrock Edition only], zoglins, vindicators, pillagers (even if their crossbow has been broken), ravagers, and vexes within 8 blocks, and evokers and illusioners within 12 blocks in Java Edition/16 blocks in Bedrock Edition. Like other passive mobs, villagers sprint away when attacked. Villagers do not run away from skeletons (and their variants), spiders, or cave spiders since these hostile mobs are passive towards villagers, although a skeleton arrow might hit a villager by accident.

Preferred path[]

Villager (3)

This feature is exclusive to Bedrock Edition.

Villagers favor pathways to reach a selected destination and try to stay in low cost blocks, like the dirt path or cobblestone blocks. They also avoid jumping.

Job site blocks[]

For a list of job site blocks and the professions they are required for, see §Professions.

Unemployed villagers (other than babies and nitwits) seek employment at job site blocks (also referred to as workstations), and employed villagers use job site blocks to refresh their trades (see § Working). Villagers who have made their first trade can only claim a site block that corresponds with their profession, whereas tradeless villagers may change their profession to match a site block.

In Java Edition, unemployed villagers claim job site blocks by searching for the nearest unclaimed site in a 48-block sphere. When a suitable site block is detected, the villager starts pathfinding to it, staking a provisional claim. This can only occur while the villager is awake. A provisional claim is released if the villager cannot reach the block within 60 seconds, however the villager may try again immediately.[1] To fully claim the site and change profession, the villager must approach within a 2-block radius of the job site's center. When a job site block is fully claimed, its owner emits green particles, and no other villager can claim the block unless the owner relinquishes it.

In Bedrock Edition, all villagers search for unclaimed job sites in a 16 block radius and 4 block height. If a site block is found, it is added to a shared list of valid job site blocks for the whole village. An unemployed villager with a bed claims the first site block on that list and immediately change profession to match, regardless of distance or accessibility to the site block.[2] A villager may make a claim while sleeping. If a villager cannot pathfind to their claimed site, both the block and the villager emit anger particles; the job site block may need to be broken before the villager relinquishes it.[verify] When a job site block is claimed, both the block and the villager making the claim emit green particles and the site block is removed from the list.

Villager (4)

Gossiping[]

Villagers can store certain memories about players in the form of gossip. These get spread to other villagers whenever they talk with each other. Each piece of gossip is one of five types, and it stores a value as well as a target. Gossips generate and increase in value as a result of various player actions. The target is the player who caused the gossip. Together the gossip values determine a player's reputation with the villager, which influence trading prices and the hostility of naturally spawned iron golems.

TypeCaused byAmount gainedDecayShare penaltyMax valueReputation multiplier
Major positiveCuring2001001005
Minor positiveCuring25152001
Minor negativeAttacking252020200-1
Major negativeKilling251010100-5
TradeTrading2220251

Trading with or curing a villager increase the value of the corresponding gossips for the targeted villager only. When a villager is attacked or killed, however, it instead generates the major negative gossip in every other villager it could see (eye-to-eye line of sight) inside a box extending 16 blocks from the villager in all coordinate directions.

When a piece of gossip is shared, it is received at a lower value than the sharer has it. Gossips also decay a certain amount (see Decay column) every 20 minutes. Since major positive gossip have a share penalty equal to its max value and a decay of 0, it cannot be shared and never decays.

A player's total reputation with a villager is determined by multiplying each gossip's value by their respective multiplier and adding the results together. For example, if a player has recently cured a villager for the first time but also attacked the villager twice, their reputation with that villager would be 5×20 + 25 - 50 = 75. After 40 minutes the gossips have decayed twice, making the player's reputation 5×20 + 23 - 10 = 113.

The prices of a villager's trades all get reduced by reputation times the price multiplier rounded down, meaning that a positive reputation lowers prices but a negative reputation increase them. The price multiplier is either 0.05 or 0.2 depending on the item, see trading. Prices can not get lower than 1 or higher than the item's stack size. The exact function to calculate the price affected by the gossips is y = x - floor((5a + b + c - d - 5e) × p), Where y is the final price, x is the base price, a is the value of major_positive, b is the value of minor_positive, c is the value of trading, d is the value of minor_negative, e is the value of major_negative, and p is the value of PriceMultiplier.

Iron golems that were not built by a player become hostile towards players whose reputation with any nearby villager is -100 or lower. The golem checks all villagers inside a box centered on the golem and extending 10 blocks in every horizontal direction and 8 blocks in both vertical directions.

Players can set villagers on fire using flint and steel or lava without affecting gossips. The same is true for TNT activated by redstone or a dispenser. However, TNT ignited directly by a player (using flint and steel, fire charges or flaming arrows) does generate gossip for damaged or killed villagers, because the TNT's damage is attributed to the player.

Picking up items[]

Villagers have eight hidden inventory slots, which start empty whenever the villager is spawned. Villagers do not intentionally seek out items to pick up, but they do collect any bread, carrots, potatoes, wheat, wheat seeds, beetroot, beetroot seeds, torchflower seeds, pitcher pods, and bone meal within range (bone meal can be picked up only by farmer villagers). These are the only items they can pick up, although the player may use the /item replace command to put a random item into a villager's inventory. Villagers can fill all 8 inventory slots with the same item. If a player and a villager are in the pickup range of an item at the same time, the player always picks it up first. If several villagers are next to an item, the same one picks up the item every time. Consequently, in constrained space, the same villager picks up any item dropped. This behavior prevents villagers from sharing food in a one-block space.

When killed or converted to a zombie villager, any inventory item of the villager is lost, even when /gamerule keepInventory is set to true.

If /gamerule mobGriefing is false, villagers cannot pick up items, and farmer villagers cannot plant or harvest crops.

Like other mobs, villagers have four slots for worn armor, separate from their inventory. An adjacent dispenser can equip armor, elytra, mob heads, or carved pumpkins to a villager, but the armor is not rendered (except for carved pumpkins and mob heads). The equipment functions as normal; for example, a villager wearing an armor piece enchanted with Thorns can inflict Thorns damage to attackers, and a villager wearing Frost Walker boots is able to create frosted ice. If a villager is converted into a zombie villager, the armor it was wearing is dropped, though it may be able to pick it up and equip it again.

Sharing food[]

Villager (5)

In Java Edition, villagers collect bread, carrots, potatoes, beetroots, wheat seeds, beetroot seeds, and wheat. If a villager has at least 24 of these items, it gives the extra amount to a villager with 4 or less of each these food items. That other villager can also do this until all villagers have shared all items they could (for example, on a group of three villagers one receives 60 bread, then it shares 36 to another villager to keep 24[3], and that same villager then shares 12 to the third villager).

In the case of wheat, villagers have a rather distinct behavior. They do the same as other crops, but if a villager has at least 32 wheat, it tries to give half of it to another villager, making both have 16 wheat.

If a villager has 8 full stacks of any kind of food or seeds and then tries to share with another, for example a bait villager in a farm where a hopper picks it all up, it leaves 24 in each stack in its inventory instead of calculating the total amount it has, and it always tries to maintain this minimum amount, thus it can never really empty its inventory down to 0 and clear a slot to pick up other stuff, unless it uses the items when trying to breed or when farming if they are a farmer.[4][5]

In Bedrock Edition, if a villager has enough food in one inventory stack (6 bread or 24 carrots, potatoes, beetroots, or 18 wheat for farmers only) and sees a villager without enough food in one inventory stack (3 bread, 12 carrots, 12 potatoes, or 12 beetroots for non-farmers; 15 bread, 60 carrots, potatoes, or beetroot, or 45 wheat for farmers), the villager may decide to share food with that villager.

To share, a villager finds its first inventory stack with at least 4 bread, carrots, potatoes, or beetroot or with at least 6 wheat, and then throws half the stack (rounded down) in the direction of the target villager. When wheat is shared, it is first crafted to bread, which may result in 1 or 2 less than half the stack being shared.

Farming[]

Villager (6)

In Java Edition, during the "work" portion of their schedule farmers tend nearby crops.

  • Farmers sometimes move to random farmland blocks they detect within ±4 on the X and Z axes and ±2 on the Y axis, rather than going to their jobsite.
  • If there are fully-grown crop blocks or air above farmland within ±1 of the villager on each axis, the farmer spends 10 seconds tending them (not counting time spend walking to the next block), one per second. The block is harvested if necessary and (re-)planted if the farmer has any seeds.
    • If /gamerule mobGriefing is false, villagers cannot farm.
    • Harvesting is done regardless of the villager's current inventory, even if they lack space to pick up the results.
    • Planting is done as from the first eligible inventory slot.
  • If there is at least one non-fully-grown crop block within ±1 of the farmer on each axis, the farmer has bone meal, and it has been at least 8 seconds since the farmer last did some fertilization, then the farmer fertilizes up to four crop blocks (one every two seconds).
  • When the farmer works at their composter, it composts excess wheat and beetroot seeds, and extracts bone meal if it is full. Up to 20 seeds are composted in one work session, but at least 10 of each type of seed are first kept. Inventory slots are checked in reverse order.

In Bedrock Edition, farmers tend crops within the village boundary. Villagers far enough outside the boundary of any village also tend nearby crops. Farmland to be tended is found by seeking for certain blocks up to 9 blocks away from the villager in the X and Z coordinates and up to 1 away in the Y coordinate (a 19×19×3 volume total).

  • If a farmer villager does not have enough food in one stack in its inventory (15 bread, 60 carrots, 60 potatoes, 60 beetroots, or 45 wheat) and finds fully-grown wheat, carrots, potatoes, or beetroot, the villager moves to the crop block and harvests it.
  • If a farmer villager has any seeds, carrots, potatoes, or beetroot seeds in his inventory and finds an air block above farmland, the villager moves to it and plants a crop. They always plant from the first eligible slot in their inventory.
  • Farmer villagers use and pick up bone meal. They also fill their composter with seeds.
  • Farmer villagers only start farming if a crop is planted on farmland previously.
  • Farmer villagers continue to plant on the farmland even if all crops are destroyed.

For both editions,

  • Farmer villagers cannot turn dirt, grass blocks, or dirt paths into farmland. Nor they pick up any hoes to till the blocks.
  • If a hoe is placed into a farmer villager's mainhand or offhand via commands, they still cannot till any blocks.
  • Farmer villagers often share their crops and food with other villagers if they have any extras.

Breeding[]

In Java Edition, villagers can only attempt to breed while wandering (see § Schedules below). Note however, villagers may not always follow their schedule; they may for example start § Panicking instead of wandering if frightened, or wander instead of § Gathering if there is no meeting place set in the village. Note however during the night villagers will always search for their beds rather than wandering, thus they cannot breed during the night.

In Java Edition, wandering villagers may try to breed although there is no guarantee they will as villagers have multiple tasks to choose from while wandering. During a breeding attempt two willing (see § Willingness below) villagers will look at each other and heart particles will appear around each of them. An attempt succeeds if an unclaimed bed can be reached via pathfinding within a 48 block radius of the breeding villagers. If successful, a baby villager will be created, 12 § Food Units from each of the breeding villager's inventories will be consumed, and they must wait a 6000 tick / 5 minute cooldown before attempting to breed again. The appearance of the child is randomly determined by either the biome type of the parents or by the biome where the breeding occurred. When the attempt fails anger particles are displayed, no baby villager is produced, and there is no cooldown before breeding may be attempted again. However, 12 food units are still consumed by each villager. Since villagers can't breed during the night they may produce up to two children a day maximum.

In Bedrock Edition a census is periodically taken to determine the current population of the village. All villagers within the horizontal boundary of the village are counted as part of the population to determine if continued villager mating is allowed. However, any villager within the horizontal boundary of the village and the spherical boundary of the village attempts to enter mating mode as long as there is at least one villager within the boundary. If two villagers simultaneously enter mating mode while they are close to one another, they breed and produce a child. The appearance is determined by the biome where the breeding occurs in Bedrock Edition.[6]

Villager (7)

Food Units[]

During breeding, food is required and consumed from the villager's inventories. Different foods supply different amounts of "food units" to the villager. Carrots, potatoes, and beetroots count for 1 food unit each while bread counts as 4.

Willingness[]

Villagers must be willing to breed. If a villager has 12 units of food in their inventory, they become willing. Breeding consumes the villager's food stock, therefore, after mating, villagers may cease to be willing until they regather a sufficient stock of food items.

Any villager with an excess of food (usually farmers) throws food to other villagers, allowing them to pick it up and obtain enough food to become willing. The player can also throw bread, carrots, beetroots, or potatoes at the villagers themselves to encourage breeding. Villagers consume the required food upon becoming willing. If /gamerule mobGriefing is false, villagers don't pick up food or break crops.

Bed Requirements[]

Breeding depends on the number of valid beds. If a villager is "willing" (see § Willingness above), villagers may breed as long as there are unclaimed beds available within the limits of the village. § Baby villagers require beds with at least 2 empty blocks above the head (note that mobs view slabs as full blocks for pathfinding, so putting upper half slabs above a bed invalidates the bed). Job sites, jobs, doors, windows, or roofs are not required for villagers to breed. All baby villagers are initially unemployed.

Villager (8)

Baby villagers[]

Baby villagers sprint around, entering and leaving houses at will. They sometimes stop sprinting to stare at other villagers,‌[Java Edition only] the player, or an iron golem. If the iron golem is holding out a poppy, the children may cautiously take the flower from its hands. This is a reference to the 1986 Japanese animated movie Castle in the Sky, in which a giant robot covered in vines (inspiration for the iron golem) gives the main characters flowers to put on a memorial.[7] Baby villagers tend to group and chase one another around the village as if playing tag. They also jump on beds.

Illagers ignore baby villagers until they reach adulthood.

Villager (9)

Baby villagers give gifts of poppies or wheat seeds to players who have the Hero of the Village effect in Java Edition.

Baby villagers in Bedrock Edition and Minecraft Education have a slightly bigger head than in Java Edition; this also can be seen in other baby mobs in the game as well. Java Edition baby villagers don't have too big of a head, so they look like a tiny normal villager.

Baby villagers can fit through 1×1 block gaps.

A baby villager becomes an adult 20 minutes after birth, even when in a boat or a minecart. Baby villagers with no AI do not grow up.

Lightning[]

Villager (10)

When lightning strikes within 3–4 blocks of a villager, the villager is replaced by a witch that can't despawn. Even a baby villager that is struck by lightning is turned into a two-block-tall witch.

Iron golems also attack any villagers that turned into witches.

Iron golem summoning[]

Main article: Iron Golem§Villages

Villagers can summon iron golems to protect themselves from hostile mobs.

Villagers can summon an iron golem regardless of their profession (including nitwits) or latest working time.

In Bedrock Edition, a golem can spawn if there are at least 20 beds and 10 villagers. All villagers in the village must have a bed, and a profession with access to the profession block. It spawns in a 16×6×16 area around the village center and attempts to spawn once every 700 game ticks, or about every 35 seconds. One golem spawns per 10 villagers. The golem must be killed near the village as villagers have a long cooldown time for golems that wander away.

Villager (11)

Panicking[]

Villagers sometimes panic during a raid or a zombie siege by emitting water particles and shaking.

In Java Edition, villagers panic if they see a mob that is hostile toward villagers, like a zombie, zombie villager, husk, drowned, zoglin, illager, vex, wither, or ravager and flee frantically from them, sometimes hiding in houses. In Bedrock Edition, villagers panic by running around in circles around a bed in a village house, such as when a raid happens or when the player rings the village bell. Java Edition villagers in panic are more likely to summon iron golems. To see these mobs, the villager must have an unobstructed line of sight to it (eye-level to eye-level), and be within a certain range (spherical distance between feet center bottom-most point of the villager and hostile mob):

MobPanic radius
Zombie, Husk, Drowned, Zombie Villager, Vex8
Vindicator, Zoglin10
Evoker, Illusioner, Ravager12
Pillager15

Zombies[]

Main articles: Siege and Zombie

Zombies, zombie villagers, husks, and drowned seek out and attack villagers within a 35– to 52.5–block radius (depending on regional difficulty)‌[Java Edition only] or a 16-block radius‌[Bedrock Edition only] (even when the villager is invisible). Zombies attempt to break down doors, but only a fraction of zombies can do so and can succeed only when difficulty is set to hard. Zombies who cannot break doors tend to crowd around a door that separates them from a villager. If a zombie or a drowned comes across a set of doors with one open, it usually tries to go through the closed door.

Both zombies and drowned either kill villagers or convert them to zombie villagers. The chance of the villager becoming a zombie villager upon death is 0% on Easy, 50% on Normal, and 100% on Hard. Baby villagers can be infected by zombies as well. Drowned are able to convert villagers to zombie villagers, even when attacking with a trident from a distance.

Raids[]

Main article: Raid

During a raid, villagers flee from illagers and run to the nearest house, similar to a zombie siege. For a villager to hide, the house must have a door and at least one bed.

Before the first raid wave in Java Edition, at least one villager rushes to ring the bell in the center of the village (if they are close enough) to warn the other villagers of an incoming raid before going into their house. In Bedrock Edition, the bell rings automatically regardless of whether a villager is nearby. In Java Edition, when a bell is rung, all illagers within 48 blocks get the glowing effect for 3 seconds.

A villager often stays in the house it first entered, but may exit the house occasionally. The player can still trade with villagers during a raid.

On random occasions, the villager displays water particles as if sweating.

In Java Edition, once the player gains the Hero of the Village status after defeating a raid, villagers give them a discount for their trades and throw them gifts related to their profession.For a list of items that they can gift, see Hero of the Village § Gifts.

Staring[]

Villager (12)

Villagers stare at any player that stares at them, or goes near them. This also applies for some mobs, especially wolves. A villager first turns its head towards the player, then the body. Villagers can keep staring at the player unless a raid happens or a zombie comes and chases them off.

Villager (13)

Schedules[]

Villagers have set schedules depending on their age and employment status. Schedules define the villager's goals, which mostly determine how they behave throughout the day. However, their goals can be interrupted by higher priority behaviors most villagers have, such as fleeing from an attack, trading, and getting out of the rain.

Villager schedule in Java Edition
ImageTicks (time)EmployedUnemployed/NitwitChild
00010 (06:00:36)WanderWander
02000 (08:00:00)WorkWander
03000 (09:00:00)Play
06000 (12:00:00)Wander
09000 (15:00:00)Gather
10000 (16:00:00)Play
11000 (17:00:00)Wander
12000 (18:00:00)Sleep
Villager schedule in Bedrock Edition
ImageTicks (time)EmployedUnemployedChildNitwit
00000 (06:00:00)WorkWanderPlaySleep
02000 (08:00:00)Wander
08000 (14:00:00)Gather
10000 (16:00:00)WorkWander
11000 (17:00:00)Home
12000 (18:00:00)Sleep
13000 (19:00:00)Home
14000 (20:00:00)Sleep

Working[]

Employed villagers spend most of their day standing next to their job site blocks. From time to time, they "gather supplies" by wandering a short distance away, then returning.

Some professions have additional job-specific goals that are part of their work schedule:

  • Farmers harvest and sow crops.
  • Librarians inspect bookshelves.‌[Bedrock Edition only]

When a villager reaches its job site block, it commences "work". Two times a day, this action of working resupplies any locked trades. Villagers can resupply twice per day, even without having a bed or while sitting in a minecart. A villager can "reach" its job site block if the block is in any of the 8 directly adjacent or diagonal block spaces horizontally around it at the height of their feet, or at the 9 blocks below that. Villagers can still "reach" them diagonally, even if they can't see or touch the face of the block.

Employed villagers do not breed with each other during their work schedule. Nitwits and the unemployed do not follow this rule as they would breed with each other and the employed villagers.

Leatherworker villagers work at any cauldron; the cauldron does not have to be filled with water in order for the villager to work at it.

Wandering[]

All villagers wander from time to time, but for the unemployed and nitwits, they wander for the majority of their day. A wandering villager chooses a random block and walks toward it, then stands there for a variable amount of time before wandering again. If at any time it detects a job site block it can claim, it does so, assumes the skin for the associated profession, and immediately begins following the appropriate schedule.

A villager attempts to claim a job site block by finding a path to a block next to one, showing angry particles when unable to reach it. After a villager fails to reach the job site block several times, it becomes unclaimed, indicated by showing angry particles on it. The villager loses its job site block and eventually becomes unemployed if the villager is at novice-level and no nearby job site block is available. Any other nearby unemployed villager has a chance to become the block's new owner. If there are no unemployed villagers nearby, then the villager who lost the job site block seeks for another unclaimed one or tries to reclaim the same unreachable one in an endless loop (this also happens for claiming beds).

The wander schedule includes a job-specific goal called "exploring the outskirts" that causes villagers to wander near the edges of the village. This enables them to detect new beds, job site blocks, bells, and houses that players have used to extend the village.

During this time of the day, they may also share items.

In Java Edition this is the only time of day villagers are able to breed. As there are multiple tasks villagers may choose to do, there is no guarantee they will breed.

Gathering[]

Late in the day, adult villagers gather at a meeting place (the area around a bell). When two villagers encounter one another, they mingle (look at each other and "converse" by humming at other villagers).

If a villager isn't close enough to detect a bell, it wanders randomly, searching for one.

Playing[]

Villager (14)

Baby villagers wander randomly around the village. When they encounter another baby villager, the two of them follow each other for a while and sometimes run as if racing or chasing each other.

In Java Edition, they sometimes stop to jump and bounce on a bed or to stare at an iron golem they encounter. If the iron golem offers them a poppy, the baby villager cautiously accepts it.

Returning home[]

All villagers head home a short time before sunset. They roam around until they get near their beds, then target a block beside the bed. Once they reach their beds, they do not go through a door again before sleeping.

A villager who has no bed simply waits inside a house until morning. This includes players stealing a villager's bed to sleep in, mostly the villager stays in the house and doesn't move until sunrise. But sometimes, if they detect a unclaimed bed nearby they walk out of the house and towards the bed.

Villager (15)
Villager (16)

Sleeping[]

Villager (17)

At sunset, villagers lie down in their beds and remain there until morning. Villagers wake early if food is thrown at them ‌[Java Edition only], they are pushed out of bed, or if their bed is destroyed. They also wake up when their bed is used, if they are attacked, or when a bell is rung.If possible, they return to sleeping in a bed after the interruption. #

Jumping on a bed with a villager sleeping in it doesn't cause the villager to get up.

In Java Edition, villagers can be pushed on beds and sometimes turn their heads. A villager can be pushed off a bed,[8] but most likely to go back to sleeping after staring at the player who pushed the villager for a few seconds.

When sleeping in Bedrock Edition, a villager's hitbox reduces to a cube restricted to the pillow part of the bed. If an anvil is dropped on the hitbox, the villager takes damage and wakes up.

In Java Edition, dropping any anvil on a villager that is sleeping causes the anvil to bounce and drop as an item, and the villager remains sleeping and does not take damage.

A villager who has no bed continues wandering in search of a bed to claim.

Villagers follow their Overworld schedules regardless of which dimension they are in. They can sleep in the Nether or the End, without causing the usual consequences of the bed exploding (See Bed), if the Overworld's time is correct.[9] This is because the daylight cycle continues in these dimensions, even though it is not normally apparent to the player.

Sometimes when a villager gets in a bed from another direction they turn their body until their head is on the pillow of the bed. Villagers also sleep with their eyes open, just like players.

Healing[]

Villagers get a brief regeneration effect once leveling up in their profession. Pink regeneration particles appear when the villager is healing.

In Bedrock Edition, when villagers successfully sleep, they immediately heal themselves when waking up at dawn if they are damaged.

Professions[]

Villager (18)
Villager (19)

Each villager can have a profession except for the nitwit, indicated by their clothing as well as by the title at the top of the trading interface. A villager can choose their profession by claiming a job site block. When they go to work, they use their daily schedule to get to their claimed job site block. Some professions, like farmers and librarians, do other things. Farmers plant crops, and librarians can inspect bookshelves. If an adult villager does not have a profession (either they are unemployed or a nitwit), they wander instead.

A job site block can be claimed only if it is unclaimed and within a village boundary with at least 1 bed. Removal of a claimed job site block causes the owner to switch to another profession or become unemployed, provided that the villager has no prior trades with the player. If the villager has prior trades, it keeps its profession and claims a new job site block that matches its profession if one is available. So, once a player trades with a villager, the villager keeps its profession forever.

Nitwits and baby villagers cannot change their profession.

In Java Edition, villagers summoned by a spawn egg or via command /summon are always unemployed until they have claimed a job site block. In Bedrock Edition, however, villagers summoned in similar ways have a random profession[10]; their profession can be changed by a job site block, though.

Novice-level villagers who have not yet traded can lose their profession and change into unemployed villagers.

Unemployed adults actively seek for an unclaimed job site block and change into the corresponding profession.

Below is a table listing the various professions, along with the specific job site block that each profession requires:


Profession

Job site block /

Workstation

Biome
DesertJungle
[11]
PlainsSavannaSnowSwamp[11]Taiga
UnemployedNoneVillager (20)Villager (21)Villager (22)Villager (23)Villager (24)Villager (25)Villager (26)
NitwitNoneVillager (27)Villager (28)Villager (29)Villager (30)Villager (31)Villager (32)Villager (33)
ArmorerBlast FurnaceVillager (34)Villager (35)Villager (36)Villager (37)Villager (38)Villager (39)Villager (40)
ButcherSmokerVillager (41)Villager (42)Villager (43)Villager (44)Villager (45)Villager (46)Villager (47)
CartographerCartography TableVillager (48)Villager (49)Villager (50)Villager (51)Villager (52)Villager (53)Villager (54)
ClericBrewing StandVillager (55)Villager (56)Villager (57)Villager (58)Villager (59)Villager (60)Villager (61)
FarmerComposterVillager (62)Villager (63)Villager (64)Villager (65)Villager (66)Villager (67)Villager (68)
FishermanBarrelVillager (69)Villager (70)Villager (71)Villager (72)Villager (73)Villager (74)Villager (75)
FletcherFletching TableVillager (76)Villager (77)Villager (78)Villager (79)Villager (80)Villager (81)Villager (82)
LeatherworkerCauldronVillager (83)Villager (84)Villager (85)Villager (86)Villager (87)Villager (88)Villager (89)
LibrarianLecternVillager (90)Villager (91)Villager (92)Villager (93)Villager (94)Villager (95)Villager (96)
Stone Mason[BE only]

Mason[JE only]

StonecutterVillager (97)Villager (98)Villager (99)Villager (100)Villager (101)Villager (102)Villager (103)
ShepherdLoomVillager (104)Villager (105)Villager (106)Villager (107)Villager (108)Villager (109)Villager (110)
ToolsmithSmithing TableVillager (111)Villager (112)Villager (113)Villager (114)Villager (115)Villager (116)Villager (117)
WeaponsmithGrindstoneVillager (118)Villager (119)Villager (120)Villager (121)Villager (122)Villager (123)Villager (124)

Nitwit[]

Villager (125)

Nitwit villagers wear robes that are green on top. They cannot acquire a profession, trade, or gather around bells, but are still able to breed. They are not equipped with a level stone since they cannot trade. Pressing use on a nitwit in Java Edition causes it to grunt and bobble its head at the player. A nitwit must be born or spawned; no villagers change to nitwit from unemployed or a profession, and vice versa. Nitwits can be found naturally or by curing naturally spawned zombie villagers. Zombie villagers can also be spawned as babies, so this is the only way to encounter baby nitwits in survival mode. In Bedrock Edition, every baby villager has a 10% chance to become a nitwit when they become an adult, as well as having a different sleep schedule where they wander around the village for about 2000 ticks after other villagers go to sleep, before seeking a bed. If they can claim a bed, they arise in the morning 2000 ticks (1 minute 40 seconds) after the rest of the village wakes up.

Appearance[]

Villagers and zombie villagers have seven skin types corresponding to the biome they spawn in. Their appearance also varies based on their profession and their five tiers. They show which trade tier they have unlocked by a badge of a varying material on their belt. A new tier is obtained every time a player trades with a villager and the badge appears as stone, iron, gold, emerald, and finally diamond.

Villagers have different outfits depending on their biome. Naturally generated villagers take on the outfit from the biome they were spawned in. When breeding occurs, the outfit of the child is determined by the biome where the breeding occurs, but in Java Edition, there is a 50% chance it's inherited from the biome type of the parents (equal chance for both parents). In case the villager's outfit is determined by biome but the biome has no specific villager type, it always becomes a plains villager. The outfits available are:

Variants

Desert

Savanna

Taiga

Snowy

Swamp

Jungle

Plains
Biomes
Badlands
Eroded Badlands
Wooded Badlands
Desert[n 1]
Savanna[n 1]
Savanna Plateau
Windswept Savanna
Old Growth Pine Taiga
Old Growth Spruce Taiga
Taiga[n 1]
Windswept Hills
Windswept Forest
Windswept Gravelly Hills
Frozen River
Snowy Beach
Frozen Peaks
Grove
Jagged Peaks
Snowy Plains[n 1]
Ice Spikes
Snowy Slopes
Snowy Taiga[n 2]
Frozen Ocean
Deep Frozen Ocean
Swamp
Mangrove Swamp
Jungle
Bamboo Jungle
Sparse Jungle
River
Beach
Stony ShoreStony Peaks

Birch Forest
Old Growth Birch Forest
Dark Forest
Forest
Flower Forest
Meadow[n 1]
Mushroom Fields
Plains[n 1]
Sunflower Plains[n 2]
Cold Ocean
Deep Cold Ocean
Lukewarm Ocean
Deep Lukewarm Ocean
Ocean
Deep Ocean
Warm Ocean
Deep Dark
Dripstone Caves
Lush Caves
Basalt Deltas
Crimson Forest
Nether Wastes
Soul Sand Valley
Warped Forest
The End
End Barrens[JE only]
End Highlands[JE only]
End Midlands[JE only]
Small End Islands[JE only]
The Void[JE only]

Notes
  1. a b c d e f Villages occur naturally in this biome.
  2. a b Villages occur naturally in this biome in Bedrock Edition.

Villagers have 13 professions and 2 non professions for a total of 15 outfits:

  • Farmer (straw hat)
    • Trades crops and natural foods, such as bread and cookies.
  • Fisherman (fisher hat)
    • Trades campfires and fishing items.
  • Shepherd (brown hat with white apron)
    • Trades shears, wool, dyes, paintings, and beds.
  • Fletcher (hat with feather and quiver on the back)
    • Trades bows, crossbows, all types of arrows (except luck), and archery ingredients.
  • Cleric (purple apron and creeper cloak)
    • Trades magic items like ender pearls, redstone dust, glowstone dust, and other enchanting or potion ingredients.
  • Weaponsmith (eyepatch and black apron)
    • Trades minerals, bells, and enchanted melee weapons. The axe enchantments are weapon related, such as sharpness or smite.
  • Armorer (welding mask)
    • Trades foundry items and sells chain, iron, and enchanted diamond armor tiers.
  • Toolsmith (black apron)
    • Trades minerals, bells, and harvest tools. The axe enchantments are tool related.
  • Librarian (eyeglasses and a book as a hat)
    • Trades enchanted books, clocks, compasses, name tags, glass, ink sacs, lanterns, and book and quills.
  • Cartographer (golden monocle)
    • Trades banners, compasses, banner patterns, papers, and various maps, including explorer maps.
  • Leatherworker (brown apron and brown gloves)
    • Trades scutes, rabbit hide, and leather-related items.
  • Butcher (red headband and white apron)
    • Trades meats, sweet berries, rabbit stew, and dried kelp blocks.
  • Mason[JE only]/Stone Mason[BE only] (black apron and black gloves)
    • Trades polished stones, terracotta, clay, glazed terracotta, and quartz.
  • Nitwit (green coated, no badge)
    • No trades, no badge
  • Unemployed (no overlay, base clothing of biome without any extra features)
    • No trades until employed. No badge until employed.

Trading[]

Main article: Trading

Villager (126)
Villager (127)
Villager (128)

The trading system is a gameplay mechanic that allows players to buy and sell various items to and from villagers, using emeralds as a currency. Their trades can be valuable or somewhat meaningless, depending on the cost, the items the player might get, and how the player treats the villagers. Only adult villagers with professions can trade; the player cannot trade with nitwits, unemployed villagers, or baby villagers. Attempting to do so causes the villager to display a head-bobbling animation and play the villager's declined trade sound‌[Java Edition only].

Using an employed villager allows a player to trade, making offers based on the villager's profession and profession level. All offers involve emeralds as a currency, and items related to the villager's profession. Trading can allow the acquisition of items that would otherwise be difficult or impossible to obtain, such as enchanted books with "treasure" enchantments (e.g. Mending), bottles o' enchanting, or chainmail armor. When a villager gets a new trade, they receive 10 seconds of Regeneration I (totaling to 4Villager (129)Villager (130) of restoration), which emits pink particles. The villager also emits green particles suggesting contentment.

Completing a trade with a villager increases its professional level. Some trades grant higher levels to the villager than others. As it advances through its profession, the villager offers additional trades. When a villager unlocks a new trade at a higher level, it almost always grants more experience than lower-level trades.

Villagers have a maximum supply of items and after the player has traded for an item that many times, the villager's supply of the item is exhausted. This results in the trade being temporarily locked. A player can continue to trade for the villager's other available items if any. Exhausted items are restocked when the villager works at a job site, up to twice per day.

In Bedrock Edition, librarian villagers have a 50% chance to sell enchanted books as part of their trades at novice, apprentice, and journeyman-level, and have 13 chance to sell enchanted books at expert-level as part of their trades, meaning each librarian villager can sell up to four books. The price ranges between 5-64 emeralds per book. Based on the level of the enchantment and whether it is classified as a "treasure enchantment" (meaning they are not obtainable by enchanting, e.g. Mending), which doubles the cost, or not a price is determined.

In Java Edition, librarian villagers have a 23 chance to sell an enchanted book as part of their trades at the novice, apprentice, and journeyman level, and have a 50% chance to sell an enchanted book at the expert level, meaning each librarian can sell up to four books. The price ranges from 5-64 emeralds per book, depending on the enchantment's level as well as whether or not it is a treasure enchantment.

Cost of Enchanted Books based on their level
LevelLowest PriceHighest Price
I (1)519
II (2)832
III (3)1145
IV (4)1458
V (5)1771 (capped at 64)

They may contain any available enchantment (except Soul Speed and Swift Sneak) at any available level. See trading notes for more information on enchantments and prices.

Clicking use on an unemployed or nitwit villager in Java Edition causes it to grunt and bobble their head; doing so in Bedrock Edition does nothing.

Using a name tag on a villager always names the villager instead of opening the trading interface.

Supply and demand[]

For detailed information on Villager economics, see Trading§Economics.

The price of an item can rise and fall with changes in demand. The price of a traded item can rise when next resupplied, or fall from a risen price if not traded. Demand is stored per item, not per villager.

Trade offering[]

Villager (131)

When a player holds an item near a villager who wants that item, the villager holds up an item it offers in exchange. For example, a farmer villager who buys 20 wheat for one emerald holds up an emerald, offering it to a player holding wheat. Villagers do not offer trades that are currently out of stock. If the villager has more than one trade for an item, it cycles through the trades, offering a different item every few seconds. This kind of trading interaction makes it easier to find villagers who offer a particular trade, but the player must still open the trading interface to complete the trade. Note that villagers do not hold items to offer trades during their gather or sleep phases, even though it is still possible to trade with them.

Economic trade[]

Villagers have levels and require experience to unlock the next tiers of trade: level 1 is a novice, level 2 is apprentice, level 3 is journeyman, level 4 is expert, and level 5 is master. Villagers can resupply trades by themselves by working more at their job site block.

Popularity or reputation[]

In Bedrock Edition, villagers increase their prices of trades if a player's popularity is low, (e.g. from damaging villagers), and decrease it if their popularity is high (e.g. from trading with multiple villagers). Curing a zombie villager also increases the player's popularity by 10.

In Java Edition, a villager's prices are affected by the player's reputation with that villager rather than by village popularity.

Hero of the Village[]

Main article: Hero of the Village

When a player receives Hero of the Village, players receive discounted prices on all the items traded by villagers in both editions. The Hero of the Village also gets gifts.‌[Java Edition only] Each villager throws gifts related to its profession, and nitwits and unemployed villagers throw wheat seeds instead. These gifts range in value from common (like seeds) to rare items (like chainmail armor). A player's popularity increases by 10 in Java Edition and doesn't increase in Bedrock Edition. Villagers also shoot off fireworks, with different colored fireworks with no pattern.

Similar mobs[]

Zombie villagers[]

Villager (132)

Main article: Zombie Villager

When a zombie kills a villager, it can turn the villager into a zombie villager, depending on the difficulty: 0% chance on Easy, 50% chance on Normal, and 100% chance on Hard. Zombie villagers also spawn naturally in the Overworld in the same conditions as a normal zombie, although much less commonly, with a 5% chance. Zombie villagers also spawn in abandoned villages (zombie villages) and igloos. They do not spawn from the zombie monster spawner.

Wandering trader[]

Villager (133)

Main article: Wandering Trader

Wandering traders are passive mobs that spawn randomly close to the player in both editions, or periodically in village gathering sites in Bedrock Edition. Wandering traders also spawn near bells. Two trader llamas spawn leashed to the wandering trader when a wandering trader is naturally spawned, and in Bedrock Edition when summoned or spawned using a spawn egg.

Players may use emeralds to buy items from wandering traders without the need of unlocking the previous trade, but cannot trade items for emeralds. They also lock trades like villagers, but never unlock the trade, nor can they work at any job site blocks. Like villagers, wandering traders are attacked by most zombie variants (though they do not have a zombified form, they die if a zombie kills it, even on hard difficulty), illagers, ravagers[Java Edition only], and vexes.

Wandering traders also drink a Potion of Invisibility at night (or when they see a hostile mob such as an illager or zombie). They also drink a milk bucket in the morning to remove the Invisibility. They despawn after 40 minutes (even with a name tag or in a minecart or boat) with their llamas.

Sounds[]

Generic[]

Java Edition:
Villagers use the Friendly Creatures sound category for entity-dependent sound events.

SoundSubtitlesSourceDescriptionResource locationTranslation keyVolumePitchAttenuation
distance
Villager mumblesFriendly CreaturesRandomly while awakeentity.villager.ambientsubtitles.entity.villager.ambient1.00.8-1.2
(Baby: 1.3-1.7)
16
Villager tradesFriendly CreaturesRandomly while the trade UI on a villager is openentity.villager.tradesubtitles.entity.villager.trading1.00.8-1.216
Villager diesFriendly CreaturesWhen a villager dies or becomes zombifiedentity.villager.deathsubtitles.entity.villager.death1.00.8-1.2
(Baby: 1.3-1.7)
16
Villager hurtsFriendly CreaturesWhen a villager is damagedentity.villager.hurtsubtitles.entity.villager.hurt1.00.8-1.2
(Baby: 1.3-1.7)
16
Villager cheersFriendly CreaturesWhen a villager wins a raidentity.villager.celebratesubtitles.entity.villager.celebrate1.00.8-1.2
(Baby: 1.3-1.7)
16
Villager agreesFriendly CreaturesWhen a player successfully trades with a villager or when a villager's stock has been updated [needstesting]entity.villager.yessubtitles.entity.villager.yes1.00.8-1.216
Villager disagreesFriendly CreaturesWhen a player trades with either an unemployed villager, a nitwit, or fails to trade with an employed villager due to lack of resourcesentity.villager.nosubtitles.entity.villager.no1.00.8-1.216

Bedrock Edition:

SoundSourceDescriptionResource locationVolumePitch
Friendly CreaturesRandomlymob.villager.idle1.00.8-1.2 (Baby: 1.3-1.7)
Friendly CreaturesWhen a villager dies or becomes zombifiedmob.villager.death1.00.8-1.2 (Baby: 1.3-1.7)
Friendly CreaturesWhen a villager is damagedmob.villager.hit1.00.8-1.2 (Baby: 1.3-1.7)
Friendly CreaturesWhen a player successfully trades with a villager or a player places the required items to make a trade in the trade UImob.villager.yes1.00.8-1.2
Friendly CreaturesWhen a player is unable to complete a trademob.villager.no1.00.8-1.2
Friendly CreaturesRandomly while the trade UI on a villager is openmob.villager.haggle1.00.8-1.2

Working[]

Java Edition:

SoundSubtitlesSourceDescriptionResource locationTranslation keyVolumePitchAttenuation
distance
Armorer worksFriendly CreaturesRandomly while an armorer is workingentity.villager.work_armorersubtitles.entity.villager.work_armorer1.00.8-1.216
Butcher worksFriendly CreaturesRandomly while a butcher is workingentity.villager.work_butchersubtitles.entity.villager.work_butcher1.00.8-1.216
Cartographer worksFriendly CreaturesRandomly while a cartographer is workingentity.villager.work_cartographersubtitles.entity.villager.work_cartographer1.00.8-1.216
Cleric worksFriendly CreaturesRandomly while a cleric is workingentity.villager.work_clericsubtitles.entity.villager.work_cleric1.00.8-1.216
Farmer worksFriendly CreaturesRandomly while a farmer is workingentity.villager.work_farmersubtitles.entity.villager.work_farmer1.00.8-1.216
Fisherman worksFriendly CreaturesRandomly while a fisherman is workingentity.villager.work_fishermansubtitles.entity.villager.work_fisherman1.00.8-1.216
Fletcher worksFriendly CreaturesRandomly while a fletcher is workingentity.villager.work_fletchersubtitles.entity.villager.work_fletcher1.00.8-1.216
Leatherworker worksFriendly CreaturesRandomly while a leatherworker is workingentity.villager.work_leatherworkersubtitles.entity.villager.work_leatherworker0.90.8-1.216
Librarian worksFriendly CreaturesRandomly while a librarian is workingentity.villager.work_librariansubtitles.entity.villager.work_librarian2.00.8-1.216
Mason worksFriendly CreaturesRandomly while a mason is workingentity.villager.work_masonsubtitles.entity.villager.work_mason1.00.8-1.2 [sound 1]16
Shepherd worksFriendly CreaturesRandomly while a shepherd is workingentity.villager.work_shepherdsubtitles.entity.villager.work_shepherd0.50.8-1.216
Toolsmith worksFriendly CreaturesRandomly while a toolsmith is workingentity.villager.work_toolsmithsubtitles.entity.villager.work_toolsmith1.00.8-1.216
Weaponsmith worksFriendly CreaturesRandomly while a weaponsmith is workingentity.villager.work_weaponsmithsubtitles.entity.villager.work_weaponsmith0.50.8-1.216
  1. Can be multiplied by 1.0 or 0.92 for each sound

Bedrock Edition:

SoundSourceDescriptionResource locationVolumePitch
BlocksRandomly while an armorer is workingblock.blastfurnace.fire_crackle3.00.6
BlocksRandomly while a butcher is workingblock.smoker.smoke3.0varies [sound 1]
BlocksRandomly while a cartographer is workingblock.cartography_table.use0.8varies [sound 2]
BlocksRandomly while a cleric is workingrandom.potion.brewed1.01.0
BlocksRandomly while a farmer is workingblock.composter.fill1.30.8
BlocksRandomly while a fisherman is workingblock.barrel.open1.01.0
BlocksRandomly while a fletcher is workingdig.wood12.01.0
BlocksRandomly while a leatherworker is workingbucket.fill_water1.01.0
BlocksRandomly while a librarian is workingitem.book.put4.81.0
BlocksRandomly while a stone mason is workingblock.stonecutter.use0.71.0
BlocksRandomly while a shepherd is workingblock.loom.use0.751.0
BlocksRandomly while a toolsmith is workingsmithing_table.use1.01.0
BlocksRandomly while a weaponsmith is workingblock.grindstone.use0.51.0
  1. 1.0 for all except fire_crackle4 (the last sound), which is 0.8
  2. Can be 1.0 or 0.92 for each sound

Data values[]

ID[]

Java Edition:

NameIdentifierTranslation key
Villagervillagerentity.minecraft.villager

Bedrock Edition:

NameIdentifierNumeric ID Translation key
Villager (old)villager15entity.villager.name
Villager (new)villager_v2115entity.villager_v2.name

Entity data[]

Villagers have entity data associated with them that contains various properties.

Java Edition:

Main article: Entity format

  • Entity data
      • Additional fields for mobs that can breed
    • Tags common to all entities
    • Tags common to all mobs
    • Tags common to all villagers
    • Inventory: Each compound tag in this list is an item in the villager's inventory, up to a maximum of 8 slots. Items in two or more slots that can be stacked together are automatically condensed into one slot. If there are more than 8 slots, the last slot is removed until the total is 8. If there are 9 slots but two previous slots can be condensed, the last slot returns after the two other slots are combined.
      • An item in the inventory, excluding the Slot tag.
        • Tags common to all items
    • LastRestock: The last tick the villager went to their job site block to resupply their trades.
    • LastGossipDecay: The last tick all gossip of the villager has decreased strength naturally.
    • RestocksToday: The number of restocks a villager has done in 10 minutes from the last restock, or 0 if the villager has not restocked in the last 10 minutes. When a villager has restocked twice in less than 10 minutes, it waits at least 10 minutes for another restock.
    • Willing: 1 or 0 (true/false) – true if the villager is willing to mate. Becomes true after certain trades (those that would cause offers to be refreshed), and false after mating.

Villager type

Main article: Villager/DV

[edit]

Villager profession

Main article: Villager/DV2

[edit]

Bedrock Edition:

See Bedrock Edition level format/Entity format.

Achievements[]

IconAchievementIn-game descriptionActual requirements (if different)Gamerscore earnedTrophy type (PS4)
PS4Other
The HagglerAcquire or spend 30 Emeralds by trading with villagers or with wandering trader. [sic]30GSilver
Treasure HunterAcquire a map from a cartographer villager, then enter the revealed structureVisit the structure indicated while the purchased map is in your main hand (hotbar).40GSilver
Buy Low, Sell HighTrade for the best possible price.Buy something for 1 emerald, or when the Hero of the Village effect is applied.50GGold
Master TraderTrade for 1,000 emeralds.Obtain 1,000 emeralds from trading with villagers.30GSilver
Star traderTrade with a villager at the build height limit.Trade with a villager at y320.20GSilver

Advancements[]

Icon Advancement In-game description Parent Actual requirements (if different) Resource location
Villager (134)Zombie Doctor
Weaken and then cure a Zombie VillagerWe Need to Go DeeperUse a golden apple on a zombie villager under the Weakness effect; the advancement is granted when the zombie villager converts into a villager.
In multiplayer, only the player that feeds the golden apple gets the advancement.
story/cure_zombie_villager
Villager (135)Adventure
Adventure, exploration and combatKill any entity, or be killed by any entity.adventure/root
Villager (136)What a Deal!
Successfully trade with a VillagerAdventureTake an item from a villager or wandering trader's trading output slot, and put it in your inventory.adventure/trade
Villager (137)Surge Protector
Protect a Villager from an undesired shock without starting a fireAdventureBe within 30 blocks of a lightning strike that doesn't set any blocks on fire, while an unharmed villager is within or up to six blocks above a 30×30×30 volume centered on the lightning strike.adventure/lightning_rod_with_villager_no_fire
Villager (138)Star Trader
Trade with a Villager at the build height limitWhat a Deal!Stand on any block that is higher than 318 and trade with a villager or wandering trader.adventure/trade_at_world_height
Villager (139)Very Very Frightening
Strike a Villager with lightningA Throwaway JokeHit a villager with lightning created by a trident with the Channeling enchantment.adventure/very_very_frightening

Video[]

History[]

For the history of the villager before Village & Pillage, see Villager (old)§History.

September 29, 2018The Village and Pillage update, which improves villagers and villages, was announced at MINECON Earth 2018.
Java Edition
1.14
{{Extension DPL}}<ul><li>[[Blaze Powder|Blaze Powder]]<br/>{{Item‎| image = Blaze Powder.png| renewable = Yes| stackable = Yes (64)}}'''Blaze powder''' is an item made from a [[blaze rod]], which is dropped by a [[blaze]] when killed. Its main uses are to fuel [[brewing stand]]s, to brew [[strength]] [[potions]], and to make [[eyes of ender]] to take the player to [[the End]].== Obtaining ===== Crafting ==={{Crafting|Blaze Rod|Output= Blaze Powder,2|type= Brewing}}== Usage ===== Crafting Ingredient ==={{crafting usage}}=== Brewing stand fuel ===In addition to being a [[brewing]] ingredient, blaze powder is needed to fuel a [[brewing stand]]. Each piece of blaze powder can brew up to 20 batches of [[Potion|potions]].=== Brewing ingredient ==={{brewing |showname=1 |head=1 |Blaze Powder |Mundane Potion |base=Water Bottle}}{{brewing |foot=1 |Blaze Powder |Potion of Strength}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Blaze Powder|spritetype=item|nameid=blaze_powder|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Blaze Powder|spritetype=item|nameid=blaze_powder|id=429|form=item|foot=1}}== Video =={{Video note|This video does not mention that blaze powder must be used to fuel [[brewing stand]]s.|minor}}<div style="text-align:center">{{yt|FSP2qBpe9vI}}</div>==History=={{History|java}}{{History||1.0.0|snap=Beta 1.9 Prerelease 2|[[File:Blaze Powder JE1.png|32px]] Added blaze powder.|Blaze powder can be used to craft [[eyes of ender]] and [[magma cream]].}}{{History|||snap=Beta 1.9 Prerelease 3|Blaze powder can now be [[brewing|brewed]] in a [[water bottle]] to create a [[mundane potion]], or in an [[awkward potion]] to create a [[potion of Strength]].}}{{History||1.2.1|snap=12w04a|Blaze powder can now be used to craft [[fire charge]]s.}}{{History||1.3.1|snap=1.3|[[File:Blaze Powder JE2 BE1.png|32px]] The texture of blaze powder has been changed.}}{{History||1.9|snap=15w42a|Blaze powder is now required to operate a [[brewing stand]].}}{{History|||snap=15w43a|Blaze powder now [[fuel]]s 20 operations rather than 30.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 377.}}{{History|pocket alpha}}{{History||v0.12.1|snap=build 1|[[File:Blaze Powder JE2 BE1.png|32px]] Added blaze powder.|Blaze powder can be used to craft [[magma cream]].|Blaze powder is used as an ingredient to brew [[potion]]s.}}{{History||v0.15.0|snap=build 1|Blaze powder is now used to craft [[fire charge]]s.}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|Blaze powder is now used to craft [[eyes of ender]].}}{{History|bedrock}}{{History||1.2.0|snap=beta 1.2.0.2|Blaze powder is now required to operate a [[brewing stand]].}}{{History|console}}{{History||xbox=TU7|xbone=CU1|ps=1.00|wiiu=Patch 1|switch=1.0.1|[[File:Blaze Powder JE2 BE1.png|32px]] Added blaze powder.}}{{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|Blaze powder is now required to operate a [[brewing stand]].}}{{History|New 3DS}}{{History||0.1.0|[[File:Blaze Powder JE2 BE1.png|32px]] Added blaze powder.}}{{History|foot}}== Issues =={{issue list}}== See also ==* [[The Nether]]* [[Potions]]== External Links ==*[https://www.minecraft.net/en-us/article/taking-inventory--blaze-powder Taking Inventory: Blaze Powder] – Minecraft.net on November 25, 2021{{Items}}[[Category:Renewable resources]][[cs:Ohnivý prach]][[de:Lohenstaub]][[es:Polvo de blaze]][[fr:Poudre de Blaze]][[hu:Őrlángpor]][[ja:ブレイズパウダー]][[ko:블레이즈 가루]][[nl:Blazepoeder]][[pl:Płomienny proszek]][[pt:Pó de blaze]][[ru:Огненный порошок]][[th:ผงปีศาจไฟ]][[zh:烈焰粉]]</li><li>[[Boots|Boots]]<br/>{{Item| image = <gallery>Leather Boots.png | LeatherChainmail Boots.png | ChainmailIron Boots.png | IronDiamond Boots.png | DiamondGolden Boots.png | GoldenNetherite Boots.png | Netherite</gallery>| durability = * Leather: 65* Chainmail: 195* Iron: 195* Golden: 91* Diamond: 429* Netherite: 481| renewable = * '''Netherite''': No* '''All others''': Yes| stackable = No}}'''Boots''' are a type of [[armor]] that covers the feet of the player. There are six types of boots: '''leather boots''', '''chainmail boots''', '''iron boots''', '''diamond boots''', '''gold boots''', and '''netherite boots'''.== Obtaining ===== Crafting ==={{crafting |head=1 |showname=0 |showdescription=1 |name=[[Boots]] |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 Boots;Golden Boots;Iron Boots;Diamond Boots |type= Combat}}{{crafting |foot=1 |ignoreusage=1 |name=[[Boots]] |ingredients=Damaged Matching [[Boots]] |Damaged Leather Boots; Damaged Golden Boots; Damaged Chainmail Boots; Damaged Iron Boots; Damaged Diamond Boots; Damaged Netherite Boots |Damaged Leather Boots; Damaged Golden Boots; Damaged Chainmail Boots; Damaged Iron Boots; Damaged Diamond Boots; Damaged Netherite Boots |Output= Leather Boots; Golden Boots; Chainmail Boots; Iron Boots; Diamond Boots; Netherite Boots |description= The durability of the two boots is added together, plus an extra 5% durability. |type= Combat}}=== Upgrading ==={{Smithing|head=1|Netherite Upgrade|Diamond Boots|Netherite Ingot|Netherite Boots|description=|tail=1}}=== Repairing ======= Grinding ===={{Grinding|showdescription=1|ingredients=2x Damaged [[Leather Boots]] or<br>2x Damaged [[Chainmail Boots]] or<br>2x Damaged [[Iron Boots]] or<br>2x Damaged [[Golden Boots]] or<br>2x Damaged [[Diamond Boots]] or<br>2x Damaged [[Netherite Boots]]|Damaged Leather Boots; Damaged Chainmail Boots; Damaged Iron Boots; Damaged Golden Boots; Damaged Diamond Boots; Damaged Netherite Boots|Damaged Leather Boots; Damaged Chainmail Boots; Damaged Iron Boots; Damaged Golden Boots; Damaged Diamond Boots; Damaged Netherite Boots|Leather Boots; Chainmail Boots; Iron Boots; Golden Boots; Diamond Boots; Netherite Boots|description=The durability of the two boots are added together, plus an extra 5% durability.}}==== Anvil ====Boots can be repaired in an [[Anvil mechanics#Unit repair|anvil]] by adding units of the [[armor material]]'s repair material, with each repair material restoring 25% of the boots' maximum durability, rounded down. Chainmail boots may also be repaired in this way using iron ingots.They can also be [[Anvil mechanics#Combining items|combined]] with other boots. When doing this, the item's enchantments are not lost, and can even be raised.==== Crafting ====You can craft two sets of boots together using a crafting table, but enchantments are removed.=== Mob loot ===If a [[zombie]], [[husk]], [[stray]], [[piglin]], or [[skeleton]] is wearing armor, there is a 8.5% chance (9.5% with Looting I, 10.5% with Looting II and 11.5% with Looting III) for the mob to drop boots upon death. The boots are usually badly damaged, and may be enchanted.[[File:Zombie With Boots.png|alt=Zombie is shown wearing boots|thumb|Zombie is shown wearing full iron armor set, including boots.]]{{IN|bedrock}}, [[vindicator]]s and [[pillager]]s that spawn in [[raid]]s have a chance to drop iron boots, which are usually badly damaged and have a 50% chance to be enchanted.=== Chest loot ==={{LootChestItem|leather-boots,random-enchanted-leather-boots,chainmail-boots,iron-boots,level-enchanted-iron-boots,golden-boots,random-enchanted-golden-boots,soul-speed-enchanted-golden-boots,diamond-boots,damaged-diamond-boots,damaged-random-enchanted-diamond-boots,damaged-random-enchanted-diamond-boots-2,level-enchanted-diamond-boots}}=== Trading ==={{IN|java}}, novice-level armorer [[villager]]s have 40% chance to sell iron boots for 4 [[emerald]]s. Apprentice-level armorers have a 50% chance to sell chainmail boots for an [[emerald]]. Expert-level armorers always sell enchanted<ref group="note" name="enchantment" /> diamond boots for 11–27 [[emerald]]s. Apprentice-level leatherworker [[villager]]s have {{frac|2|3}} chance to sell leather boots for 4 [[emerald]]s.Armorer [[villager]]s may give the players with the [[Hero of the Village]] effect chainmail boots.{{only|java}}{{IN|bedrock}}, novice-level armorer villagers have a 25% chance to sell iron boots for 4 emeralds. Apprentice-level armorers have a {{frac|1|3}} chance to sell chainmail boots for an emerald. Expert-level armorers have a 50% chance to sell enchanted<ref group="note" name="enchantment">When creating an enchantment offer, the game uses a random enchantment level from 5 – 19. The enchantments are never treasure enchantments.</ref> diamond boots for 8 emeralds. Apprentice-level leatherworker villagers have a 50% chance to sell leather boots for 4 emeralds.{{notelist}}=== Bartering ===[[Piglin]]s may [[bartering|barter]] iron boots with [[Soul Speed]] when given a [[gold ingot]].=== Fishing ===Leather boots can be caught as a "junk" item when [[fishing]].== Usage ==Boots can be placed in the fourth armor slot of a player's [[inventory]] for activation.=== Defense points ===Defense points are each signified by half of a chestplate 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 amount of defense points added by boots.{| class="wikitable" data-description="Boots defense points"|-!scope="col" | Material!scope="col" | Defense points|-!scope="row" | Leather| rowspan="3" | {{armor|1}}|-!scope="row" | Golden|-!scope="row" | Chainmail|-!scope="row" | Iron| {{armor|2}}|-!scope="row" | Diamond| rowspan="2" | {{armor|3}}|-!scope="row" | Netherite|}=== Knockback resistance ===Netherite boots 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 that armor doesn't protect (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 boots can endure.Netherite armor is not damaged by [[lava]] or [[fire]] when worn.{| class="wikitable" data-description="Boots durability"|-! Material!Durability|-!scope="row" | Leather| 65|-!scope="row" | Golden| 91|-!scope="row" | Chainmail/Iron| 195|-!scope="row" | Diamond| 429|-!scope="row" | Netherite| 481|}=== Enchantments ===Boots 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"/>|-| [[Feather Falling]] || IV |||-| [[Unbreaking]] || III |||-| [[Thorns]] || III || <ref group="note" name="anvil">Only from using an [[anvil]] and [[enchanted book]]s.</ref>|-| [[Depth Strider]] || III || <ref group=note name=exclusive2>Frost Walker and Depth Strider are mutually exclusive.</ref>|-| [[Soul Speed]] || III || <ref group=note name="anvil">Only from using an [[anvil]] and [[enchanted book]]s.</ref>|-| [[Frost Walker]] || II || <ref group=note name=exclusive2 /><ref group="note" name="anvil2">Only from using an [[anvil]] and [[enchanted book]]s, or by finding enchanted boots in an [[End city]] chest.</ref>|-| [[Mending]] || I || <ref group=note name="anvil2" />|-| [[Curse of Binding]] || I || <ref group="note" name="anvil2"/>|-| [[Curse of Vanishing]] || I || <ref group="note" name="anvil2"/>|}{{notelist}}=== Smelting usage ==={{Smelting|showname=1|Iron Boots;Chainmail Boots;Golden Boots|Iron Nugget;Iron Nugget;Gold Nugget|0,1}}=== Piglins ==={{EntityLink|Piglin|Piglins}} are attracted to ''golden'' boots and pick them up, examining them for 6 to 8 seconds. Other boots do not attract piglins but can be worn by them. They prefer stronger boots over weaker boots, with one major exception: They always prefer golden boots over all other boots, throwing out stronger boots to equip them. Enchanted boots are preferred over unenchanted boots.=== Powder snow===Leather boots can be used to safely cross [[powder snow]] without sinking in it. The block behaves similar to [[scaffolding]], allowing the player to sink in by pressing {{control|crouch}} and move up by pressing {{control|jump}}. The boots also prevent the wearer from taking freezing damage.===Decoration===It is possible to upgrade armor with trims. This requires a [[Smithing Template#Gallery|Smithing Template]], an armor piece, and an ingot or crystal ({{ItemSprite|iron-ingot}}iron ingot/{{ItemSprite|copper-ingot}}copper ingot/{{ItemSprite|gold-ingot}}gold ingot/{{ItemSprite|netherite-ingot}}netherite ingot/{{ItemSprite|emerald}}emerald/{{ItemSprite|redstone-dust}}redstone dust/{{ItemSprite|lapis-lazuli}}lapis lazuli/{{ItemSprite|amethyst-shard}}amethyst shard/{{ItemSprite|nether-quartz}}nether quartz/{{ItemSprite|diamond}}diamond).These trims have no effect on the gameplay or strength of the armor. {{Smithing|Any Armor Trim Smithing Template|Netherite Boots|Amethyst Shard; Copper Ingot; Diamond; Emerald; Gold Ingot; Iron Ingot; Lapis Lazuli; Netherite Ingot; Nether Quartz; Redstone Dust|Amethyst Trim Netherite Boots; Copper Trim Netherite Boots; Diamond Trim Netherite Boots; Emerald Trim Netherite Boots; Gold Trim Netherite Boots; Iron Trim Netherite Boots; Lapis Trim Netherite Boots; Netherite Trim Netherite Boots; Quartz Trim Netherite Boots; Redstone Trim Netherite Boots|head=1|tail=1|ingredients=Any Armor Trim +<br>Any Armor Piece +<br>Any Ingot/Crystal|showdescription=1|description=}}==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 boots 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 boots 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 boots 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 boots 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 boots 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 boots 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 boots' 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 boots 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 boots 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 boots 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 boots 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 boots 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 boots 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 boots are dyed using a cauldron|id=cauldron.dyearmor|volume=0.1|pitch=1.0}}{{Sound table|source=block|description=When leather boots' 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 boots' 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 Boots|spritetype=item|nameid=leather_boots|itemtags=freeze_immune_wearables|form=item}}{{ID table|displayname=Chainmail Boots|spritetype=item|nameid=chainmail_boots|form=item}}{{ID table|displayname=Iron Boots|spritetype=item|nameid=iron_boots|form=item}}{{ID table|displayname=Diamond Boots|spritetype=item|nameid=diamond_boots|form=item}}{{ID table|displayname=Golden Boots|spritetype=item|nameid=golden_boots|form=item}}{{ID table|displayname=Netherite Boots|spritetype=item|nameid=netherite_boots|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Leather Boots|spritetype=item|nameid=leather_boots|id=338|form=item}}{{ID table|displayname=Chainmail Boots|spritetype=item|nameid=chainmail_boots|id=342|form=item}}{{ID table|displayname=Iron Boots|spritetype=item|nameid=iron_boots|id=346|form=item}}{{ID table|displayname=Diamond Boots|spritetype=item|nameid=diamond_boots|id=350|form=item}}{{ID table|displayname=Golden Boots|spritetype=item|nameid=golden_boots|id=354|form=item}}{{ID table|displayname=Netherite Boots|spritetype=item|nameid=netherite_boots|id=612|form=item|foot=1}}=== Item data===When leather boots 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;Let It Go!;Cover me in debris;Oooh, shiny!}}==Advancements=={{load advancements|Suit Up;Cover me With Diamonds;Oh Shiny;Cover Me in Debris;Light as a Rabbit}}==History=={{History|java indev}}{{History||0.31|snap=20091231-2|[[File:Studded Boots (item) JE1.png|32px]] [[History of textures/Unused textures#Studded armor|Studded boots]] are now capable of being seen in the [[inventory]]. This was taken directly from one of [[Notch|Notch's]] game's ''[[Legend of the Chambered 2]]''.{{more info|When were they removed?}}}}{{History||February 9, 2010|link=wordofnotch:380486636|[[File:Notch revealed armor.png|32px]] [[Notch]] revealed new models for armor, which included boots.}}{{History||20100218|[[File:Leather Boots JE1.png|32px]] [[File:Chainmail Boots JE1 BE1.png|32px]] [[File:Iron Boots JE1 BE1.png|32px]] [[File:Golden Boots JE1 BE1.png|32px]] [[File:Diamond Boots JE1 BE1.png|32px]]<br>[[File:Leather Boots (item) JE1 BE1.png|32px]] [[File:Chainmail Boots (item) JE1 BE1.png|32px]] [[File:Iron Boots (item) JE1 BE1.png|32px]] [[File:Golden Boots (item) JE1 BE1.png|32px]] [[File:Diamond Boots (item) JE1 BE1.png|32px]] Added cloth, chain, iron, gold, and diamond boots{{verify|edition=java|type=change|Below, it says "wool armor" was renamed to leather, which name is incorrect, wool or cloth? Also, was it "gold" or "golden"?}}|Boots can now be [[crafting|crafted]] and worn.|Boots now function, giving {{Armor|3}}. Boots have limited [[item durability|durability]], with lower tier boots less durable than higher tier boots.}}{{History|java alpha}}{{History||v1.0.8|"Wool boots" have been renamed to "leather boots", despite item names not existing at this time.|Leather boots 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 boots, are revealed.}}{{History|||snap=Beta 1.9 Prerelease 3|Iron boots can now be found in the new [[stronghold]] altar [[chest]]s.}}{{History|||snap=Beta 1.9 Prerelease 4|Boots can now be [[enchanting|enchanted]].}}{{History||1.1|snap=12w01a|Iron boots can now be found in the new blacksmith [[chest]]s in [[village]]s.}}{{History||1.2.1|snap=1.2|Changed "Golden boots" to "Golden Boots".}}{{History||1.3.1|snap=12w15a|{{key|Shift}}+clicking can now be used to equip boots.}}{{History|||snap=12w21a|Chain boots can now be obtained legitimately in [[survival]] mode through [[trading]].|Blacksmith [[villager]]s now [[trading|sell]] chain boots for 5–6 [[emerald]]s.|Blacksmith villagers now sell diamond boots for 7 emeralds.|Blacksmith villagers now sell iron boots for 4–5 emeralds.|Butcher villagers now sell leather boots 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 boots.{{citation needed|Link to Jeb's tweet?}}}}{{History|||snap=12w34a|Leather boots can now be dyed by [[crafting]] leather boots with [[dye]]s. Dyes can be removed by {{control|use|text=using}} dyed leather boots on a [[cauldron]] with [[water]].|[[File:Leather Boots JE2 BE1.png|32px]] [[File:Leather Boots (item) JE2.png|32px]] Default leather boots are now slightly darker.}}{{History|||snap=12w36a|[[Dye]]d leather boots 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 boots.}}{{History|||snap=12w37a|[[File:Leather Boots (item) JE3 BE2.png|32px]] Leather boots now have non-dyed parts. This has been implemented so that [[player]]s can distinguish between other types of armor and similarly colored leather armor.}}{{History||1.5|snap=13w04a|Boots in the [[player]]'s hand can now be equipped by right-clicking.|[[Dispenser]]s can now equip nearby players with boots.}}{{History||1.7.2|snap=13w36a|Leather boots can now be obtained as one of the "junk" items through [[fishing]].}}{{History||1.8|snap=14w02a|Armorer [[villager]]s now [[trading|sell]] chain boots for 5–7 [[emerald]]s.|Armorer villagers no longer sell diamond boots.|Armorer villagers no longer sell iron boots.|Leatherworker villagers no longer sell leather boots.}}{{History|||snap=14w05a|Boots no longer turn red when [[mob]]s and [[player]]s are hurt.}}{{History|||snap=14w06a|Boots are now visible on [[giant]]s.}}{{History|||snap=14w25a|Chain boots [[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 boots can now 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|Boots' [[item durability|durability]] now affects armor value.}}{{History|||snap=15w36a|Armor value and[[enchanting|enchantment]] calculations have been changed. For the original values, see [[Armor/Before 1.9|here]].}}{{History|||snap=15w36d|Boots' durability affecting value has been removed.|Boots now have an attribute controlling the defense points.}}{{History|||snap=15w50a|Added {{cd|equip}} [[sound]]s for boots.}}{{History|||snap=16w02a|Armor value and 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 boots can now be [[smelting|smelted]] down into one of their respective [[nugget]]s. Chain boots smelt into iron nuggets.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral IDs were 298 through 317.{{more info|Specific values for boots}}}}{{History|||snap=18w11a|Enchanted leather boots can now generate in the chests of [[shipwreck]]s.}}{{History|||snap=18w20a|Chain armor boots have been renamed to "chainmail".}}{{History||1.14|snap=18w43a|[[File:Leather Boots JE3 BE2.png|32px]] [[File:Chainmail Boots JE2 BE2.png|32px]] [[File:Iron Boots JE2 BE2.png|32px]] [[File:Golden Boots JE2 BE2.png|32px]] [[File:Diamond Boots JE2 BE2.png|32px]]<br>[[File:Leather Boots (item) JE4 BE3.png|32px]] [[File:Chainmail Boots (item) JE2 BE2.png|32px]] [[File:Iron Boots (item) JE2 BE2.png|32px]] [[File:Golden Boots (item) JE2 BE2.png|32px]] [[File:Diamond Boots (item) JE2 BE2.png|32px]] The textures of leather, chainmail, iron, golden, and diamond boots have been changed.}}{{History|||snap=18w48a|Leather boots can now be found in [[chest]]s in [[village]] tanneries.}}{{History|||snap=19w08a|[[File:Golden Boots (item) JE3 BE3.png|32px]] The textures of gold boots [[item]]s have been changed.}}{{History|||snap=19w11a|Armorer villagers now sell iron and enchanted diamond boots, making diamond boots effectively [[renewable resource|renewable]] again.|Leatherworker villagers now sell randomly [[dye]]d leather boots.}}{{History|||snap=19w13a|Armorer villagers now give chainmail boots to players under the [[Hero of the Village]] effect.}}{{History||1.16|snap=20w06a|[[File:Netherite Boots JE1.png|32px]] [[File:Netherite Boots (item) JE1.png|32px]] Added netherite boots.|Netherite boots are obtained by combining diamond boots and one netherite ingot in a crafting table.}}{{History|||snap=20w09a|[[File:Diamond Boots (item) JE3 BE3.png|32px]] The texture of diamond boots [[item]]s has been changed.}}{{History|||snap=20w10a|[[File:Netherite Boots JE2 BE1.png|32px]] [[File:Netherite Boots (item) JE2.png|32px]] The texture of netherite boots has been changed.|Netherite boots can no longer be crafted.|Netherite boots are now obtained by combining diamond boots and one netherite ingot in a smithing table.}}{{History|||snap=20w16a|Netherite boots now generate randomly enchanted in [[bastion remnants]] chests.|Golden boots now generate randomly enchanted in [[ruined portal]] chests.}}{{History|||snap=20w17a|Diamonds boots now generate in place of netherite boots in bastion remnant chests.}}{{History||1.17|snap=20w46a|Leather boots can now be used to safely walk on [[powder snow]].|Leather armor now protects against [[powder snow]]'s freezing.}}{{History|||snap=21w13a|Leather Boots now prevent fall damage when landing on [[powder snow]].}}{{History||1.18.2|snap=22w03a|Netherite boots knockback resistance is no longer random.}}{{History||1.19|snap=Deep Dark Experimental Snapshot 1|Added the [[Swift Sneak]] enchantment, which can only be applied to boots.}}{{History|||snap=22w12a|The [[Swift Sneak]] enchantment can no longer applied to boots.}}{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Non-leather boots 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 boots to netherite boots now requires the netherite upgrade [[smithing template]].}}{{History|||snap=23w05a|Leather boots can now be trimmed using a smithing table.|Boots 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|Boots can now be swapped by {{ctrl|using}} them in the hotbar.<ref>{{bug|MC-216270|||Fixed}}</ref>}}{{History||?|Boots 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 Boots JE1 BE1.png|32px]] [[File:Chainmail Boots JE1 BE1.png|32px]] [[File:Iron Boots JE1 BE1.png|32px]] [[File:Golden Boots JE1 BE1.png|32px]] [[File:Diamond Boots JE1 BE1.png|32px]]<br> [[File:Leather Boots (item) JE1 BE1.png|32px]] [[File:Chainmail Boots (item) JE1 BE1.png|32px]] [[File:Iron Boots (item) JE1 BE1.png|32px]] [[File:Golden Boots (item) JE1 BE1.png|32px]] [[File:Diamond Boots (item) JE1 BE1.png|32px]] Added boots.}}{{History||v0.8.0|snap=build 2|{{InvSprite|Leather Boots}} The leather boots 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 boots now naturally generates in [[village]] [[chest]]s and a [[stronghold]] altar chest.}}{{History||v0.12.1|snap=build 1|Chainmail boots can now be obtained in [[survival]] mode from a mob wearing it.|Leather boots can now be obtained from [[fishing]] as a "junk" [[item]].}}{{History||v0.14.0|snap=build 1|[[File:Leather Boots JE2 BE2.png|32px]] Leather boots can now be dyed and the model has been updated.}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|[[Enchanting|Enchanted]] iron boots and enchanted diamond boots can now be found inside [[chest]]s within [[end city]].}}{{History||1.0.4|snap=alpha 1.0.4.0|Chainmail boots 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 boots can now be [[smelting|smelted]] down into one of their respective [[nugget]]s.}}{{History|bedrock}}{{History||1.4.0|snap=beta 1.2.14.2|Chainmail boots now generate in [[buried treasure]] chests.|Enchanted leather boots can now be found inside [[shipwreck]] supply room [[chest]]s.}}{{History||1.10.0|snap=beta 1.10.0.3|Iron boots now can be found in plains [[village]] weaponsmith [[chest]]s.|Leather boots can now be found inside plains village tannery chests.|[[File:Leather Boots JE3 BE2.png|32px]] [[File:Iron Boots JE2 BE2.png|32px]] [[File:Golden Boots JE2 BE2.png|32px]] [[File:Diamond Boots JE2 BE2.png|32px]]<br> [[File:Leather Boots (item) JE4 BE3.png|32px]] [[File:Iron Boots (item) JE2 BE2.png|32px]] [[File:Golden Boots (item) JE2 BE2.png|32px]] [[File:Diamond Boots (item) JE2 BE2.png|32px]] The textures of boots have been changed.{{more info|Did chain boots not change?}}}}{{History||1.11.0|snap=beta 1.11.0.1|Iron boots now can be found in [[savanna]], [[taiga]], [[desert]], [[snowy taiga]] and [[snowy tundra]] [[village]] weaponsmith [[chest]]s.|Leather boots can now 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 boots.|Iron and diamond boots are now sold by armorer villagers.}}{{History||1.11.0|snap=beta 1.11.0.5|[[File:Golden Boots (item) JE3 BE3.png|32px]] The textures of golden boots [[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 boots 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 boots now appear dyed properly when worn by armor stands.}}{{History||1.16.0|snap=beta 1.16.0.51|[[File:Netherite Boots JE2 BE1.png|32px]] [[File:Netherite Boots (item) BE1.png|32px]] Added netherite boots.|Netherite boots are obtained by combining diamond boots and one netherite ingot in a crafting table.|[[File:Diamond Boots (item) JE3 BE3.png|32px]] The texture of diamond boots [[item]]s have been changed.}}{{History|||snap=beta 1.16.0.57|Iron boots with soul speed enchantment can be obtained from bartering with piglin.|Netherite boots can no longer be crafted.|Netherite boots are now obtained by combining diamond boots and one netherite ingot in a smithing table.|Golden boots can now be found in [[ruined portal]] chest.|Golden and netherite boots can be found in [[bastion remnant]] chest.}}{{History|||snap=beta 1.16.0.63|Diamonds boots now generate in place of netherite boots in bastion remnant chests.}}{{History||1.16.200|snap=beta 1.16.200.52|Leather boots can now be used to safely walk on [[powder snow]].}}{{History||1.17.10|snap=beta 1.17.10.20|[[File:Netherite Boots (item) JE2.png|32px]] The texture of netherite boots item has been changed to match ''Java Edition''.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Leather Boots JE2 BE1.png|32px]] [[File:Leather Boots (item) JE1 BE1.png|32px]] Added leather boots.|[[File:Iron Boots JE1 BE1.png|32px]] [[File:Iron Boots (item) JE1 BE1.png|32px]] Added iron boots.|[[File:Golden Boots JE1 BE1.png|32px]] [[File:Golden Boots (item) JE1 BE1.png|32px]] Added golden boots.|[[File:Diamond Boots JE1 BE1.png|32px]] [[File:Diamond Boots (item) JE1 BE1.png|32px]] Added diamond boots.}}{{History||xbox=TU5|[[File:Chainmail Boots JE1 BE1.png|32px]] [[File:Chainmail Boots (item) JE1 BE1.png|32px]] Added chain boots.|Added a quick equip for boots to the [[inventory]] interface.}}{{History||xbox=TU12|ps=1.03|[[File:Leather Boots (item) JE3 BE2.png|32px]] The textures for leather boots [[item]]s have been changed.}}{{History||xbox=TU14|ps=1.05|Leather boots can now be [[dye]]d.|[[Item repair]] can now repair boots.}}{{History||xbox=TU25|xbone=CU13|ps=1.16|Boots 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 boots can now be [[smelting|smelted]] down into one of their respective [[nugget]]s. Chain boots smelt into iron nuggets.}}{{History|PS4}}{{History||1.90|[[File:Leather Boots JE3 BE2.png|32px]] [[File:Leather Boots (item) JE4 BE3.png|32px]] The textures of leather boots have been changed.|[[File:Chainmail Boots JE2 BE2.png|32px]] [[File:Chainmail Boots (item) JE2 BE2.png|32px]] The textures of chainmail boots have been changed.|[[File:Iron Boots JE2 BE2.png|32px]] [[File:Iron Boots (item) JE2 BE2.png|32px]] The textures of iron boots have been changed.|[[File:Golden Boots JE2 BE2.png|32px]] [[File:Golden Boots (item) JE3 BE3.png|32px]] The textures of gold boots have been changed.|[[File:Diamond Boots JE2 BE2.png|32px]] [[File:Diamond Boots (item) JE2 BE2.png|32px]] The textures of diamond boots have been changed.}}{{History|new 3ds}}{{History||0.1.0|[[File:Leather Boots JE2 BE1.png|32px]] [[File:Leather Boots (item) JE3 BE2.png|32px]] Added leather boots.|[[File:Chainmail Boots JE1 BE1.png|32px]] [[File:Chainmail Boots (item) JE1 BE1.png|32px]] Added chain boots.|[[File:Iron Boots JE1 BE1.png|32px]] [[File:Iron Boots (item) JE1 BE1.png|32px]] Added iron boots.|[[File:Golden Boots JE1 BE1.png|32px]] [[File:Golden Boots (item) JE1 BE1.png|32px]] Added golden boots.|[[File:Diamond Boots JE1 BE1.png|32px]] [[File:Diamond Boots (item) JE1 BE1.png|32px]] Added diamond boots.}}{{History|foot}}==Issues =={{issue list}}==Trivia==*Netherite boots are shorter in their item texture but are longer in their texture when being worn*Leather armor originally used textures from one of [[Notch]]'s previous games, ''[[Legend of the Chambered]]''.*Leather boots are the only piece of leather armor that has the same name as other armor materials.*The netherite boots are the only type of boots to have a differently shaped item sprite when compared to the other boot types.*Chainmail boots are the only boots that have transparent pixels in their texture currently==Gallery=====Enchanted Boots===<gallery>File:Enchanted Leather Boots (item).gifFile:Enchanted Chainmail Boots (item).gifFile:Enchanted Iron Boots (item).gifFile:Enchanted Golden Boots (item).gifFile:Enchanted Diamond Boots (item).gifFile:Enchanted Netherite Boots (item).gif</gallery><gallery>File:Enchanted Leather Boots.gifFile:Enchanted Chainmail Boots.gifFile:Enchanted Iron Boots.gifFile:Enchanted Golden Boots.gifFile:Enchanted Diamond Boots.gifFile:Enchanted Netherite Boots.gif</gallery>==References=={{reflist}}==External Links==*[https://www.minecraft.net/en-us/article/taking-inventory--boots Taking Inventory: Boots] – Minecraft.net on November 24, 2019{{Items}}[[Category:Armor]][[ja:ブーツ]][[ko:부츠]][[pl:Buty]][[pt:Botas]][[th:รองเท้า]][[zh:靴子]]</li></ul>
18w47aVillagers now hide in houses during raids.
Villager (140) Villagers don't trade while a raid is ongoing, right-clicking them instead makes them emit sweat particles.
18w50aAdded new mason profession.
Villagers now have different skins based on biome (including swamps and jungles, which do not contain villages), as well as profession.
Villager (141) Villager (142) Villager (143) Villager (144) Villager (145) Villager (146) Villager (147) Villager (148) Villager (149) Villager (150) Villager (151) Villager (152) Villager (153) Villager (154) Villager (155) Added desert villagers, which all have unique textures for that biome. These villagers also spawn in badlands biomes.
Villager (156) Villager (157) Villager (158) Villager (159) Villager (160) Villager (161) Villager (162) Villager (163) Villager (164) Villager (165) Villager (166) Villager (167) Villager (168) Villager (169) Villager (170) Added jungle villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them.
Villager (171) Villager (172) Villager (173) Villager (174) Villager (175) Villager (176) Villager (177) Villager (178) Villager (179) Villager (180) Villager (181) Villager (182) Villager (183) Villager (184) Villager (185) Added plains villagers, which all have unique textures for that biome.
Villager (186) Villager (187) Villager (188) Villager (189) Villager (190) Villager (191) Villager (192) Villager (193) Villager (194) Villager (195) Villager (196) Villager (197) Villager (198) Villager (199) Villager (200) Added savanna villagers, which all have unique textures for that biome.
Villager (201) Villager (202) Villager (203) Villager (204) Villager (205) Villager (206) Villager (207) Villager (208) Villager (209) Villager (210) Villager (211) Villager (212) Villager (213) Villager (214) Villager (215) Added snowy villagers, which all have unique textures in snowy biomes. These villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
Villager (216) Villager (217) Villager (218) Villager (219) Villager (220) Villager (221) Villager (222) Villager (223) Villager (224) Villager (225) Villager (226) Villager (227) Villager (228) Villager (229) Villager (230) Added swamp villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Villager (231) Villager (232) Villager (233) Villager (234) Villager (235) Villager (236) Villager (237) Villager (238) Villager (239) Villager (240) Villager (241) Villager (242) Villager (243) Villager (244) Villager (245) Added taiga villagers, which all have unique textures for the biome. These villagers also spawn in giant tree taiga and windswept hills biomes.
Villager (246) Villager (247) Villager (248) Villager (249) Villager (250) Villager (251) Villager (252) Added baby villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Villagers now have five tiers and show which trade tier they've unlocked, by a badge of a varying material on their suit. The first trade tier appears as a stone badge, the next iron, then gold, emerald and finally diamond.
Villagers now run away from and get infected by giants.
19w03aVillagers no longer run away from nor get infected by giants.
19w11aAdded many new villager trades, for each villager profession.
Villager trading prices now also depend on the player's popularity in the village.
Villagers now resupply their trades up to two times a day, if they get to work at a job site block.
The villager trading UI has been updated.
Villagers now level up in a new way.
Villagers now have a daily schedule. They go to work and meet up at the village bell. Each villager tries to find its own bed and job site block. Each profession has a specific block that works as a job site block for them (e.g. lectern for the librarian and cauldron for the leatherworker).
Villagers now sleep in beds at night.
Iron golems now spawn when enough villagers meet.
19w13aVillagers can now trade during raids.
Villagers now sweat during raids.
Villagers now hide in houses when a bell is rung by the player.
Villagers now throw gifts to players with the different Hero of the Village status effects, with the gift item depending on their profession. Baby villagers throw poppies.
19w13bThe trading UI of villagers has been revamped.
Available trades are now listed in a left sidebar, similar to Bedrock Edition.
When players have the required materials, clicking on one of the trades now put the items into the slots automatically.
19w14aVillager (253) Villager (254) Nitwits and unemployed villagers now bobble their head and grunt if the player tries to trade with them.
Pre-Release 1Fletcher villagers no longer sell luck arrows.
100% of villager trades are now discounted when the player has the Hero of the Village effect.
1.14.3
{{Extension DPL}}<ul><li>[[Book and Quill|Book and Quill]]<br/>{{For|the item produced after a Book and Quill is signed|Written Book}}{{Item| image = Book and Quill.png| renewable = Yes | stackable = No}}A '''book and quill''' is an [[item]] used to write [[written book]]s.== Obtaining ===== Crafting ==={{Crafting|Book|Ink Sac|Feather|Output= Book and Quill|type= Miscellaneous}}=== Natural generation ==={{LootChestItem|book-and-quill}}== Usage ===== Crafting ingredient ==={{crafting usage}}=== Writing ===By pressing {{control|use item}} or long pressing screen anywhere{{only|bedrock}} while holding a book and quill in their hand, the [[player]] can open a text editor GUI.Using this GUI, the player can write a single book up to 100{{only|java}} or 50{{only|bedrock}} pages long, with up to 798 characters per page. The player can write up to 79,800{{only|java}} or 12,800{{only|bedrock}} characters inside the entire book. No page may be longer than 14 lines and each line can have a width of 114 pixels (see pixel width of each character [[Language#Font|here]]). The player has the ability to copy and paste into books. However, the paste does not work if the text being pasted is longer than a single page. Most Unicode characters are available in books, and they may be pasted in without issue.In singleplayer, the world pauses while a book is being edited.{{only|java}}=== Lecterns ===One can place a book and quill or a [[written book]] on an empty [[lectern]].The lectern then emits a redstone signal depending on the displayed page in the book. On the last page, the lectern emits a signal strength of 15. This is why lecterns are listed in the "redstone" tab in the [[creative inventory]].=== Formatting codes ==={{main|Formatting codes}}{{exclusive|bedrock|section=1}}Text in a book can be styled using codes starting with the {{key|§}} character (section sign).* {{key|§}} + {{key|k}} creates randomly changing characters.* {{key|§}} + {{key|l}} creates bold text.* {{key|§}} + {{key|m}} creates strikethrough text.* {{key|§}} + {{key|n}} creates underlined text.* {{key|§}} + {{key|o}} creates italic text.* {{key|§}} + {{key|0}} – {{key|f}} (hexadecimal) creates colored text. * {{key|§}} + {{key|r}} resets any of the previous styles so text after it appears normally.If the [[player]] uses multiple codes, and continue typing past the end of a line, the next line exhibits only the last formatting code used.=== Signing ===Books can be signed by pressing the "Sign" button while in the interface. {{IN|java}}, when signed, a book bears the name of the player who wrote it and a title chosen upon signing. {{IN|bedrock}}, the book doesn't display the name of the player as the author; instead, the author can be any text the player wants. After it has been signed, it cannot be edited again – it has turned into a [[written book]].Special characters can be used in the title, if typed from a keyboard that supports them. Alt codes do not work, and the {{key|§}} character cannot be typed even using a keyboard that implements it, meaning titles cannot be colored or formatted in-game. However, on Linux using the compose key to produce special characters does work.The title of the book can be up to 16 characters long, and the player cannot paste into a title. A "workaround" for the 16-character limitation is to manually rename the book at an [[Anvil#Renaming|anvil]], which always costs 1 [[Experience|experience level]]. This can be done with either a written book or a book and quill – both versions will always display the changed name. If a custom name is removed from a written book, it will revert back to the title it was given during the signing process.=== Chiseled bookshelf ==={{control|Use|text=Using}} the [[chiseled bookshelf]] while having a book and quill in the main hand will put the book inside the chiseled bookshelf.=== Trading ==={{IN|bedrock}}, expert-level librarian [[villager]]s buy 2 books and quills for one [[emerald]]. Book and quill is offered in two item slots due to being non-stackable.{{IN|java}}, expert-level librarian villagers have a 50% chance to buy 2 books and quills for one emerald. The amount of books and quills needed is supposed to be 2, but due to the item being non-stackable, only one is needed for the trade.<ref>{{bug|MC-248042||Librarian's book and quill trade is always discounted to 1 since books are unstackable}}</ref>== Sounds =={{edition|java}}:{{Sound table|rowspan=2|sound=Page turn1.ogg|sound2=Page turn2.ogg|sound3=Page turn3.ogg|subtitle=Page rustles|source=master|description=When the page of a book is turned|id=item.book.page_turn|translationkey=subtitles.item.book.page_turn|volume=2.0|pitch=1.0|distance=16}}{{Sound table|subtitle=Page rustles|source=block|description=When the page of a book is turned on a lectern|id=item.book.page_turn|translationkey=subtitles.item.book.page_turn|volume=2.0|pitch=0.9-1.0|distance=16}}{{Sound table|sound=Book thump1.ogg|sound2=Book thump2.ogg|subtitle=Book thumps|source=block|description=When a book is placed on a lectern|id=item.book.put|translationkey=subtitles.item.book.put|volume=1.0|pitch=1.0|distance=16}}{{Sound table|sound=Chiseled bookshelf insert1.ogg|sound2=Chiseled bookshelf insert2.ogg|sound3=Chiseled bookshelf insert3.ogg|sound4=Chiseled bookshelf insert4.ogg|subtitle=Book placed|source=block|description=When a book and quill is placed in a chiseled bookshelf|id=block.chiseled_bookshelf.insert|translationkey=subtitles.chiseled_bookshelf.insert|volume=0.8|pitch=''varies'' <ref group=sound>Can be 1.0, 0.85, or 1.1 for each sound</ref>|distance=16}}{{Sound table|sound=Chiseled bookshelf pickup1.ogg|sound2=Chiseled bookshelf pickup2.ogg|sound3=Chiseled bookshelf pickup3.ogg|subtitle=Book taken|source=block|description=When a book and quill is removed from a chiseled bookshelf|id=block.chiseled_bookshelf.pickup|translationkey=subtitles.chiseled_bookshelf.take|volume=0.8|pitch=''varies'' <ref group=sound>Can be 1.0, 0.8, or 1.1 for each sound</ref>|distance=16|foot=1}}{{edition|bedrock}}:{{Sound table|type=bedrock|sound=Page turn1.ogg|sound2=Page turn2.ogg|sound3=Page turn3.ogg|source=sound|description=When the page of a book is turned|id=item.book.page_turn|volume=2.0|pitch=1.0}}{{Sound table|sound=Book thump1.ogg|sound2=Book thump2.ogg|source=block|description=When a book is placed on a lectern|id=item.book.put|volume=4.8|pitch=1.0}}{{Sound table|type=bedrock|sound=Chiseled bookshelf insert1.ogg|sound2=Chiseled bookshelf insert2.ogg|sound3=Chiseled bookshelf insert3.ogg|sound4=Chiseled bookshelf insert4.ogg|source=block|description=When a book and quill is placed in a chiseled bookshelf|id=insert.chiseled_bookshelf|volume=0.8|pitch=''varies'' <ref group=sound name=insertvaries>Can be 1.0, 0.85, or 1.1 for each sound</ref>}}{{Sound table|sound=Chiseled bookshelf pickup1.ogg|sound2=Chiseled bookshelf pickup2.ogg|sound3=Chiseled bookshelf pickup3.ogg|source=block|description=When a book and quill is removed from a chiseled bookshelf|id=pickup.chiseled_bookshelf|volume=0.8|pitch=''varies'' <ref group=sound name=pickupvaries>Can be 1.0, 0.8, or 1.1 for each sound</ref>|foot=1}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showitemtags=y|showforms=y|generatetranslationkeys=y|displayname=Book and Quill|spritetype=item|nameid=writable_book|itemtags=bookshelf_books, lectern_books|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|showitemtags=y|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Book and Quill|spritetype=item|nameid=writable_book|id=510|itemtags=minecraft:bookshelf_books, minecraft:lectern_books|form=item|foot=1}}=== Item data ==={{el|java}}:{{main|Player.dat format}}<div class="treeview" style="margin-top: 0;">* {{nbt|compound|tag}}: The '''tag''' tag.{{:Player.dat_format/Writable Books}}</div>{{el|bedrock}}:: See [[Bedrock Edition level format/Item format]].== Video ==<div style="text-align:center">{{yt|DD_Z82wmGZA}}</div>== History =={{History|java}}{{History||1.3.1|snap=12w17a|[[File:Book and Quill JE1 BE1.png|32px]] Added books and quills.}}{{History||1.7.2|snap=13w36a|Books and quills can now be crafted with a [[written book]] to clone the written book.}}{{History||1.8|snap=14w05a|Copying written books now mark them as "Copy of Original" or "Copy of Copy".|The copying status of a book is now denoted in a separate line in the tooltip, beneath the author's name.|Copies of copies cannot be copied.}}{{History|||snap=14w25a|Books and quills now use JSON text components instead of plain text with the new <code>pages</code> tag|Book and quills are now capable of using the <code>clickEvent</code> and <code>hoverEvent</code> tags.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 386.}}{{History||1.14|snap=18w43a|[[File:Book and Quill JE2 BE2.png|32px]] The texture of books and quills has now been changed.|Added support for editing anywhere in the book and quill.<ref name="MC-1578">{{bug|MC-1578}}</ref>|Books and quills now have copy/paste support.<ref name="MC-1578"></ref>|The page limit of books and quills has now been increased from 50 to 100 pages.}}{{History|||snap=19w11a|Librarian [[villager]]s now [[trading|buy]] books and quills instead of written books.}}{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Books and quills can now interact with [[chiseled bookshelves]].}}{{History|bedrock}}{{History||1.2.0|snap=beta 1.2.0.2|[[File:Book and Quill JE1 BE1.png|32px]] Added books and quills.}}{{History||1.4.0|snap=beta 1.2.14.2|Books and quills can now be found inside [[buried treasure]] [[chest]]s.}}{{History||1.6.0|snap=beta 1.6.0.1|Pages within books and quills can now be turned using the controller bumper buttons.}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Book and Quill JE2 BE2.png|32px]] The texture of books and quills has now been changed.}}{{History||1.11.0|snap=beta 1.11.0.4|Books and quills can now be [[trading|sold]] to librarian [[villager]]s.}}{{History|console}}{{History||xbox=TU25|xbone=CU14|ps=1.17|wiiu=Patch 1|switch=1.0.1|[[File:Book and Quill JE1 BE1.png|32px]] Added books and quills.}}{{History|PS4}}{{History||1.90|[[File:Book and Quill JE2 BE2.png|32px]] The texture of books and quills has now been changed.}}{{History|foot}}== Issues =={{issue list}}== Trivia ==* The in-game restrictions on books are not hard limits. Third party editors or commands can make books have more than 100 pages{{only|java}} (2,147,483,639 pages), more than 256 characters per page (32,767 characters per page), can change author names, and can have colored titles, among other things. These books still function properly in vanilla ''Minecraft'', meaning the [[player]] may encounter such books on adventure maps or multiplayer servers.<ref>http://www.minecraftforum.net/topic/1189266-hacking-books</ref>* If the player renames a book and quill in an anvil before signing it, it retains the name from the anvil instead of taking the name from signing.{{only|java}}== Gallery ==<gallery>Jeb book.png|The first image of a book seen.<ref>https://web.archive.org/web/20120427014334/https://www.mojang.com/2012/04/minecraft-snapshot-12w17a/</ref>Book and Quill Writing.png|The GUI of writing a book.Book and Quill Signing.png|The GUI of signing a book.Written Book tooltip.png|A signed book.BookandQuillOperators12w17a.png|Display of styles used in a book. "e" and "f" are difficult to see.Book and Quill in Pocket Edition.jpg|A book and quill {{in|be}}.Java book and quill example with text.png|An example of text in a book and quill in [[Java Edition]].Better Together Book.jpg|A book and quill in ''Bedrock Edition''.</gallery>== References =={{Reflist}}== External links ==* [http://www.minecraftforum.net/topic/1498339-132ssp-bookshop-your-books-anywhere/ Bookshop - Book Sharing And Editing Tool]* [http://fsymbols.com/generators/wide/ Full-Width Text Generator]* [http://fsymbols.com/generators/smallcaps/ Small Caps Text Generator]* [http://www.minecraftforum.net/topic/1202590-revise-edit-signed-books-w-more-options-all-os-12w17a/ Revise - External Book Editor]== See also ==* [[Book]]* [[Bookshelf]]* [[Written Book]]{{Items}}[[Category:Renewable resources]][[cs:Rozepsaná kniha s brkem]][[de:Buch und Feder]][[el:Βιβλίο και Πένα]][[es:Libro y pluma]][[fr:Livre vierge]][[hu:Könyv és toll]][[it:Libro e penna]][[ja:本と羽根ペン]][[ko:책과 깃펜]][[nl:Boek en veer]][[pl:Książka z piórem]][[pt:Livro e pena]][[ru:Книга с пером]][[th:หนังสือกับปากกาขนนก]][[uk:Книга з пером]][[zh:书与笔]]</li><li>[[Spawn Egg|Spawn Egg]]<br/>{{distinguish|Egg|Frogspawn|Dragon Egg|Sniffer Egg|Turtle Egg}}{{Item| image = Spawn Egg.png| extratext = View [[#Gallery|all renders]]| stackable = Yes (64), the same type of spawn egg only| renewable = No}}{{Many images}}A '''spawn egg'''<ref group=fn>Known as '''''<Mob>'' Spawn Egg''' {{in|java}} and '''Spawn ''<Mob>''''' {{in|bedrock}}, where ''<Mob>'' is the name of the mob it spawns.</ref> is an [[item]] used to spawn [[mobs]] directly.== Obtaining ==Spawn eggs can be obtained only in [[Creative]] mode or using [[commands]]. In Creative mode, the [[player]] can press {{control|pick block}} on an existing mob to obtain their respective egg. Spawn eggs are also available in the Creative inventory. There are 77 spawn eggs {{in|bedrock}} and 75 spawn eggs {{in|java}}.== Usage ==A spawn egg is used by pressing {{control|use}} on any surface (top, bottom, or side) with the egg. When used on a top surface, the egg's [[mob]] appears with its feet immediately adjacent to the surface, and its ambient sound is played.Spawn eggs are not thrown (unlike normal [[egg]]s); the player must be within normal range of the block to use the spawn egg. Ocelot and all monster mobs (except [[shulker]]s, [[piglin]]s, [[hoglin]]s; and in Bedrock Edition, also include [[vindicator]]s, [[evoker]]s, [[zoglin]]s, [[piglin brute]]s) spawned while on Peaceful difficulty get created and immediately deleted from the world.The surfaces of blocks are prioritized for spawning; if none are within reach, mobs can also be spawned in [[water]].=== Dispensers ===A spawn egg fired from a [[dispenser]] spawns the [[mob]] directly in front of the dispenser. The spawn egg is consumed when fired.=== Baby mobs ===If the [[player]] {{control|uses}} a spawn egg on the type of [[mob]] it spawns, and that mob has a baby form, the egg spawns a baby version of the mob. In mobs that can breed, the baby is created by breeding the clicked mob to itself. For instance, using a sheep spawn egg on a [[sheep]] makes a baby sheep with the same wool color.{{only|java}}Other mobs such as [[evoker]]s, [[vindicator]]s, [[vex]]es, [[piglin brute]]s, [[ravager]]s, [[phantom]]s, [[skeleton]]s, [[pillager]]s, [[creeper]]s and [[wither skeleton]]s do not have a baby variant, so the egg still spawns an adult.=== Monster spawners ===All spawn eggs can also be {{Control|used}} on a [[monster spawner]] to change the [[mob]] the monster spawner spawns. {{IN|bedrock}}, spawn eggs for any of the fish mobs spawn them only if the monster spawner is waterlogged.=== Renaming ===A spawn egg can be renamed on an [[anvil]], and when used it spawns a [[mob]] with that name appearing over its head. The name can be seen only by aiming at the mob from four or fewer blocks away. This name also appears in [[death messages]] from the mob killing a [[player]]. If the player renames a spawn egg by the names described below, the mob appears described below. If the player renames a [[rabbit]] spawn egg "Toast", the secret skin of the rabbit appears when the egg is used. Naming a spawn egg "Dinnerbone" or "Grumm" causes the mob to appear upside down and show the given name above it. Renaming a [[vindicator]] "Johnny" causes it to act hostile to all mobs except for other illagers. Renaming a [[sheep]] "jeb_" makes the sheep's wool color cycle in a rainbow loop. This doesn't change the color of the wool the sheep drops. Renaming a spawn egg of a [[Hostile mob|hostile mob]] with an [[anvil]] and then spawning the hostile mob with the renamed spawn egg does not prevent the hostile mob from despawning, unlike using a [[Name Tag|name tag]] on the mob.=== Survival mode ===Mobs can be spawned with spawn eggs in [[Survival]] mode, but spawn eggs are [[Content inaccessible in Survival|not obtainable in Survival]] without cheats; they can be obtained only using the Creative menu or commands. Unlike in creative, spawn eggs are consumed when used in survival.== List of spawn eggs ==There is a spawn egg for almost every mob in the game; exceptions are listed below this table.{| class="wikitable" data-description="Spawn eggs and availability"! Egg! Spawns! Notes|-! colspan="4"| Hostile and neutral mobs|-| align="center"| {{InvSprite|Bee Spawn Egg}}| {{EntityLink|Bee}}| Bees have 5% chance of spawning as a baby.|-|align="center"| {{InvSprite|Blaze Spawn Egg}}| {{EntityLink|Blaze}}| |-|align="center"| {{InvSprite|Bogged Spawn Egg}}| {{EntityLink|Bogged}}| |-|align="center"| {{InvSprite|Cave Spider Spawn Egg}}| {{EntityLink|Cave Spider}}| Cave spiders have a 1% chance of spawning a {{EntityLink|Cave Spider Jockey}}. {{only|bedrock}}|-|align="center"| {{InvSprite|Creeper Spawn Egg}}| {{EntityLink|Creeper}}| Creepers can never spawn [[Creeper#Charged creeper|charged]].|-|align="center"| {{InvSprite|Dolphin Spawn Egg}}| {{EntityLink|Dolphin}} | {{IN|bedrock}}, dolphins have 10% chance of spawning as a baby.|-|align="center" |{{InvSprite|Drowned Spawn Egg}}| {{EntityLink|Drowned}}| Drowned can spawn holding [[trident]]s, [[fishing rod]]s, or [[nautilus shell]]s. Drowned have 5% chance of spawning as a baby.<ref name="LazilyCodedSpawnEggs">{{bug|MC-167377}}</ref>|-|align="center"| {{InvSprite|Elder Guardian Spawn Egg}}| {{EntityLink|Elder Guardian}}| |-|align="center"| {{InvSprite|Ender Dragon Spawn Egg}}| {{EntityLink|Ender Dragon}}| Only accessible via commands to prevent accidental destruction of player builds.|-|align="center"| {{InvSprite|Enderman Spawn Egg}}| {{EntityLink|Enderman}}| Endermen spawn neutral and not holding a block.|-|align="center"| {{InvSprite|Endermite Spawn Egg}}| {{EntityLink|Endermite}}||-|align="center"| {{InvSprite|Evoker Spawn Egg}}| {{EntityLink|Evoker}}| |-|align="center"| {{InvSprite|Ghast Spawn Egg}}| {{EntityLink|Ghast}}||-|align="center"| {{InvSprite|Goat Spawn Egg}}| {{EntityLink|Goat}}|Goats spawn with two horns and have a 5% chance spawning as a baby, and a 2% chance of spawning as a screaming goat.|-|align="center"| {{InvSprite|Guardian Spawn Egg}}| {{EntityLink|Guardian}}||-|align="center"| {{InvSprite|Hoglin Spawn Egg}}| {{EntityLink|Hoglin}}| Hoglins have 5% chance of spawning as a baby.|-|align="center"| {{InvSprite|Husk Spawn Egg}}| {{EntityLink|Husk}}| Husks have a 5% chance of spawning as a baby. Baby husks have a 5%{{only|java|short=1}} or 15%{{only|bedrock|short=1}} chance of spawning as a {{EntityLink|Chicken Husk Jockey|Chicken Jockey}}. There is also a chance of them holding [[Zombie#Armed zombies|tools, weapons or armor]]. Baby variants are randomly spawned.<ref name="LazilyCodedSpawnEggs"/>|-|align="center"| {{InvSprite|Iron Golem Spawn Egg}}| {{EntityLink|Iron Golem}}|These golems are neutral like the [[village]] golems.|-|align="center"| {{InvSprite|Llama Spawn Egg}}| {{EntityLink|Llama}}| Llamas spawn untamed and have a 10% chance of spawning as a baby.|-|align="center"| {{InvSprite|Magma Cube Spawn Egg}}| {{EntityLink|Magma Cube}}| Magma cubes spawn with a random size.|-|align="center"| {{InvSprite|Panda Spawn Egg}}| {{EntityLink|Panda}}| Pandas spawn with a random personality and have a 5% chance of spawning as a baby.|-|align="center"| {{InvSprite|Phantom Spawn Egg}}| {{EntityLink|Phantom}}||-|align="center"| {{InvSprite|Piglin Spawn Egg}}| {{EntityLink|Piglin}}| Piglins have a 25%{{only|Java|short=1}} or 5%{{only|bedrock|short=1}} chance of spawning as a baby. They may also spawn with an [[enchanted]] [[crossbow]] or [[golden sword]] and [[golden armor]].|-|align="center"| {{InvSprite|Piglin Brute Spawn Egg}}| {{EntityLink|Piglin Brute}}| Piglin brutes never spawn with armor.|-|align="center"| {{InvSprite|Pillager Spawn Egg}}| {{EntityLink|Pillager}}| Pillagers have a chance of spawning with an [[enchanted]] [[crossbow]].|-|align="center"| {{InvSprite|Polar Bear Spawn Egg}}| {{EntityLink|Polar Bear}}| Polar bears have a 10% chance of spawning as a baby.|-|align="center"| {{InvSprite|Ravager Spawn Egg}}| {{EntityLink|Ravager}}| Ravagers never spawn being ridden by [[illager]]s.|-|align="center"| {{InvSprite|Shulker Spawn Egg}}| {{EntityLink|Shulker}}| Shulkers spawn undyed. Their orientation is also dependent on where the shulker is placed.|-|align="center"| {{InvSprite|Silverfish Spawn Egg}}| {{EntityLink|Silverfish}}| |-|align="center"| {{InvSprite|Skeleton Spawn Egg}}| {{EntityLink|Skeleton}}|[[Skeleton]] eggs used in the [[Overworld]] and [[the End]] always spawn regular [[skeleton]]s.<br>{{IN|bedrock}}, eggs used in [[the Nether]] have an 80% chance to spawn [[wither skeleton]]s.<br>{{IN|bedrock}}, eggs used in [[Snowy Tundra]], [[Ice Spikes]], [[Snowy Mountains]], [[Frozen River]], [[Frozen Ocean]], [[Deep Frozen Ocean]] and [[Legacy Frozen Ocean]] [[biome]]s have an 80% chance to spawn [[stray]]s, if spawned with a clear view of the sky. They may also spawn with an [[enchanted]] [[bow]] and [[armor]].|-|align="center"| {{InvSprite|Slime Spawn Egg}}| {{EntityLink|Slime}}| Slimes spawn with a random size.|-|align="center"| {{InvSprite|Spider Spawn Egg}}| {{EntityLink|Spider}}| Spiders have a 1% chance to spawn a {{EntityLink|Spider Jockey}}.|-|align="center"| {{InvSprite|Stray Spawn Egg}}| {{EntityLink|Stray}}| Strays may spawn with an [[enchanted]] [[bow]] and [[armor]].|-|align="center"| {{InvSprite|Trader Llama Spawn Egg}}| {{EntityLink|Trader Llama}}||-|align="center"| {{InvSprite|Vex Spawn Egg}}| {{EntityLink|Vex}}| |-|align="center"| {{InvSprite|Vindicator Spawn Egg}}| {{EntityLink|Vindicator}}| Vindicators never spawn as captains.{{only|bedrock}} They may spawn with an [[enchanted]] [[axe]].|-|align="center"| {{InvSprite|Warden Spawn Egg}}| {{EntityLink|Warden}}| |-|align="center"| {{InvSprite|Witch Spawn Egg}}| {{EntityLink|Witch}}||-|align="center"| {{InvSprite|Wither Spawn Egg}}| {{EntityLink|Wither}}| Only accessible via commands to prevent accidental destruction of player builds.|-|align="center"| {{InvSprite|Wither Skeleton Spawn Egg}}| {{EntityLink|Wither Skeleton}}| |-|align="center"| {{InvSprite|Wolf Spawn Egg}}| {{EntityLink|Wolf}}| Wolves spawn untamed and neutral. Wolves have a 5% chance of spawning as a baby.|-|align="center"| {{InvSprite|Zoglin Spawn Egg}}| {{EntityLink|Zoglin}}||-|align="center"| {{InvSprite|Zombie Spawn Egg}}| {{EntityLink|Zombie}}| Zombies do not spawn as [[zombie villager]]s, but they have a 5% chance of spawning as a baby.<ref name="LazilyCodedSpawnEggs"/> There is also a chance of them holding [[Zombie#Geared zombies|tools, weapons or armor]]. A baby zombie has a 5%{{only|java|short=1}} or 15%{{only|bedrock}} chance of spawning as a {{EntityLink|Chicken Jockey}}.|-|align="center"| {{InvSprite|Zombie Villager Spawn Egg}}| {{EntityLink|Zombie Villager}}| Zombie villagers' professions are randomized.{{only|Java}} Their outfit depends on the biome, and they have a 5% chance of spawning as a baby.<ref name="LazilyCodedSpawnEggs"/> A baby zombie villager has a 5%{{only|java|short=1}} or 15%{{only|bedrock}} chance of spawning as a {{EntityLink|Chicken Zombie Villager Jockey|Chicken Jockey}}.{{IN|bedrock}}, they never spawn with equipment.|-|align="center"| {{InvSprite|Zombified Piglin Spawn Egg}}| {{EntityLink|Zombified Piglin}}| Zombified piglins spawn neutral and have a 5% chance of spawning as a baby.<ref name="LazilyCodedSpawnEggs"/> A baby zombified piglin has a 5% chance of spawning as a {{EntityLink|Chicken Zombified Piglin Jockey|Chicken Jockey}}.{{only|java|short=1}} They may also spawn with an [[enchanted]] [[sword]].|-!colspan="4"| Passive mobs|-|align="center"| {{InvSprite|Spawn Agent}}| {{EntityLink|Agent}}||-|align="center"| {{InvSprite|Allay Spawn Egg}}| {{EntityLink|Allay}}| |-|align="center"| {{InvSprite|Axolotl Spawn Egg}}| {{EntityLink|Axolotl}}|Axolotls' skins are randomized and have a 5% chance of spawning as a baby.|-|align="center"| {{InvSprite|Bat Spawn Egg}}| {{EntityLink|Bat}}| If the player is far enough away when using the spawn egg on the bottom of an opaque block, the bat hangs upside down from it.|-|align="center"| {{InvSprite|Camel Spawn Egg}}| {{EntityLink|Camel}}| |-|align="center"| {{InvSprite|Cat Spawn Egg}}| {{EntityLink|Cat}}| Cats' skins are randomized and always spawn stray cats. Cats have a 25% chance of spawning as a baby.|-|align="center"| {{InvSprite|Chicken Spawn Egg}}| {{EntityLink|Chicken}}| Chickens have a 5% chance of spawning as a baby.|-|align="center"| {{InvSprite|Cod Spawn Egg}}| {{EntityLink|Cod}}|Cods have a 0% chance of spawning as a baby. Baby cods can only be found naturally.|-|align="center"| {{InvSprite|Cow Spawn Egg}}| {{EntityLink|Cow}}| Cows have a 5% chance of spawning as a baby.|-|align="center"| {{InvSprite|Donkey Spawn Egg}}| {{EntityLink|Donkey}}| Donkeys spawn untamed and have a 20% chance of spawning as a baby.|-|align="center"| {{InvSprite|Fox Spawn Egg}}| {{EntityLink|Fox}}| Foxes spawn untrusting, with their skins depending on the biome. They can spawn holding items and have 5% chance of spawning as a baby.|-|align="center"| {{InvSprite|Frog Spawn Egg}}| {{EntityLink|Frog}}| Frog skins are biome-dependent.|-|align="center"| {{InvSprite|Glow Squid Spawn Egg}}| {{EntityLink|Glow Squid}}| {{IN|bedrock}}, glow squids have a 5% chance of spawning as a baby.|-|align="center"| {{InvSprite|Horse Spawn Egg}}| {{EntityLink|Horse}}| Horses spawn untamed and have a 20% chance of spawning as a baby.|-|align="center"| {{InvSprite|Mooshroom Spawn Egg}}| {{EntityLink|Mooshroom}}| Mooshrooms always spawn red and have a 5% chance of spawning as a baby.|-|align="center"| {{InvSprite|Mule Spawn Egg}}| {{EntityLink|Mule}}| Mules have a 20% chance of spawning as a baby.|-|align=“center” | {{InvSprite|Spawn NPC}}| {{EntityLink|NPC}}|There is an equal chance of spawning each of the 5 variants of this mob from the egg.|-|align="center"| {{InvSprite|Ocelot Spawn Egg}}| {{EntityLink|Ocelot}}| Ocelots spawn untrusting.<br>{{frac|1|7}} of the time (14.3%), an ocelot spawns with two ocelot kittens.|-|align="center"| {{InvSprite|Parrot Spawn Egg}}| {{EntityLink|Parrot}}| Parrots spawn untamed and with a random color.|-|align="center"| {{InvSprite|Pig Spawn Egg}}| {{EntityLink|Pig}} | Pigs spawn without a [[saddle]] and have a 5% chance of spawning as a baby.|-|align="center"| {{InvSprite|Pufferfish Spawn Egg}}| {{EntityLink|Pufferfish}}||-|align="center"| {{InvSprite|Rabbit Spawn Egg}}| {{EntityLink|Rabbit}}| Rabbit skins are random and biome-dependent. The black-and-white rabbit spawns only if the spawn egg is renamed <code>[[Rabbit#Toast|Toast]]</code>. Rabbits have a 25% chance of spawning as a baby.|-|align="center"| {{InvSprite|Salmon Spawn Egg}}| {{EntityLink|Salmon}}| {{IN|bedrock}}, salmon spawn with a random size.|-|align="center"| {{InvSprite|Sheep Spawn Egg}}| {{EntityLink|Sheep}}| Sheep spawn with the colors that can appear naturally; see {{slink|Sheep|Spawning}} for details. Sheep have a 5% chance of spawning as a baby.|-|align="center"| {{InvSprite|Skeleton Horse Spawn Egg}}| {{EntityLink|Skeleton Horse}}| Skeleton horses have a 20% chance of spawning as a baby and never spawn as a skeleton trap.|-|align="center"| {{InvSprite|Sniffer Spawn Egg}}| {{EntityLink|Sniffer}}|Baby sniffers can also be spawned by the [[Sniffer Egg|Sniffer Egg.]]|-|align="center"| {{InvSprite|Snow Golem Spawn Egg}}| {{EntityLink|Snow Golem}}| |-|align="center"| {{InvSprite|Squid Spawn Egg}}| {{EntityLink|Squid}}| {{IN|bedrock}}, squid have a 5% chance of spawning as a baby.|-|align="center"| {{InvSprite|Strider Spawn Egg}}| {{EntityLink|Strider}}| Striders have a {{frac|1|10}} chance of spawning ridden by a baby strider and a {{frac|1|30}} chance of spawning ridden by a [[zombified piglin]].|-|align="center"| {{InvSprite|Tadpole Spawn Egg}}| {{EntityLink|Tadpole}}| Also spawned from [[frogspawn]].|-|align="center"| {{InvSprite|Tropical Fish Spawn Egg}}| {{EntityLink|Tropical Fish}}| Shapes, colors, and patterns are randomized, though 90% of the time the tropical fish will spawn as 1 of the 22 uniquely-named variants.|-|align="center"| {{InvSprite|Turtle Spawn Egg}}| {{EntityLink|Turtle}}| Turtles have a 10% chance of spawning as a baby.|-|align="center"| {{InvSprite|Villager Spawn Egg}}| {{EntityLink|Villager}}| Villagers' professions are randomized{{only|bedrock|short=1}}<ref>{{bug|MCPE-46034}}</ref> or unemployed{{only|java|short=1}}, but their outfit is biome-dependent. They have a 5% chance of spawning as a baby.|-|align="center"| {{InvSprite|Wandering Trader Spawn Egg}}| {{EntityLink|Wandering Trader}}| {{IN|bedrock}}, wandering traders always spawn with two leashed trader llamas.|-|align="center"| {{InvSprite|Zombie Horse Spawn Egg}}| {{EntityLink|Zombie Horse}}| Zombie horses have a 20% chance of spawning as a baby.|}=== Mobs without spawn eggs ===The following mobs do not have explicitly defined spawn eggs. Custom spawn eggs can be created with a custom NBT tag that changes the spawned entity, however no spawn egg explicitly associated with any of the mobs exist.{| class="wikitable" data-description="spawn eggs and availability"! Mob! Reason|-! colspan="2" | Variants|-! {{EntityLink|Brown Mooshroom}}| Shares ID with red variant|-! colspan="2" | Other mobs|-! {{EntityLink|Giant}}| Unused<ref>{{bug|MC-257115|||WAI}}</ref>|-! {{EntityLink|Illusioner}}| Unused<ref>{{bug|MC-257115|||WAI}}</ref>|}=== Education Edition spawn eggs ===These spawn eggs exist {{in|education}} and {{in|bedrock}}:* {{InvSprite|Spawn Agent}} {{EntityLink|Agent}}* {{InvSprite|Spawn NPC}} {{EntityLink|NPC}}The NPC and agent can both be spawned {{in|bedrock}}, however, the agent is not visible or interactable in any way, though it still prevents the placing of blocks and entities.=== Minecraft Earth spawn eggs ===These unused spawn egg textures existed {{in|earth}}:* {{InvSprite|Cluckshroom Spawn Egg}} {{EntityLink|Cluckshroom}}* {{InvSprite|Horned Sheep Spawn Egg}} {{EntityLink|Horned Sheep}}* {{InvSprite|Jumbo Rabbit Spawn Egg}} {{EntityLink|Jumbo Rabbit}}* {{InvSprite|Moobloom Spawn Egg}} {{EntityLink|Moobloom}}=== April Fools spawn eggs ===* {{InvSprite|Moon Cow Spawn Egg}} {{EntityLink|Moon Cow}}== Sounds ==When a mob is spawned, it immediately makes its ambient sound.== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Allay Spawn Egg|spritetype=item|nameid=allay_spawn_egg|form=item}}{{ID table|displayname=Axolotl Spawn Egg|spritetype=item|nameid=axolotl_spawn_egg|form=item}}{{ID table|displayname=Bat Spawn Egg|spritetype=item|nameid=bat_spawn_egg|form=item}}{{ID table|displayname=Bee Spawn Egg|spritetype=item|nameid=bee_spawn_egg|form=item}}{{ID table|displayname=Blaze Spawn Egg|spritetype=item|nameid=blaze_spawn_egg|form=item}}{{ID table|displayname=Camel Spawn Egg|spritetype=item|nameid=camel_spawn_egg|form=item}}{{ID table|displayname=Cat Spawn Egg|spritetype=item|nameid=cat_spawn_egg|form=item}}{{ID table|displayname=Cave Spider Spawn Egg|spritetype=item|nameid=cave_spider_spawn_egg|form=item}}{{ID table|displayname=Chicken Spawn Egg|spritetype=item|nameid=chicken_spawn_egg|form=item}}{{ID table|displayname=Cod Spawn Egg|spritetype=item|nameid=cod_spawn_egg|form=item}}{{ID table|displayname=Cow Spawn Egg|spritetype=item|nameid=cow_spawn_egg|form=item}}{{ID table|displayname=Creeper Spawn Egg|spritetype=item|nameid=creeper_spawn_egg|form=item}}{{ID table|displayname=Dolphin Spawn Egg|spritetype=item|nameid=dolphin_spawn_egg|form=item}}{{ID table|displayname=Donkey Spawn Egg|spritetype=item|nameid=donkey_spawn_egg|form=item}}{{ID table|displayname=Drowned Spawn Egg|spritetype=item|nameid=drowned_spawn_egg|form=item}}{{ID table|displayname=Elder Guardian Spawn Egg|spritetype=item|nameid=elder_guardian_spawn_egg|form=item}}{{ID table|displayname=Ender Dragon Spawn Egg|spritetype=item|nameid=ender_dragon_spawn_egg|form=item}}{{ID table|displayname=Enderman Spawn Egg|spritetype=item|nameid=enderman_spawn_egg|form=item}}{{ID table|displayname=Endermite Spawn Egg|spritetype=item|nameid=endermite_spawn_egg|form=item}}{{ID table|displayname=Evoker Spawn Egg|spritetype=item|nameid=evoker_spawn_egg|form=item}}{{ID table|displayname=Fox Spawn Egg|spritetype=item|nameid=fox_spawn_egg|form=item}}{{ID table|displayname=Frog Spawn Egg|spritetype=item|nameid=frog_spawn_egg|form=item}}{{ID table|displayname=Ghast Spawn Egg|spritetype=item|nameid=ghast_spawn_egg|form=item}}{{ID table|displayname=Glow Squid Spawn Egg|spritename=glow-squid-spawn-egg|spritetype=item|nameid=glow_squid_spawn_egg|form=item}}{{ID table|displayname=Goat Spawn Egg|spritetype=item|nameid=Goat_spawn_egg|form=item}}{{ID table|displayname=Guardian Spawn Egg|spritetype=item|nameid=guardian_spawn_egg|form=item}}{{ID table|displayname=Hoglin Spawn Egg|spritetype=item|nameid=hoglin_spawn_egg|form=item}}{{ID table|displayname=Horse Spawn Egg|spritetype=item|nameid=horse_spawn_egg|form=item}}{{ID table|displayname=Husk Spawn Egg|spritetype=item|nameid=husk_spawn_egg|form=item}}{{ID table|displayname=Iron Golem Spawn Egg|spritetype=item|nameid=iron_golem_spawn_egg|form=item}}{{ID table|displayname=Llama Spawn Egg|spritetype=item|nameid=llama_spawn_egg|form=item}}{{ID table|displayname=Magma Cube Spawn Egg|spritetype=item|nameid=magma_cube_spawn_egg|form=item}}{{ID table|displayname=Mooshroom Spawn Egg|spritetype=item|nameid=mooshroom_spawn_egg|form=item}}{{ID table|displayname=Mule Spawn Egg|spritetype=item|nameid=mule_spawn_egg|form=item}}{{ID table|displayname=Ocelot Spawn Egg|spritetype=item|nameid=ocelot_spawn_egg|form=item}}{{ID table|displayname=Panda Spawn Egg|spritetype=item|nameid=panda_spawn_egg|form=item}}{{ID table|displayname=Parrot Spawn Egg|spritetype=item|nameid=parrot_spawn_egg|form=item}}{{ID table|displayname=Phantom Spawn Egg|spritetype=item|nameid=phantom_spawn_egg|form=item}}{{ID table|displayname=Pig Spawn Egg|spritetype=item|nameid=pig_spawn_egg|form=item}}{{ID table|displayname=Piglin Spawn Egg|spritetype=item|nameid=piglin_spawn_egg|form=item}}{{ID table|displayname=Piglin Brute Spawn Egg|spritetype=item|nameid=piglin_brute_spawn_egg|form=item}}{{ID table|displayname=Pillager Spawn Egg|spritetype=item|nameid=pillager_spawn_egg|form=item}}{{ID table|displayname=Polar Bear Spawn Egg|spritetype=item|nameid=polar_bear_spawn_egg|form=item}}{{ID table|displayname=Pufferfish Spawn Egg|spritetype=item|nameid=pufferfish_spawn_egg|form=item}}{{ID table|displayname=Rabbit Spawn Egg|spritetype=item|nameid=rabbit_spawn_egg|form=item}}{{ID table|displayname=Ravager Spawn Egg|spritetype=item|nameid=ravager_spawn_egg|form=item}}{{ID table|displayname=Salmon Spawn Egg|spritetype=item|nameid=salmon_spawn_egg|form=item}}{{ID table|displayname=Sheep Spawn Egg|spritetype=item|nameid=sheep_spawn_egg|form=item}}{{ID table|displayname=Shulker Spawn Egg|spritetype=item|nameid=shulker_spawn_egg|form=item}}{{ID table|displayname=Silverfish Spawn Egg|spritetype=item|nameid=silverfish_spawn_egg|form=item}}{{ID table|displayname=Skeleton Spawn Egg|spritetype=item|nameid=skeleton_spawn_egg|form=item}}{{ID table|displayname=Skeleton Horse Spawn Egg|spritetype=item|nameid=skeleton_horse_spawn_egg|form=item}}{{ID table|displayname=Slime Spawn Egg|spritetype=item|nameid=slime_spawn_egg|form=item}}{{ID table|displayname=Sniffer Spawn Egg|spritetype=item|nameid=sniffer_spawn_egg|form=item}}{{ID table|displayname=Snow Golem Spawn Egg|spritetype=item|nameid=snow_golem_spawn_egg|form=item}}{{ID table|displayname=Spider Spawn Egg|spritetype=item|nameid=spider_spawn_egg|form=item}}{{ID table|displayname=Squid Spawn Egg|spritetype=item|nameid=squid_spawn_egg|form=item}}{{ID table|displayname=Stray Spawn Egg|spritetype=item|nameid=stray_spawn_egg|form=item}}{{ID table|displayname=Strider Spawn Egg|spritetype=item|nameid=strider_spawn_egg|form=item}}{{ID table|displayname=Tadpole Spawn Egg|spritetype=item|nameid=tadpole_spawn_egg|form=item}}{{ID table|displayname=Trader Llama Spawn Egg|spritetype=item|nameid=trader_llama_spawn_egg|form=item}}{{ID table|displayname=Tropical Fish Spawn Egg|spritetype=item|nameid=tropical_fish_spawn_egg|form=item}}{{ID table|displayname=Turtle Spawn Egg|spritetype=item|nameid=turtle_spawn_egg|form=item}}{{ID table|displayname=Vex Spawn Egg|spritetype=item|nameid=vex_spawn_egg|form=item}}{{ID table|displayname=Villager Spawn Egg|spritetype=item|nameid=villager_spawn_egg|form=item}}{{ID table|displayname=Vindicator Spawn Egg|spritetype=item|nameid=vindicator_spawn_egg|form=item}}{{ID table|displayname=Wandering Trader Spawn Egg|spritetype=item|nameid=wandering_trader_spawn_egg|form=item}}{{ID table|displayname=Warden Spawn Egg|spritetype=item|nameid=warden_spawn_egg|form=item}}{{ID table|displayname=Witch Spawn Egg|spritetype=item|nameid=witch_spawn_egg|form=item}}{{ID table|displayname=Wither Spawn Egg|spritetype=item|nameid=wither_spawn_egg|form=item}}{{ID table|displayname=Wither Skeleton Spawn Egg|spritetype=item|nameid=wither_skeleton_spawn_egg|form=item}}{{ID table|displayname=Wolf Spawn Egg|spritetype=item|nameid=wolf_spawn_egg|form=item}}{{ID table|displayname=Zoglin Spawn Egg|spritetype=item|nameid=zoglin_spawn_egg|form=item}}{{ID table|displayname=Zombie Spawn Egg|spritetype=item|nameid=zombie_spawn_egg|form=item}}{{ID table|displayname=Zombie Horse Spawn Egg|spritetype=item|nameid=zombie_horse_spawn_egg|form=item}}{{ID table|displayname=Zombie Villager Spawn Egg|spritetype=item|nameid=zombie_villager_spawn_egg|form=item}}{{ID table|displayname=Zombified Piglin Spawn Egg|spritetype=item|nameid=zombified_piglin_spawn_egg|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|showaliasids=y|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=item.spawn_egg.name|spritename=chicken-spawn-egg|spritetype=item|nameid=spawn_egg|aliasid=spawn_egg / 0|id=718|form=item|translationkey=-}}{{ID table|displayname=Spawn Agent|spritetype=item|nameid=agent_spawn_egg|aliasid=spawn_egg / 56|id=489|form=item|translationkey=item.spawn_egg.entity.agent.name}}{{ID table|displayname=Spawn Allay|spritename=Allay Spawn Egg|spritetype=item|nameid=allay_spawn_egg|aliasid=spawn_egg / 134|id=639|form=item|translationkey=item.spawn_egg.entity.allay.name}}{{ID table|displayname=Spawn Axolotl|spritename=Axolotl Spawn Egg|spritetype=item|nameid=axolotl_spawn_egg|aliasid=spawn_egg / 130|id=503|form=item|translationkey=item.spawn_egg.entity.axolotl.name}}{{ID table|displayname=Spawn Bat|spritetype=item|nameid=bat_spawn_egg|aliasid=spawn_egg / 19|id=455|form=item|translationkey=item.spawn_egg.entity.bat.name}}{{ID table|displayname=Spawn Bee|spritetype=item|nameid=bee_spawn_egg|aliasid=spawn_egg / 122|id=496|form=item|translationkey=item.spawn_egg.entity.bee.name}}{{ID table|displayname=Spawn Blaze|spritetype=item|nameid=blaze_spawn_egg|aliasid=spawn_egg / 43|id=458|form=item|translationkey=item.spawn_egg.entity.blaze.name}}{{ID table|displayname=Spawn Camel|spritename=Camel Spawn Egg|spritetype=item|nameid=camel_spawn_egg|aliasid=spawn_egg / 138|id=663|form=item|translationkey=item.spawn_egg.entity.camel.name}}{{ID table|displayname=Spawn Cat|spritetype=item|nameid=cat_spawn_egg|aliasid=spawn_egg / 75|id=490|form=item|translationkey=item.spawn_egg.entity.cat.name}}{{ID table|displayname=Spawn Cave Spider|spritetype=item|nameid=cave_spider_spawn_egg|aliasid=spawn_egg / 40|id=459|form=item|translationkey=item.spawn_egg.entity.cave_spider.name}}{{ID table|displayname=Spawn Chicken|spritetype=item|nameid=chicken_spawn_egg|aliasid=spawn_egg / 10|id=437|form=item|translationkey=item.spawn_egg.entity.chicken.name}}{{ID table|displayname=Spawn Cod|spritetype=item|nameid=cod_spawn_egg|aliasid=spawn_egg / 112|id=482|form=item|translationkey=item.spawn_egg.entity.cod.name}}{{ID table|displayname=Spawn Cow|spritetype=item|nameid=cow_spawn_egg|aliasid=spawn_egg / 11|id=438|form=item|translationkey=item.spawn_egg.entity.cow.name}}{{ID table|displayname=Spawn Creeper|spritetype=item|nameid=creeper_spawn_egg|aliasid=spawn_egg / 33|id=443|form=item|translationkey=item.spawn_egg.entity.creeper.name}}{{ID table|displayname=Spawn Dolphin|spritetype=item|nameid=dolphin_spawn_egg|aliasid=spawn_egg / 31|id=486|form=item|translationkey=item.spawn_egg.entity.dolphin.name}}{{ID table|displayname=Spawn Donkey|spritetype=item|nameid=donkey_spawn_egg|aliasid=spawn_egg / 24|id=467|form=item|translationkey=item.spawn_egg.entity.donkey.name}}{{ID table|displayname=Spawn Drowned|spritetype=item|nameid=drowned_spawn_egg|aliasid=spawn_egg / 110|id=485|form=item|translationkey=item.spawn_egg.entity.drowned.name}}{{ID table|displayname=Spawn Elder Guardian|spritetype=item|nameid=elder_guardian_spawn_egg|aliasid=spawn_egg / 50|id=473|form=item|translationkey=item.spawn_egg.entity.elder_guardian.name}}{{ID table|displayname=Spawn Ender Dragon|spritetype=item|nameid=ender_dragon_spawn_egg|aliasid=spawn_egg / 53|id=508|form=item|translationkey=item.spawn_egg.entity.ender_dragon.name}}{{ID table|displayname=Spawn Enderman|spritetype=item|nameid=enderman_spawn_egg|aliasid=spawn_egg / 38|id=444|form=item|translationkey=item.spawn_egg.entity.enderman.name}}{{ID table|displayname=Spawn Endermite|spritetype=item|nameid=endermite_spawn_egg|aliasid=spawn_egg / 55|id=462|form=item|translationkey=item.spawn_egg.entity.endermite.name}}{{ID table|displayname=Spawn Evoker|spritetype=item|nameid=evoker_spawn_egg|aliasid=spawn_egg / 104|id=477|form=item|translationkey=item.spawn_egg.entity.evocation_illager.name}}{{ID table|displayname=Spawn Fox|spritetype=item|nameid=fox_spawn_egg|aliasid=spawn_egg / 121|id=492|form=item|translationkey=item.spawn_egg.entity.fox.name}}{{ID table|displayname=Spawn Frog|spritetype=item|nameid=frog_spawn_egg|aliasid=spawn_egg / 132|id=636|form=item|translationkey=item.spawn_egg.entity.frog.name}}{{ID table|displayname=Spawn Ghast|spritetype=item|nameid=ghast_spawn_egg|aliasid=spawn_egg / 41|id=456|form=item|translationkey=item.spawn_egg.entity.ghast.name}}{{ID table|displayname=Spawn Glow Squid|spritename=glow-squid-spawn-egg|spritetype=item|nameid=glow_squid_spawn_egg|aliasid=spawn_egg / 129|id=505|form=item|translationkey=item.spawn_egg.entity.glow_squid.name}}{{ID table|displayname=Spawn Goat|spritename=spawn-goat|spritetype=item|nameid=goat_spawn_egg|aliasid=spawn_egg / 128|id=504|form=item|translationkey=item.spawn_egg.entity.goat.name}}{{ID table|displayname=Spawn Guardian|spritetype=item|nameid=guardian_spawn_egg|aliasid=spawn_egg / 49|id=463|form=item|translationkey=item.spawn_egg.entity.guardian.name}}{{ID table|displayname=Spawn Hoglin|spritetype=item|nameid=hoglin_spawn_egg|aliasid=spawn_egg / 124|id=498|form=item|translationkey=item.spawn_egg.entity.hoglin.name}}{{ID table|displayname=Spawn Horse|spritetype=item|nameid=horse_spawn_egg|aliasid=spawn_egg / 23|id=460|form=item|translationkey=item.spawn_egg.entity.horse.name}}{{ID table|displayname=Spawn Husk|spritetype=item|nameid=husk_spawn_egg|aliasid=spawn_egg / 47|id=465|form=item|translationkey=item.spawn_egg.entity.husk.name}}{{ID table|displayname=Spawn Iron Golem|spritetype=item|nameid=iron_golem_spawn_egg|aliasid=spawn_egg / 20|id=506|form=item|translationkey=item.spawn_egg.entity.iron_golem.name}}{{ID table|displayname=Spawn Llama|spritetype=item|nameid=llama_spawn_egg|aliasid=spawn_egg / 29|id=475|form=item|translationkey=item.spawn_egg.entity.llama.name}}{{ID table|displayname=Spawn Magma Cube|spritetype=item|nameid=magma_cube_spawn_egg|aliasid=spawn_egg / 42|id=457|form=item|translationkey=item.spawn_egg.entity.magma_cube.name}}{{ID table|displayname=Spawn Mooshroom|spritetype=item|nameid=mooshroom_spawn_egg|aliasid=spawn_egg / 16|id=442|form=item|translationkey=item.spawn_egg.entity.mooshroom.name}}{{ID table|displayname=Spawn Mule|spritetype=item|nameid=mule_spawn_egg|aliasid=spawn_egg / 25|id=468|form=item|translationkey=item.spawn_egg.entity.mule.name}}{{ID table|displayname=Spawn NPC|spritetype=item|nameid=npc_spawn_egg|aliasid=spawn_egg / 51|id=472|form=item|translationkey=item.spawn_egg.entity.npc.name}}{{ID table|displayname=Spawn Ocelot|spritetype=item|nameid=ocelot_spawn_egg|aliasid=spawn_egg / 22|id=453|form=item|translationkey=item.spawn_egg.entity.ocelot.name}}{{ID table|displayname=Spawn Panda|spritetype=item|nameid=panda_spawn_egg|aliasid=spawn_egg / 113|id=491|form=item|translationkey=item.spawn_egg.entity.panda.name}}{{ID table|displayname=Spawn Parrot|spritetype=item|nameid=parrot_spawn_egg|aliasid=spawn_egg / 30|id=480|form=item|translationkey=item.spawn_egg.entity.parrot.name}}{{ID table|displayname=Spawn Phantom|spritetype=item|nameid=phantom_spawn_egg|aliasid=spawn_egg / 58|id=488|form=item|translationkey=item.spawn_egg.entity.phantom.name}}{{ID table|displayname=Spawn Pig|spritetype=item|nameid=pig_spawn_egg|aliasid=spawn_egg / 12|id=439|form=item|translationkey=item.spawn_egg.entity.pig.name}}{{ID table|displayname=Spawn Piglin Brute|spritetype=item|nameid=piglin_brute_spawn_egg|aliasid=spawn_egg / 127|id=501|form=item|translationkey=item.spawn_egg.entity.piglin_brute.name}}{{ID table|displayname=Spawn Piglin|spritetype=item|nameid=piglin_spawn_egg|aliasid=spawn_egg / 123|id=499|form=item|translationkey=item.spawn_egg.entity.piglin.name}}{{ID table|displayname=Spawn Pillager|spritetype=item|nameid=pillager_spawn_egg|aliasid=spawn_egg / 114|id=493|form=item|translationkey=item.spawn_egg.entity.pillager.name}}{{ID table|displayname=Spawn Polar Bear|spritetype=item|nameid=polar_bear_spawn_egg|aliasid=spawn_egg / 28|id=474|form=item|translationkey=item.spawn_egg.entity.polar_bear.name}}{{ID table|displayname=Spawn Pufferfish|spritetype=item|nameid=pufferfish_spawn_egg|aliasid=spawn_egg / 108|id=483|form=item|translationkey=item.spawn_egg.entity.pufferfish.name}}{{ID table|displayname=Spawn Rabbit|spritetype=item|nameid=rabbit_spawn_egg|aliasid=spawn_egg / 18|id=461|form=item|translationkey=item.spawn_egg.entity.rabbit.name}}{{ID table|displayname=Spawn Ravager|spritetype=item|nameid=ravager_spawn_egg|aliasid=spawn_egg / 59|id=495|form=item|translationkey=item.spawn_egg.entity.ravager.name}}{{ID table|displayname=Spawn Salmon|spritetype=item|nameid=salmon_spawn_egg|aliasid=spawn_egg / 109|id=484|form=item|translationkey=item.spawn_egg.entity.salmon.name}}{{ID table|displayname=Spawn Sheep|spritetype=item|nameid=sheep_spawn_egg|aliasid=spawn_egg / 13|id=440|form=item|translationkey=item.spawn_egg.entity.sheep.name}}{{ID table|displayname=Spawn Shulker|spritetype=item|nameid=shulker_spawn_egg|aliasid=spawn_egg / 54|id=471|form=item|translationkey=item.spawn_egg.entity.shulker.name}}{{ID table|displayname=Spawn Silverfish|spritetype=item|nameid=silverfish_spawn_egg|aliasid=spawn_egg / 39|id=445|form=item|translationkey=item.spawn_egg.entity.silverfish.name}}{{ID table|displayname=Spawn Skeleton Horse|spritetype=item|nameid=skeleton_horse_spawn_egg|aliasid=spawn_egg / 26|id=469|form=item|translationkey=item.spawn_egg.entity.skeleton_horse.name}}{{ID table|displayname=Spawn Skeleton|spritetype=item|nameid=skeleton_spawn_egg|aliasid=spawn_egg / 34|id=446|form=item|translationkey=item.spawn_egg.entity.skeleton.name}}{{ID table|displayname=Spawn Slime|spritetype=item|nameid=slime_spawn_egg|aliasid=spawn_egg / 37|id=447|form=item|translationkey=item.spawn_egg.entity.slime.name}}{{ID table|displayname=Spawn Sniffer|spritetype=item|nameid=sniffer_spawn_egg|aliasid=spawn_egg / 139|id=502|form=item|translationkey=item.spawn_egg.entity.sniffer.name}}{{ID table|displayname=Spawn Snow Golem|spritetype=item|nameid=snow_golem_spawn_egg|aliasid=spawn_egg / 21|id=507|form=item|translationkey=item.spawn_egg.entity.snow_golem.name}}{{ID table|displayname=Spawn Spider|spritetype=item|nameid=spider_spawn_egg|aliasid=spawn_egg / 35|id=448|form=item|translationkey=item.spawn_egg.entity.spider.name}}{{ID table|displayname=Spawn Squid|spritetype=item|nameid=squid_spawn_egg|aliasid=spawn_egg / 17|id=452|form=item|translationkey=item.spawn_egg.entity.squid.name}}{{ID table|displayname=Spawn Stray|spritetype=item|nameid=stray_spawn_egg|aliasid=spawn_egg / 46|id=464|form=item|translationkey=item.spawn_egg.entity.stray.name}}{{ID table|displayname=Spawn Strider|spritetype=item|nameid=strider_spawn_egg|aliasid=spawn_egg / 125|id=497|form=item|translationkey=item.spawn_egg.entity.strider.name}}{{ID table|displayname=Spawn Tadpole|spritetype=item|nameid=tadpole_spawn_egg|aliasid=spawn_egg / 133|id=637|form=item|translationkey=item.spawn_egg.entity.tadpole.name}}{{ID table|displayname=Spawn Trader Llama|spritetype=item|nameid=trader_llama_spawn_egg|aliasid=spawn_egg / 157|id=656|form=item|translationkey=item.spawn_egg.entity.trader_llama.name}}{{ID table|displayname=Spawn Tropical Fish|spritetype=item|nameid=tropical_fish_spawn_egg|aliasid=spawn_egg / 111|id=481|form=item|translationkey=item.spawn_egg.entity.tropicalfish.name}}{{ID table|displayname=Spawn Sea Turtle|spritetype=item|nameid=turtle_spawn_egg|aliasid=spawn_egg / 74|id=487|form=item|translationkey=item.spawn_egg.entity.turtle.name}}{{ID table|displayname=Spawn Vex|spritetype=item|nameid=vex_spawn_egg|aliasid=spawn_egg / 105|id=478|form=item|translationkey=item.spawn_egg.entity.vex.name}}{{ID table|displayname=Spawn Villager|spritetype=item|nameid=villager_spawn_egg|aliasid=spawn_egg / 15, 115|id=451|form=item|translationkey=item.spawn_egg.entity.villager_v2.name, item.spawn_egg.entity.villager.name}}{{ID table|displayname=Spawn Vindicator|spritetype=item|nameid=vindicator_spawn_egg|aliasid=spawn_egg / 57|id=476|form=item|translationkey=item.spawn_egg.entity.vindicator.name}}{{ID table|displayname=Spawn Wandering Trader|spritetype=item|nameid=wandering_trader_spawn_egg|aliasid=spawn_egg / 118|id=494|form=item|translationkey=item.spawn_egg.entity.wandering_trader.name}}{{ID table|displayname=Spawn Warden|spritetype=item|nameid=warden_spawn_egg|aliasid=spawn_egg / 131|id=640|form=item|translationkey=item.spawn_egg.entity.warden.name}}{{ID table|displayname=Spawn Witch|spritetype=item|nameid=witch_spawn_egg|aliasid=spawn_egg / 45|id=454|form=item|translationkey=item.spawn_egg.entity.witch.name}}{{ID table|displayname=Spawn Wither|spritetype=item|nameid=wither_spawn_egg|aliasid=spawn_egg / 52|id=509|form=item|translationkey=item.spawn_egg.entity.wither.name}}{{ID table|displayname=Spawn Wither Skeleton|spritetype=item|nameid=wither_skeleton_spawn_egg|aliasid=spawn_egg / 48|id=466|form=item|translationkey=item.spawn_egg.entity.wither_skeleton.name}}{{ID table|displayname=Spawn Wolf|spritetype=item|nameid=wolf_spawn_egg|aliasid=spawn_egg / 14|id=441|form=item|translationkey=item.spawn_egg.entity.wolf.name}}{{ID table|displayname=Spawn Zoglin|spritetype=item|nameid=zoglin_spawn_egg|aliasid=spawn_egg / 126|id=500|form=item|translationkey=item.spawn_egg.entity.zoglin.name}}{{ID table|displayname=Spawn Zombie Horse|spritetype=item|nameid=zombie_horse_spawn_egg|aliasid=spawn_egg / 27|id=470|form=item|translationkey=item.spawn_egg.entity.zombie_horse.name}}{{ID table|displayname=Spawn Zombified Piglin|spritetype=item|nameid=zombie_pigman_spawn_egg|aliasid=spawn_egg / 36|id=450|form=item|translationkey=item.spawn_egg.entity.zombie_pigman.name}}{{ID table|displayname=Spawn Zombie|spritetype=item|nameid=zombie_spawn_egg|aliasid=spawn_egg / 32|id=449|form=item|translationkey=item.spawn_egg.entity.zombie.name}}{{ID table|displayname=Spawn Zombie Villager|spritetype=item|nameid=zombie_villager_spawn_egg|aliasid=spawn_egg / 44, 116|id=479|form=item|translationkey=item.spawn_egg.entity.zombie_villager_v2.name, item.spawn_egg.entity.zombie_villager.name|foot=1}}=== Item data ==={{el|java}}:{{main|Player.dat format}}<div class="treeview">* {{nbt|compound|tag}}: The item's '''tag''' tag.{{:Player.dat_format/Entity Spawners}}</div>{{el|bedrock}}:: {{IN|bedrock}}, spawn eggs have no additional tags.: See [[Bedrock Edition level format/Item format]].== History =={{for|information on the historical colors of spawn eggs|Spawn Egg colors}}{{Info needed|{{Edition|BE}} is outdated}}{{History|java}}{{History||1.1|snap=11w49a|[[File:Creeper Spawn Egg JE1.png|32px]] [[File:Spider Spawn Egg JE1.png|32px]] [[File:Skeleton Spawn Egg JE1.png|32px]] [[File:Zombie Spawn Egg JE1.png|32px]] [[File:Slime Spawn Egg JE1.png|32px]] [[File:Ghast Spawn Egg JE1.png|32px]] [[File:Zombie Pigman Spawn Egg JE1.png|32px]] [[File:Enderman Spawn Egg JE1.png|32px]] [[File:Cave Spider Spawn Egg JE1.png|32px]] [[File:Silverfish Spawn Egg JE1.png|32px]] [[File:Blaze Spawn Egg JE1.png|32px]] [[File:Magma Cube Spawn Egg JE1.png|32px]] [[File:Pig Spawn Egg JE1.png|32px]] [[File:Sheep Spawn Egg JE1.png|32px]] [[File:Cow Spawn Egg JE1.png|32px]] [[File:Chicken Spawn Egg JE1.png|32px]] [[File:Squid Spawn Egg JE1.png|32px]] [[File:Wolf Spawn Egg JE1.png|32px]] [[File:Mooshroom Spawn Egg JE1.png|32px]] [[File:Villager Spawn Egg JE1.png|32px]] Added spawn eggs for [[creeper]]s, [[spider]]s, [[skeleton]]s, [[zombie]]s, [[slime]]s, [[ghast]]s, [[zombie pigman|zombie pigmen]], [[endermen]], [[cave spider]]s, [[silverfish]], [[blaze]]s, [[magma cube]]s, [[pig]]s, [[sheep]], [[cow]]s, [[chicken]]s, [[squid]], [[wolf|wolves]], [[mooshroom]]s and [[villager]]s. |The spawn egg has a single texture file, which is [[tint]]ed different colors.}}{{History|||snap=12w01a|[[File:Creeper Spawn Egg JE2 BE1.png|32px]] [[File:Spider Spawn Egg JE2 BE1.png|32px]] [[File:Skeleton Spawn Egg JE2 BE1.png|32px]] [[File:Zombie Spawn Egg JE2 BE1.png|32px]] [[File:Slime Spawn Egg JE2 BE1.png|32px]] [[File:Ghast Spawn Egg JE2 BE1.png|32px]] [[File:Zombie Pigman Spawn Egg JE2 BE1.png|32px]] [[File:Enderman Spawn Egg JE2 BE1.png|32px]] [[File:Cave Spider Spawn Egg JE2 BE1.png|32px]] [[File:Silverfish Spawn Egg JE2 BE2.png|32px]] [[File:Blaze Spawn Egg JE2 BE1.png|32px]] [[File:Magma Cube Spawn Egg JE2 BE1.png|32px]] [[File:Pig Spawn Egg JE2 BE1.png|32px]] [[File:Sheep Spawn Egg JE2 BE1.png|32px]] [[File:Cow Spawn Egg JE2 BE1.png|32px]] [[File:Chicken Spawn Egg JE2 BE1.png|32px]] [[File:Squid Spawn Egg JE2 BE1.png|32px]] [[File:Wolf Spawn Egg JE2 BE1.png|32px]] [[File:Mooshroom Spawn Egg JE2 BE1.png|32px]] [[File:Villager Spawn Egg JE2 BE1.png|32px]] The spawn egg and its markings now have their textures separated, allowing them to have entirely different colors. This allows their colors to better match the colors of the [[mob]]s themselves.}}{{History||1.2.1|snap=12w03a|Spawn eggs can now be placed into a [[dispenser]]. Activating the dispenser spawns the mob, instead of dispensing the egg as an [[item]].|Spawn eggs are now stackable, which allows dispensers to hold more than nine of them at one time.}}{{History|||snap=12w04a|[[File:Ocelot Spawn Egg JE1 BE1.png|32px]] Added [[ocelot]] spawn eggs with the addition of the ocelot itself.|Before 1.2, edited spawn eggs for [[snow golem]]s, [[ender dragon]]s and [[giant]]s (and other "unspawnable" [[mob]]s) produced mobs of their types. Now, this is restricted to those eggs available in the [[creative]] [[inventory]].}}{{History||1.3.1|snap=12w18a|[[Villager]]s spawned from spawn eggs were always farmers before this update and now their professions are randomized.}}{{History||1.4.2|snap=12w32a|[[Zombie villager]]s can now be spawned using [[zombie]] spawn eggs.|[[Sheep]] from spawn eggs can now spawn naturally-colored sheep (white, gray, brown, pink, etc.).}}{{History|||snap=12w36a|[[Wither skeleton]]s now have a high chance to spawn from a [[skeleton]] spawn egg, if the [[player]] is in [[the Nether]].|[[Skeleton]]s on [[spider jockey]]s can now be replaced with [[wither skeleton]]s when using [[spider]] spawn eggs in the Nether.}}{{History|||snap=12w38a|[[File:Witch Spawn Egg JE1 BE1.png|32px]] [[File:Bat Spawn Egg JE1 BE1.png|32px]] Added [[witch]] and [[bat]] spawn eggs.}}{{History||1.4.4|snap=pre|Baby [[mob]]s are now spawn-able by right-clicking a mob with a corresponding mob egg. Although, this doesn't work with [[zombie]]s.}}{{History||1.5|snap=January 7, 2013|slink={{tweet|Dinnerbone|288322623916617728}}|[[Dinnerbone]] tweeted the first image of a renamed mob appearing in a [[death messages|death message]].}}{{History|||snap=13w02a|[[Mob]]s spawned from renamed eggs now have the name of the egg and the names appear in death messages.|Mobs can now display their custom name as nametag using an NBT tag.}}{{History||1.6.1|snap=13w16a|[[File:Horse Spawn Egg JE1 BE1.png|32px]] Added [[horse]] spawn eggs.}}{{History|||snap=13w24a|Spawn eggs now work on [[water]].}}{{History|||snap=1.6|Renaming a spawn egg "''Dinnerbone''" or "''Grumm''" now cause the [[mob]] to spawn upside-down.}}{{History||1.7.4|snap=13w48b|Renaming a [[sheep]] or sheep spawn egg "''jeb_''" give it a rainbow wool changing effect. This does not affect the wool dropped after death or [[shear]]ing, however.}}{{History||1.8|snap=14w11a|[[File:Endermite Spawn Egg JE1 BE1.png|32px]] Added [[endermite]] spawn eggs.}}{{History|||snap=14w25a|[[File:Guardian Spawn Egg JE1 BE1.png|32px]] Added [[guardian]] spawn eggs.}}{{History|||snap=14w27a|[[File:Rabbit Spawn Egg JE1 BE1.png|32px]] Added [[rabbit]] spawn eggs.}}{{History|||snap=14w28b|Spawn eggs can now be used to program [[monster spawner]] blocks.}}{{History||1.9|snap=15w31a|[[File:Shulker Spawn Egg JE1 BE2.png|32px]] Added [[shulker]] spawn eggs.}}{{History|||snap=15w33a|Spawn eggs can no longer be addressed by numeric data id, like: <code>give @p spawn_egg 1 50</code>. The spawnable [[entity]] from a spawn egg is now addressed by a datatag: <code>/give @p spawn_egg 1 0 <nowiki>{EntityTag:{id:"Creeper"}}</code>.}}{{History||1.10|snap=16w20a|[[File:Polar Bear Spawn Egg JE1 BE1.png|32px]] [[File:Wither Skeleton Spawn Egg JE1 BE1.png|32px]] [[File:Stray Spawn Egg JE1 BE2.png|32px]] [[File:Husk Spawn Egg JE1 BE2.png|32px]] [[File:Elder Guardian Spawn Egg JE1 BE1.png|32px]] [[File:Cat Spawn Egg JE1.png|32px]] [[File:Donkey Spawn Egg JE1 BE1.png|32px]] [[File:Mule Spawn Egg JE1 BE1.png|32px]] [[File:Skeleton Horse Spawn Egg JE1 BE1.png|32px]] [[File:Zombie Horse Spawn Egg JE1 BE2.png|32px]] Added spawn eggs for [[polar bear]]s, [[wither skeleton]]s, [[stray]]s, [[husk]]s, [[elder guardian]], [[cat]]s, donkeys, mules, skeleton horses and zombie horses.}}{{History|||snap=pre2|Removed spawn eggs for wither skeletons, strays, husks, elder guardians, cats, donkeys, mules, skeleton horses and zombie horses that were added in [[16w20a]].}}{{History||1.11|snap=16w32a|[[File:Polar Bear Spawn Egg JE1 BE1.png|32px]] [[File:Wither Skeleton Spawn Egg JE1 BE1.png|32px]] [[File:Stray Spawn Egg JE1 BE2.png|32px]] [[File:Husk Spawn Egg JE1 BE2.png|32px]] [[File:Elder Guardian Spawn Egg JE1 BE1.png|32px]] [[File:Donkey Spawn Egg JE1 BE1.png|32px]] [[File:Mule Spawn Egg JE1 BE1.png|32px]] [[File:Skeleton Horse Spawn Egg JE1 BE1.png|32px]] [[File:Zombie Horse Spawn Egg JE1 BE2.png|32px]] Re-added the spawn eggs that were removed in [[1.10-pre2]], except the [[cat]] spawn egg.|[[File:Zombie Villager Spawn Egg JE1 BE1.png|32px]] Added a [[zombie villager]] spawn egg. It can spawn only zombie farmers.|Using a spawn egg on top of a block such as a [[fence]] no longer cause the spawned [[mob]] to fall inside the fence.<ref>{{bug|MC-88096|| When using spawn eggs on fences the mobs fall through}} – resolved as "Fixed"</ref>}}{{History|||snap=16w32b|The [[zombie villager]] spawn egg now spawns different zombie professions.}}{{History|||snap=16w39a|[[File:Evoker Spawn Egg JE1 BE1.png|32px]] [[File:Llama Spawn Egg JE1 BE1.png|32px]] [[File:Vex Spawn Egg JE1 BE1.png|32px]] [[File:Vindicator Spawn Egg JE1 BE1.png|32px]] Added spawn eggs for [[evoker]]s, [[llama]]s, [[vex]]es and [[vindicator]]s.}}{{History||1.12|snap=17w13a|[[File:Parrot Spawn Egg JE1 BE1.png|32px]] Added spawn egg for [[parrot]]s.}}{{History||1.13|snap=17w47a|The different {{nbt|compound|EntityTag}} [[entity]] IDs for the <code>spawn_egg</code> ID have now been split up into their own IDs.|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 383.}}{{History|||snap=18w07a|[[File:Phantom Spawn Egg JE1.png|32px]] [[File:Turtle Spawn Egg JE1 BE1.png|32px]] Added spawn eggs for [[phantom]]s and [[turtle]]s.}}{{History|||snap=18w08b|[[File:Cod Spawn Egg JE1 BE2.png|32px]] [[File:Salmon Spawn Egg JE1 BE2.png|32px]] [[File:Pufferfish Spawn Egg JE1 BE2.png|32px]] Added spawn eggs for the 3 [[fish mob]] variants: cod, salmon, and "puffer fish".}}{{History|||snap=18w10a|[[File:Tropical Fish Spawn Egg JE1 BE2.png|32px]] Added a spawn egg for the new [[tropical fish]].}}{{History|||snap=18w11a|[[File:Drowned Spawn Egg JE1 BE1.png|32px]] Added [[drowned]] spawn eggs.}}{{History|||snap=18w15a|[[File:Dolphin Spawn Egg JE1 BE1.png|32px]] Added [[dolphin]] spawn eggs.}}{{History|||snap=18w19a|[[File:Phantom Spawn Egg JE2 BE1.png|32px]] The [[phantom]] spawn egg has been changed to look more like [[mob]]'s updated texture.|The "puffer fish" spawn egg has been renamed to "pufferfish" spawn egg.}}{{History|||snap=18w20a|"Spawn ''x''" has been changed to "''x'' Spawn Egg".}}{{History||1.14|snap=18w43a|[[File:Panda Spawn Egg JE1.png|32px]] [[File:Pillager Spawn Egg JE1 BE1.png|32px]] [[File:Ravager Spawn Egg JE1 BE1.png|32px]] Added [[panda]], [[pillager]] and [[ravager|"illager beast"]] spawn eggs.}}{{History|||snap=18w44a|[[File:Cat Spawn Egg JE2.png|32px]] Re-added [[cat]] spawn eggs.}}{{History|||snap=19w05a|The "illager beast" spawn egg has been renamed to "ravager" spawn egg.|[[File:Wandering Trader Spawn Egg JE1.png|32px]] [[File:Trader Llama Spawn Egg JE1 BE1.png|32px]] Added [[wandering trader]] and [[trader llama]] spawn eggs.}}{{History|||snap=19w07a|[[File:Fox Spawn Egg JE1 BE1.png|32px]] Added [[fox]] spawn eggs.}}{{History||1.15|snap=19w34a|[[File:Bee Spawn Egg JE1.png|32px]] Added [[bee]] spawn eggs.}}{{History|||snap=19w41a|[[File:Bee Spawn Egg JE2 BE1.png|32px]] The texture of the bee spawn egg has been changed.}}{{History|||snap=19w46a|[[Drowned]], [[husk]], [[zombie]], and [[zombie villager]] spawn eggs can now be used on adult versions of these [[mob]]s to spawn baby variants.}}{{History|||snap=Pre-release 1|[[Zombie pigmen]] spawn eggs can now be used on adult zombie pigmen to spawn the baby variant.}}{{History||September 28, 2019|link={{ytl|OZqNaEX8208&t|t=2h17m19s}}|[[File:Hoglin Spawn Egg BE1.png|32px]] [[File:Piglin spawn egg.png|32px]] [[Hoglin]] and [[piglin]] spawn eggs were shown.}}{{History||1.16|snap=20w06a|[[File:Hoglin Spawn Egg JE1.png|30px]] Added [[hoglin]] spawn eggs. |Currently, the hoglin spawn egg substitutes the [[zombie pigman]]'s spawn egg texture.}}{{History|||snap=20w07a|[[File:Piglin Spawn Egg JE1.png|32px]] Added [[piglin]] spawn eggs.|[[File:Hoglin Spawn Egg JE2.png|30px]] The texture of the hoglin spawn egg has been changed.}}{{History|||snap=20w09a|"Zombie Pigman Spawn Egg" has been renamed to "Zombified Piglin Spawn Egg".}}{{History|||snap=20w13a|[[File:Strider Spawn Egg JE1 BE1.png|32px]] Added [[strider]] spawn eggs.}}{{History|||snap=20w14a|[[File:Zoglin Spawn Egg JE1 BE1.png|32px]] Added [[zoglin]] spawn eggs.}}{{History||1.16.2|snap=20w27a|[[File:Piglin Brute Spawn Egg JE1 BE1.png|32px]] Added [[piglin brute]] spawn eggs.}}{{History||October 6, 2020|link={{tweet|kingbdogz|1313451032383574017}}|[[File:Warden Spawn Egg (pre-release).png|32px]] [[Kingbdogz]] showed a warden spawn egg.}}{{History||1.17|snap=20w51a|[[File:Axolotl Spawn Egg JE1 BE1.png|32px]] Added [[axolotl]] spawn eggs.}}{{History|||snap=21w03a|[[File:Glow Squid Spawn Egg JE1 BE1.png|32px]] Added [[glow squid]] spawn eggs.}}{{History|||snap=21w13a|[[File:Goat Spawn Egg BE2.png|32px]] Added [[goat]] spawn eggs.}}{{History||October 16, 2021|link={{ytl|w6zLprHHZOk&t|t=7447s}}|[[File:Frog Spawn Egg (pre-release).png|32px]] [[File:Tadpole Spawn Egg (pre-release).png|32px]] [[Frog]] and [[tadpole]] spawn eggs were shown.}}{{History||1.19|snap=Deep Dark Experimental Snapshot 1|[[File:Warden Spawn Egg JE1 BE1.png|32px]] Added [[warden]] spawn eggs.}}{{History|||snap=22w11a|[[File:Frog Spawn Egg JE1 BE1.png|32px]][[File:Tadpole Spawn Egg JE1 BE1.png|32px]] Added [[frog]] and [[tadpole]] spawn eggs.|As with the warden itself, warden spawn eggs are not added in this snapshot.}}{{History|||snap=22w12a|[[File:Warden Spawn Egg JE1 BE1.png|32px]] Re-added [[warden]] spawn eggs.}}{{History|||snap=22w13a|[[File:Allay Spawn Egg JE1 BE1.png|32px]] Added [[allay]] spawn eggs.}}{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|[[File:Camel Spawn Egg JE1 BE1.png|32px]] Added [[camel]] spawn eggs behind the [[Java Edition 1.20|Update 1.20 experimental datapack]].}}{{History|||snap=22w43a|[[File:Camel Spawn Egg JE2 BE2.png|32px]] The texture of the camel spawn egg has been changed.}}{{History||1.19.3|snap=22w44a|[[File:Iron Golem Spawn Egg JE1 BE1.png|32px]] [[File:Snow Golem Spawn Egg JE2 BE1.png|32px]] [[File:Wither Spawn Egg JE1 BE1.png|32px]] [[File:Ender Dragon Spawn Egg JE2 BE1.png|32px]] Added [[iron golem]], [[snow golem]], [[wither]], and [[ender dragon]] spawn eggs. The wither and ender dragon spawn eggs are only available through [[commands]] to prevent accidental destruction of [[Creative]] builds.|[[File:Polar Bear Spawn Egg JE2 BE2.png|32px]] The texture of the polar bear spawn egg has been changed.<ref>{{bug|MC-242097||Ghast and Polar Bear Spawn Eggs are nearly indistinguishable|Fixed}}</ref>}}{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[File:Sniffer Spawn Egg JE1 BE1.png|32px]] Added [[sniffer]] spawn eggs behind the [[Java Edition 1.20|Update 1.20 experimental datapack]].}}{{History|||snap=1.19.4-pre1|[[File:Sniffer Spawn Egg JE2.png|32px]] The texture of the sniffer spawn egg has been changed.}}{{History||1.20|snap=23w12a|Camel and sniffer spawn eggs are now available without using the "Update 1.20" experimental datapack.}}{{History|pocket alpha}}{{History||v0.7.0|[[File:Chicken Spawn Egg JE2 BE1.png|32px]] [[File:Sheep Spawn Egg JE2 BE1.png|32px]] [[File:Cow Spawn Egg JE2 BE1.png|32px]] [[File:Pig Spawn Egg JE2 BE1.png|32px]] Added spawn eggs for [[chicken]]s, [[sheep]], [[pig]]s and [[cow]]s.}}{{History||v0.7.0|All spawn eggs with damage/metadata values 30 and higher, would display a unique texture.}}{{History||v0.8.0|snap=build 1|The texture of the default spawn egg is now [[File:Chicken Spawn Egg JE2 BE1.png|32px]], instead of having a completely blank texture.}}{{History||v0.9.0|snap=build 1|[[File:Mooshroom Spawn Egg JE2 BE1.png|32px]] [[File:Creeper Spawn Egg JE2 BE1.png|32px]] [[File:Enderman Spawn Egg JE2 BE1.png|32px]] [[File:Silverfish Spawn Egg BE1.png|32px]] [[File:Skeleton Spawn Egg JE2 BE1.png|32px]] [[File:Slime Spawn Egg JE2 BE1.png|32px]] [[File:Spider Spawn Egg JE2 BE1.png|32px]] [[File:Zombie Spawn Egg JE2 BE1.png|32px]] [[File:Zombie Pigman Spawn Egg JE2 BE1.png|32px]] [[File:Wolf Spawn Egg JE2 BE1.png|32px]] Added more spawn eggs, including [[mooshroom]], [[creeper]], [[enderman]], [[silverfish]], [[skeleton]], [[slime]], [[spider]], [[zombie]], [[zombie pigman]] and [[wolf]].|Spawn eggs now have the correct name in the [[inventory]].}}{{History|||snap=build 2|[[File:Villager Spawn Egg JE2 BE1.png|32px]] Added (Old) [[villager]] spawn eggs.|Spawn eggs can now be used to program [[monster spawner]] blocks.}}{{History||v0.11.0|All spawn eggs that are obtained in this version with an invalid damage/metadata value would result in the name of that spawn egg displaying as the following: item.monsterPlacer.name.name.}}{{History||v0.11.0|snap=build 1|[[File:Squid Spawn Egg JE2 BE1.png|32px]] [[File:Bat Spawn Egg JE1 BE1.png|32px]] Added [[squid]] and [[bat]] spawn eggs.|[[File:Ghast Spawn Egg JE2 BE1.png|32px]] [[File:Magma Cube Spawn Egg JE2 BE1.png|32px]] [[File:Cave Spider Spawn Egg JE2 BE1.png|32px]] Added [[ghast]], [[magma cube]] and [[cave spider]] spawn eggs, which are currently unobtainable.}}{{History|||snap=build 3|Added [[cave spider]] spawn eggs to the [[creative]] mode [[inventory]].}}{{History|||snap=build 8|Added [[magma cube]] spawn eggs to the creative mode inventory.}}{{History||v0.12.1|snap=build 1|[[File:Blaze Spawn Egg JE2 BE1.png|32px]] [[File:Ocelot Spawn Egg JE1 BE1.png|32px]] [[File:Zombie Villager Spawn Egg JE1 BE1.png|32px]] Added [[blaze]], [[ocelot]], and (Old) [[zombie villager]] spawn eggs.|Added [[ghast]] spawn eggs to the [[creative]] mode [[inventory]].|[[Wither skeleton]]s now have a high chance to spawn from an [[skeleton]] spawn egg, if the [[player]] is in [[the Nether]].}}{{History|||snap=build 9|[[Mob]]s spawned from renamed eggs now have the name of the egg and the names appear in [[death messages]].}}{{History|||snap=build 12|[[Zombie villager]]s can now be spawned using [[zombie]] spawn eggs.}}{{History||v0.13.0|snap=build 1|[[File:Rabbit Spawn Egg JE1 BE1.png|32px]] Added [[rabbit]] spawn eggs.}}{{History||v0.14.0|snap=build 1|[[File:Witch Spawn Egg JE1 BE1.png|32px]] Added [[witch]] spawn eggs.}}{{History||v0.15.0|snap=build 1|[[File:Horse Spawn Egg JE1 BE1.png|32px]] [[File:Mule Spawn Egg JE1 BE1.png|32px]] [[File:Donkey Spawn Egg JE1 BE1.png|32px]] [[File:Zombie Horse Spawn Egg BE1.png|32px]] [[File:Skeleton Horse Spawn Egg JE1 BE1.png|32px]] [[File:Stray Spawn Egg BE1.png|32px]] [[File:Husk Spawn Egg BE1.png|32px]] [[File:Wither Skeleton Spawn Egg JE1 BE1.png|32px]] Added [[horse]], [[mule]], [[donkey]], [[zombie horse]], [[skeleton horse]], [[stray]], [[husk]] and [[wither skeleton]] spawn eggs to the [[creative]] [[inventory]].}}{{History||v0.15.1|snap=build 1|The texture of the default spawn egg has been changed from [[File:Chicken Spawn Egg JE2 BE1.png|32px]] to [[File:Spawn Egg.png|32px]].|The empty spawn egg named "Spawn" is now available through [[inventory]] editing, but crashes the game.{{info needed|How? On use? Simply by being in the inventory?}}}}{{History||v0.16.0|snap=build 1|[[File:Guardian Spawn Egg JE1 BE1.png|32px]] Added [[guardian]] spawn eggs.|[[File:Spawn Egg.png|32px]] Added [[elder guardian]] spawn egg without colors, which is currently unavailable in the [[creative]] [[inventory]].|[[File:NPC Spawn Egg BE1.png|32px]] Added a non-functional [[NPC]] spawn egg.}}{{History|||snap=build 2|The NPC spawn egg has been removed from the creative inventory.}}{{History|||snap=build 4|The NPC spawn egg has been removed completely.}}{{History|||snap=build 5|[[File:Elder Guardian Spawn Egg JE1 BE1.png|32px]] Added [[elder guardian]] spawn eggs to the [[creative]] [[inventory]].}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|[[File:Shulker Spawn Egg BE1.png|32px]] [[File:Endermite Spawn Egg JE1 BE1.png|32px]] [[File:Polar Bear Spawn Egg JE1 BE1.png|32px]] Added spawn eggs for [[shulker]]s, [[endermite]]s and [[polar bear]]s.}}{{History||1.1.0|snap=alpha 1.1.0.0|[[File:Llama Spawn Egg JE1 BE1.png|32px]] [[File:Vindicator Spawn Egg JE1 BE1.png|32px]] [[File:Evoker Spawn Egg JE1 BE1.png|32px]] [[File:Vex Spawn Egg JE1 BE1.png|32px]] Added spawn eggs for [[llama]]s, [[vindicator]]s, [[evoker]]s and [[vex]]es.}}{{History|||snap=alpha 1.1.0.9|[[File:Husk Spawn Egg JE1 BE2.png|32px]] [[File:Shulker Spawn Egg JE1 BE2.png|32px]] [[File:Silverfish Spawn Egg JE2 BE2.png|32px]] [[File:Stray Spawn Egg JE1 BE2.png|32px]] [[File:Zombie Horse Spawn Egg JE1 BE2.png|32px]] The spawn egg textures for [[husk]]s, [[shulker]]s, [[silverfish]]ses, [[stray]]s and [[zombie horse]]s have been updated; probably due to {{bug|MCPE-18348}}.}}{{History|bedrock}}{{History||1.2.0|snap=beta 1.2.0.2|[[File:Parrot Spawn Egg JE1 BE1.png|32px]] [[File:Zombie Villager Spawn Egg JE1 BE1.png|32px]] Added [[parrot]] and [[zombie villager]] spawn eggs.}}{{History||1.4.0|snap=beta 1.2.13.8|[[File:Drowned Spawn Egg JE1 BE1.png|32px]] Added [[drowned]] spawn eggs.}}{{History|||snap=beta 1.2.14.2|[[File:Cod Spawn Egg BE1.png|32px]] [[File:Salmon Spawn Egg BE1.png|32px]] [[File:Pufferfish Spawn Egg BE1.png|32px]] [[File:Tropical Fish Spawn Egg BE1.png|32px]] Added spawn eggs for each [[fish]], which have different textures compared to {{JE}}.}}{{History|||snap=beta 1.2.20.1|[[File:Cod Spawn Egg JE1 BE2.png|32px]] [[File:Salmon Spawn Egg JE1 BE2.png|32px]] [[File:Pufferfish Spawn Egg JE1 BE2.png|32px]] [[File:Tropical Fish Spawn Egg JE1 BE2.png|32px]] The fish spawn egg textures have been made less unique; it matches {{JE}}.|[[File:Dolphin Spawn Egg JE1 BE1.png|32px]] Added [[dolphin]] spawn eggs.}}{{History||1.5.0|snap=beta 1.5.0.4|[[File:Turtle Spawn Egg JE1 BE1.png|32px]] Added spawn eggs for [[turtle]]s.}}{{History||1.6.0|snap=beta 1.6.0.1|[[File:Phantom Spawn Egg JE2 BE1.png|32px]] Added spawn eggs for [[phantom]]s.}}{{History||1.8.0|snap=beta 1.8.0.8|[[File:Panda Spawn Egg BE1.png|32px]] [[File:Cat Spawn Egg BE1.png|32px]] Added spawn eggs for [[panda]]s and [[cat]]s.|[[File:NPC Spawn Egg BE1.png|32px]] The NPC spawn egg has been re-added. |[[File:Agent Spawn Egg BE1.png|32px]] Added spawn eggs for [[agent]]s.|[[File:Spawn Egg BE2.png|32px]] Unknown spawn eggs now use a completely black spawn egg as the default texture.|[[File:Mask Spawn Egg BE1.png|32px]] Added mask spawn egg texture.}}{{History||1.9.0|snap=beta 1.9.0.0|[[File:Pillager Spawn Egg JE1 BE1.png|32px]] Added [[pillager]] spawn eggs.}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Ravager Spawn Egg JE1 BE1.png|32px]] [[File:Wandering Trader Spawn Egg BE1.png|32px]] [[File:Villager Spawn Egg JE2 BE1.png|32px]] [[File:Zombie Villager Spawn Egg JE1 BE1.png|32px]] Added [[wandering trader]], [[Ravager|"illager beast"]], (New) [[villager]] and (New) [[zombie villager]] spawn eggs.}}{{History||1.11.0|snap=beta 1.11.0.1|The old villager and old zombie villager spawn eggs have been removed.|"Spawn Illager Beast" has been renamed to "Spawn Ravager".}}{{History||1.13.0|snap=beta 1.13.0.1|[[File:Fox Spawn Egg JE1 BE1.png|32px]] Added [[fox]] spawn eggs.}}{{History||1.14.0|snap=beta 1.14.0.1|[[File:Bee Spawn Egg JE2 BE1.png|32px]] Added [[bee]] spawn eggs.}}{{History||1.16.0|snap=beta 1.16.0.51|[[File:Hoglin Spawn Egg BE1.png|32px]] [[File:Piglin Spawn Egg BE1.png|32px]] Added [[hoglin]] and [[piglin]] spawn eggs.|"Spawn Zombie Pigman" has been renamed to "Spawn Zombified Piglin".}}{{History|||snap=beta 1.16.0.57|[[File:Strider Spawn Egg JE1 BE1.png|32px]] [[File:Zoglin Spawn Egg JE1 BE1.png|32px]] Added [[strider]] and [[zoglin]] spawn eggs.}}{{History|||snap=beta 1.16.0.59|[[File:Piglin Spawn Egg JE1.png|32px]] [[File:Hoglin Spawn Egg JE2.png|30px]] The textures of the piglin and hoglin spawn eggs have been changed to match [[Java Edition]].}}{{History||1.16.20|snap=beta 1.16.20.50|[[File:Piglin Brute Spawn Egg JE1 BE1.png|32px]] Added [[piglin brute]] spawn eggs.}}{{History||1.16.100|snap=beta 1.16.100.56|The different [[entity]] IDs for the <code>spawn_egg</code> ID have now been split up into their own IDs.|Unused spawn eggs (such as [[Iron Golem]], [[End Crystal]] and [[Wither]]) are completely removed. Attempts to put such spawn eggs in an inventory gives the default spawn egg instead.|The texture of the default spawn egg is now [[File:Chicken Spawn Egg JE2 BE1.png|32px]], instead of having a completely black texture.}}{{History||1.16.200|snap=beta 1.16.200.52|[[File:Goat Spawn Egg BE1.png|32px]] Added [[goat]] spawn eggs behind the "Caves and Cliffs" experimental toggle.}}{{History|||snap=beta 1.16.210.51|[[File:Goat Spawn Egg BE2.png|32px]] The texture for [[goat]] spawn eggs has been changed.}}{{History||1.16.210|snap=beta 1.16.210.59|[[File:Glow Squid Spawn Egg JE1 BE1.png|32px]] Added [[glow squid]] spawn eggs.}}{{History|||snap=beta 1.16.210.60|[[Glow squid]] spawn egg is temporarily removed.}}{{History||1.16.220|snap=beta 1.16.220.50|[[File:Glow Squid Spawn Egg JE1 BE1.png|32px]] Re-added [[glow squid]] spawn egg.}}{{History||1.17.0|snap=beta 1.16.230.52|[[File:Axolotl Spawn Egg JE1 BE1.png|32px]] Added [[axolotl]] spawn eggs.}}{{History|||snap=beta 1.17.0.52|[[Goat]], [[glow squid]] and [[axolotl]] spawn eggs are now available without enabling [[experimental gameplay]].}}{{History||1.18.10|snap=beta 1.18.10.24|[[File:Frog Spawn Egg JE1 BE1.png|32px]][[File:Tadpole Spawn Egg JE1 BE1.png|32px]] Added [[frog]] and [[tadpole]] spawn eggs behind the "Wild Update" experimental toggle.}}{{History||1.18.30|snap=beta 1.18.30.22|[[File:Allay Spawn Egg JE1 BE1.png|32px]] Added [[allay]] spawn eggs behind the "Wild Update" experimental toggle.}}{{History|||snap=beta 1.18.30.32|[[File:Warden Spawn Egg JE1 BE1.png|32px]] Added [[warden]] spawn eggs behind the "Wild Update" experimental toggle.}}{{History||1.19.0|snap=beta 1.19.0.20|Both spawn eggs mentioned above are now available without enabling experimental gameplay.}}{{History||1.19.10|snap=beta 1.19.10.20|[[File:Trader Llama Spawn Egg JE1 BE1.png|32px]] Added the [[trader llama]] spawn egg.}}{{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.50|snap=beta 1.19.50.21|[[File:Camel Spawn Egg JE1 BE1.png|32px]] Added [[camel]] spawn eggs behind the "[[Bedrock Edition 1.20|Next Major Update]]" [[experimental]] toggle.}}{{History|||snap=beta 1.19.50.22|[[File:Camel Spawn Egg JE2 BE2.png|32px]] The texture of the camel spawn egg has been changed.}}{{History||1.19.60|snap=beta 1.19.60.20|[[File:Iron Golem Spawn Egg JE1 BE1.png|32px]] [[File:Snow Golem Spawn Egg JE2 BE1.png|32px]] [[File:Wither Spawn Egg JE1 BE1.png|32px]] [[File:Ender Dragon Spawn Egg JE2 BE1.png|32px]] Added [[iron golem]], [[snow golem]], [[wither]], and [[ender dragon]] spawn eggs. The wither and ender dragon spawn eggs will only be available through [[commands]] to prevent accidental destruction of [[Creative]] builds.|[[File:Polar Bear Spawn Egg JE2 BE2.png|32px]] The texture of the polar bear spawn egg has been changed.}}{{History||1.19.60|snap=beta 1.19.60.25|The wither and ender dragon spawn eggs are no longer available in the creative inventory, only via [[command]]s.}}{{History||Sniffer<br>(Experimental)|link=Bedrock Edition 1.19.70|snap=beta 1.19.70.23|[[File:Sniffer Spawn Egg JE1 BE1.png|32px]] Added [[sniffer]] spawn eggs behind the "[[Bedrock Edition 1.19.70|Sniffer]]" [[experimental]] toggle.}}{{History||1.20.0|snap=beta 1.20.0.20|Sniffer spawn eggs are now available without using the "Sniffer" experimental toggle.}}{{History|||snap=beta 1.20.0.21|Camel spawn eggs are now available without using the "Next Major Update" experimental toggle.}}{{History|console}}{{History||xbox=TU9|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Creeper Spawn Egg JE2 BE1.png|32px]] [[File:Skeleton Spawn Egg JE2 BE1.png|32px]] [[File:Spider Spawn Egg JE2 BE1.png|32px]] [[File:Zombie Spawn Egg JE2 BE1.png|32px]] [[File:Slime Spawn Egg JE2 BE1.png|32px]] [[File:Ghast Spawn Egg JE2 BE1.png|32px]] [[File:Zombie Pigman Spawn Egg JE2 BE1.png|32px]] [[File:Enderman Spawn Egg JE2 BE1.png|32px]] [[File:Cave Spider Spawn Egg JE2 BE1.png|32px]] [[File:Silverfish Spawn Egg JE2 BE2.png|32px]] [[File:Blaze Spawn Egg JE2 BE1.png|32px]] [[File:Magma Cube Spawn Egg JE2 BE1.png|32px]] [[File:Pig Spawn Egg JE2 BE1.png|32px]] [[File:Sheep Spawn Egg JE2 BE1.png|32px]] [[File:Cow Spawn Egg JE2 BE1.png|32px]] [[File:Chicken Spawn Egg JE2 BE1.png|32px]] [[File:Squid Spawn Egg JE2 BE1.png|32px]] [[File:Wolf Spawn Egg JE2 BE1.png|32px]] [[File:Mooshroom Spawn Egg JE2 BE1.png|32px]] [[File:Villager Spawn Egg JE2 BE1.png|32px]] Added spawn eggs for [[creeper]]s, [[skeleton]]s, [[spider]]s, [[zombie]]s, [[slime]]s, [[ghast]]s, [[zombie pigman]]s, [[enderman]]s, [[cave spider]]s, [[silverfish]]s, [[blaze]]s, [[magma cube]]s, [[pig]]s, [[sheep]]s, [[cow]]s, [[chicken]]s, [[squid]], [[wolf]]s, [[mooshroom]] and [[villager]]s.|Spawn eggs can now be placed into a [[dispenser]]. Activating the dispenser spawns the [[mob]], instead of dispensing the egg as an [[item]].}}{{History||xbox=TU11|Added a message when the user tries to spawn a [[hostile mob]] from a spawn egg in Peaceful [[difficulty]].}}{{History||xbox=TU12|[[File:Ocelot Spawn Egg JE1 BE1.png|32px]] Added [[ocelot]] spawn eggs.}}{{History||xbox=TU19|xbone=CU7|ps=1.12|[[File:Horse Spawn Egg JE1 BE1.png|32px]] [[File:Witch Spawn Egg JE1 BE1.png|32px]] [[File:Bat Spawn Egg JE1 BE1.png|32px]] [[File:Donkey Spawn Egg CE1.png|32px]] [[File:Mule Spawn Egg CE1.png|32px]] Added [[horse]], [[witch]], [[bat]], donkey and mule spawn eggs.}}{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|[[File:Endermite Spawn Egg JE1 BE1.png|32px]] [[File:Guardian Spawn Egg JE1 BE1.png|32px]] [[File:Rabbit Spawn Egg JE1 BE1.png|32px]] Added [[endermite]], [[guardian]] and [[rabbit]] spawn eggs.}}{{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|[[File:Shulker Spawn Egg JE1 BE2.png|32px]] Added [[shulker]] spawn eggs.|[[File:Donkey Spawn Egg JE1 BE1.png|32px]] [[File:Mule Spawn Egg JE1 BE1.png|32px]] Donkey and mule spawn eggs now match the textures of their [[Bedrock Edition|Bedrock]] and [[Java Edition|Java]] edition counterparts.}}{{History||xbox=TU54|xbone=CU44|ps=1.52|wiiu=Patch 24|switch=1.0.4|[[File:Skeleton Horse Spawn Egg JE1 BE1.png|32px]] [[File:Zombie Horse Spawn Egg JE1 BE2.png|32px]] [[File:Elder Guardian Spawn Egg JE1 BE1.png|32px]] [[File:Stray Spawn Egg JE1 BE2.png|32px]] [[File:Wither Skeleton Spawn Egg JE1 BE1.png|32px]] [[File:Husk Spawn Egg JE1 BE2.png|32px]] [[File:Zombie Villager Spawn Egg JE1 BE1.png|32px]] [[File:Parrot Spawn Egg JE1 BE1.png|32px]] [[File:Llama Spawn Egg JE1 BE1.png|32px]] [[File:Vindicator Spawn Egg JE1 BE1.png|32px]] [[File:Evoker Spawn Egg JE1 BE1.png|32px]] [[File:Vex Spawn Egg JE1 BE1.png|32px]] Added spawn eggs for [[skeleton horse]]s, [[zombie horse]]s, [[elder guardian]]s, [[stray]]s, [[wither skeleton]]s, [[husk]]s, [[zombie villager]]s, [[parrot]]s, [[llama]]s, [[vindicator]]s, [[evoker]]s and [[vex]]es.}}{{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|[[File:Drowned Spawn Egg JE1 BE1.png|32px]] [[File:Cod Spawn Egg JE1 BE2.png|32px]] [[File:Salmon Spawn Egg JE1 BE2.png|32px]] [[File:Pufferfish Spawn Egg JE1 BE2.png|32px]] [[File:Tropical Fish Spawn Egg JE1 BE2.png|32px]] [[File:Dolphin Spawn Egg JE1 BE1.png|32px]] [[File:Turtle Spawn Egg JE1 BE1.png|32px]] [[File:Phantom Spawn Egg JE2 BE1.png|32px]] Added spawn eggs for [[drowned]], [[cod]], [[salmon]], [[pufferfish]], [[tropical fish]], [[dolphin]]s, [[sea turtle]]s and [[phantom]]s.}}{{History||xbox=none|ps=1.83|wiiu=none|[[File:Panda Spawn Egg BE1.png|32px]] [[File:Cat Spawn Egg BE1.png|32px]] Added spawn eggs for [[panda]]s and [[cat]]s.}}{{History||ps=1.90|[[File:Pillager Spawn Egg JE1 BE1.png|32px]] Added [[pillager]] spawn eggs.}}{{History||ps=1.91|[[File:Ravager Spawn Egg JE1 BE1.png|32px]] [[File:Wandering Trader Spawn Egg JE1.png|32px]] Added spawn eggs for [[ravager]]s and [[wandering trader]]s.}}{{History|New 3DS}}{{History||0.1.0|[[File:Creeper Spawn Egg JE2 BE1.png|32px]] [[File:Skeleton Spawn Egg JE2 BE1.png|32px]] [[File:Spider Spawn Egg JE2 BE1.png|32px]] [[File:Zombie Spawn Egg JE2 BE1.png|32px]] [[File:Slime Spawn Egg JE2 BE1.png|32px]] [[File:Ghast Spawn Egg JE2 BE1.png|32px]] [[File:Zombie Pigman Spawn Egg JE2 BE1.png|32px]] [[File:Enderman Spawn Egg JE2 BE1.png|32px]] [[File:Cave Spider Spawn Egg JE2 BE1.png|32px]] [[File:Silverfish Spawn Egg JE2 BE2.png|32px]] [[File:Blaze Spawn Egg JE2 BE1.png|32px]] [[File:Magma Cube Spawn Egg JE2 BE1.png|32px]] [[File:Pig Spawn Egg JE2 BE1.png|32px]] [[File:Sheep Spawn Egg JE2 BE1.png|32px]] [[File:Cow Spawn Egg JE2 BE1.png|32px]] [[File:Chicken Spawn Egg JE2 BE1.png|32px]] [[File:Squid Spawn Egg JE2 BE1.png|32px]] [[File:Wolf Spawn Egg JE2 BE1.png|32px]] [[File:Mooshroom Spawn Egg JE2 BE1.png|32px]] [[File:Villager Spawn Egg JE2 BE1.png|32px]] [[File:Ocelot Spawn Egg JE1 BE1.png|32px]] [[File:Guardian Spawn Egg JE1 BE1.png|32px]] [[File:Rabbit Spawn Egg JE1 BE1.png|32px]] [[File:Horse Spawn Egg JE1 BE1.png|32px]] [[File:Witch Spawn Egg JE1 BE1.png|32px]] [[File:Bat Spawn Egg JE1 BE1.png|32px]] [[File:Donkey Spawn Egg JE1 BE1.png|32px]] [[File:Mule Spawn Egg JE1 BE1.png|32px]] Added spawn eggs.}}{{History||1.7.10|[[File:Endermite Spawn Egg JE1 BE1.png|32px]] [[File:Polar Bear Spawn Egg JE1 BE1.png|32px]] [[File:Shulker Spawn Egg JE1 BE2.png|32px]] Added spawn eggs for [[endermite]]s, [[polar bear]]s and [[shulker]]s.}}{{History||1.9.19|[[File:Llama Spawn Egg JE1 BE1.png|32px]] [[File:Vindicator Spawn Egg JE1 BE1.png|32px]] [[File:Evoker Spawn Egg JE1 BE1.png|32px]] [[File:Vex Spawn Egg JE1 BE1.png|32px]] Added spawn eggs for [[llama]]s, [[vindicator]]s, [[evoker]]s and [[vex]]es.}}{{History|Education}}{{History||1.0|[[File:Creeper Spawn Egg JE2 BE1.png|32px]] [[File:Skeleton Spawn Egg JE2 BE1.png|32px]] [[File:Spider Spawn Egg JE2 BE1.png|32px]] [[File:Zombie Spawn Egg JE2 BE1.png|32px]] [[File:Slime Spawn Egg JE2 BE1.png|32px]] [[File:Ghast Spawn Egg JE2 BE1.png|32px]] [[File:Zombie Pigman Spawn Egg JE2 BE1.png|32px]] [[File:Enderman Spawn Egg JE2 BE1.png|32px]] [[File:Cave Spider Spawn Egg JE2 BE1.png|32px]] [[File:Silverfish Spawn Egg JE2 BE2.png|32px]] [[File:Blaze Spawn Egg JE2 BE1.png|32px]] [[File:Magma Cube Spawn Egg JE2 BE1.png|32px]] [[File:Pig Spawn Egg JE2 BE1.png|32px]] [[File:Sheep Spawn Egg JE2 BE1.png|32px]] [[File:Cow Spawn Egg JE2 BE1.png|32px]] [[File:Chicken Spawn Egg JE2 BE1.png|32px]] [[File:Squid Spawn Egg JE2 BE1.png|32px]] [[File:Wolf Spawn Egg JE2 BE1.png|32px]] [[File:Mooshroom Spawn Egg JE2 BE1.png|32px]] [[File:Villager Spawn Egg JE2 BE1.png|32px]] [[File:Ocelot Spawn Egg JE1 BE1.png|32px]] [[File:Guardian Spawn Egg JE1 BE1.png|32px]] [[File:Elder Guardian Spawn Egg JE1 BE1.png|32px]] [[File:Rabbit Spawn Egg JE1 BE1.png|32px]] [[File:Horse Spawn Egg JE1 BE1.png|32px]] [[File:Husk Spawn Egg JE1 BE2.png|32px]] [[File:Stray Spawn Egg JE1 BE2.png|32px]] [[File:Witch Spawn Egg JE1 BE1.png|32px]] [[File:Bat Spawn Egg JE1 BE1.png|32px]] [[File:Wither Skeleton Spawn Egg JE1 BE1.png|32px]] [[File:Donkey Spawn Egg JE1 BE1.png|32px]] [[File:Mule Spawn Egg JE1 BE1.png|32px]] [[File:Skeleton Horse Spawn Egg JE1 BE1.png|32px]] [[File:Zombie Horse Spawn Egg JE1 BE2.png|32px]] [[File:Endermite Spawn Egg JE1 BE1.png|32px]] [[File:Zombie Villager Spawn Egg JE1 BE1.png|32px]] [[File:Polar Bear Spawn Egg JE1 BE1.png|32px]] [[File:Shulker Spawn Egg JE1 BE2.png|32px]] [[File:Llama Spawn Egg JE1 BE1.png|32px]] [[File:Vindicator Spawn Egg JE1 BE1.png|32px]] [[File:Evoker Spawn Egg JE1 BE1.png|32px]] [[File:Vex Spawn Egg JE1 BE1.png|32px]] [[File:Parrot Spawn Egg JE1 BE1.png|32px]] [[File:NPC Spawn Egg BE1.png|32px]] Added spawn eggs.}}{{History||1.4|[[File:Cod Spawn Egg JE1 BE2.png|32px]] [[File:Salmon Spawn Egg JE1 BE2.png|32px]] [[File:Pufferfish Spawn Egg JE1 BE2.png|32px]] [[File:Tropical Fish Spawn Egg JE1 BE2.png|32px]] [[File:Dolphin Spawn Egg JE1 BE1.png|32px]] Added spawn eggs for [[cod]], [[salmon]], [[pufferfish]], [[tropical fish]] and [[dolphin]]s.}}{{History||1.7|[[File:Drowned Spawn Egg JE1 BE1.png|32px]] [[File:Turtle Spawn Egg JE1 BE1.png|32px]] [[File:Phantom Spawn Egg JE2 BE1.png|32px]] [[File:Agent Spawn Egg BE1.png|32px]] Added spawn eggs for [[drowned]], [[turtle|sea turtles]], [[phantom]]s and [[agent]]s.}}{{History||?|[[File:Mask Spawn Egg BE1.png|32px]] Added mask spawn egg texture.}}{{History||1.9|[[File:Panda Spawn Egg BE1.png|32px]] [[File:Cat Spawn Egg BE1.png|32px]] Added spawn eggs for [[panda]]s and [[cat]]s.}}{{History||1.12.0|[[File:Pillager Spawn Egg JE1 BE1.png|32px]] [[File:Ravager Spawn Egg JE1 BE1.png|32px]] [[File:Wandering Trader Spawn Egg BE1.png|32px]] Added spawn eggs for [[pillager]]s, [[ravager]]s and [[wandering trader]]s.}}{{History||1.14.31|[[File:Bee Spawn Egg JE2 BE1.png|32px]] [[File:Fox Spawn Egg JE1 BE1.png|32px]] Added spawn eggs for [[bee]]s and [[fox]]es.}}{{History||1.17.30|[[File:Piglin Spawn Egg JE1.png|32px]] [[File:Hoglin Spawn Egg JE2.png|30px]] [[File:Strider Spawn Egg JE1 BE1.png|32px]] [[File:Zoglin Spawn Egg JE1 BE1.png|32px]] [[File:Piglin Brute Spawn Egg JE1 BE1.png|32px]] [[File:Goat Spawn Egg BE2.png|32px]] [[File:Axolotl Spawn Egg JE1 BE1.png|32px]] [[File:Glow Squid Spawn Egg JE1 BE1.png|32px]] Added spawn eggs for [[piglin]]s, [[hoglin]]s, [[strider]]s, [[zoglin]]s, [[piglin brute]]s, [[goat]]s, [[axolotl]]s and [[glow squid]]s.}}{{History|earth}}{{History||Release|[[File:Cluckshroom Spawn Egg.png|32px]] [[File:Horned Sheep Spawn Egg.png|32px]] [[File:Moobloom Spawn Egg.png|32px]] Added [[cluckshroom]], [[horned sheep]] and [[moobloom]] spawn egg textures.}}{{History||0.4.0|[[File:Jumbo Rabbit Spawn Egg.png|32px]] Added [[jumbo rabbit]] spawn egg texture.}}{{History|foot}}==Issues=={{issue list}}==Gallery=={{Hidden begin|View all renders}}<gallery>Spawn Egg.png|frame|Uncolored Spawn EggAgent Spawn Egg.png|Agent Spawn EggAllay Spawn Egg.png|Allay Spawn EggAxolotl Spawn Egg.png|Axolotl Spawn EggBat Spawn Egg.png|Bat Spawn EggBee Spawn Egg.png|Bee Spawn EggBlaze Spawn Egg.png|Blaze Spawn EggCamel Spawn Egg.png|Camel Spawn EggCat Spawn Egg.png|Cat Spawn Egg (Java)Cat Spawn Egg BE1.png|Cat Spawn Egg (Bedrock)Cave Spider Spawn Egg.png|Cave Spider Spawn EggChicken Spawn Egg.png|Chicken Spawn EggCod Spawn Egg.png|Cod Spawn EggCow Spawn Egg.png|Cow Spawn EggCreeper Spawn Egg.png|Creeper Spawn EggDolphin Spawn Egg.png|Dolphin Spawn EggDonkey Spawn Egg.png|Donkey Spawn EggDrowned Spawn Egg.png|Drowned Spawn EggElder Guardian Spawn Egg.png|Elder Guardian Spawn EggEnder Dragon Spawn Egg.png|Ender Dragon Spawn EggEnderman Spawn Egg.png|Enderman Spawn EggEndermite Spawn Egg.png|Endermite Spawn EggEvoker Spawn Egg.png|Evoker Spawn EggFox Spawn Egg.png|Fox Spawn EggFrog Spawn Egg.png|Frog Spawn EggGhast Spawn Egg.png|Ghast Spawn EggGlow Squid Spawn Egg.png|Glow Squid Spawn EggGoat Spawn Egg.png|Goat Spawn EggGuardian Spawn Egg.png|Guardian Spawn EggHoglin Spawn Egg.png|Hoglin Spawn EggHorse Spawn Egg.png|Horse Spawn EggHusk Spawn Egg.png|Husk Spawn EggIron Golem Spawn Egg.png|Iron Golem Spawn EggLlama Spawn Egg.png|Llama Spawn EggMagma Cube Spawn Egg.png|Magma Cube Spawn EggMooshroom Spawn Egg.png|Mooshroom Spawn EggMule Spawn Egg.png|Mule Spawn EggNPC Spawn Egg.png|NPC Spawn EggOcelot Spawn Egg.png|Ocelot Spawn EggPanda Spawn Egg.png|Panda Spawn Egg (Java)Panda Spawn Egg BE1.png|Panda Spawn Egg (Bedrock)Parrot Spawn Egg.png|Parrot Spawn EggPhantom Spawn Egg.png|Phantom Spawn EggPig Spawn Egg.png|Pig Spawn EggPiglin Spawn Egg.png|Piglin Spawn EggPiglin Brute Spawn Egg.png|Piglin Brute Spawn EggPillager Spawn Egg.png|Pillager Spawn EggPolar Bear Spawn Egg.png|Polar Bear Spawn EggPufferfish Spawn Egg.png|Pufferfish Spawn EggRabbit Spawn Egg.png|Rabbit Spawn EggRavager Spawn Egg.png|Ravager Spawn EggSalmon Spawn Egg.png|Salmon Spawn EggSheep Spawn Egg.png|Sheep Spawn EggShulker Spawn Egg.png|Shulker Spawn EggSilverfish Spawn Egg.png|Silverfish Spawn EggSkeleton Spawn Egg.png|Skeleton Spawn EggSkeleton Horse Spawn Egg.png|Skeleton Horse Spawn EggSlime Spawn Egg.png|Slime Spawn EggSniffer Spawn Egg.png|Sniffer Spawn EggSnow Golem Spawn Egg.png|Snow Golem Spawn EggSpider Spawn Egg.png|Spider Spawn EggSquid Spawn Egg.png|Squid Spawn EggStray Spawn Egg.png|Stray Spawn EggStrider Spawn Egg.png|Strider Spawn EggTadpole Spawn Egg.png|Tadpole Spawn EggTrader Llama Spawn Egg.png|Trader Llama Spawn EggTropical Fish Spawn Egg.png|Tropical Fish Spawn EggTurtle Spawn Egg.png|Turtle Spawn EggVex Spawn Egg.png|Vex Spawn EggVillager Spawn Egg.png|Villager Spawn EggVindicator Spawn Egg.png|Vindicator Spawn EggWandering Trader Spawn Egg.png|Wandering Trader Spawn Egg (Java)Wandering Trader Spawn Egg BE1.png|Wandering Trader Spawn Egg (Bedrock)Warden Spawn Egg.png|Warden Spawn EggWitch Spawn Egg.png|Witch Spawn EggWither Spawn Egg.png|Wither Spawn EggWither Skeleton Spawn Egg.png|Wither Skeleton Spawn EggWolf Spawn Egg.png|Wolf Spawn EggZoglin Spawn Egg.png|Zoglin Spawn EggZombie Spawn Egg.png|Zombie Spawn EggZombie Horse Spawn Egg.png|Zombie Horse Spawn EggZombie Villager Spawn Egg.png|Zombie Villager Spawn EggZombified Piglin Spawn Egg.png|Zombified Piglin Spawn EggMask Spawn Egg.png|Mask Spawn Egg (texture)</gallery>{{Hidden end}}===Screenshots===<gallery>Classic eggs.png|Various spawn eggs utilizing their old color scheme before [[12w01a]].Upsidedownmob.png|An example of an upside-down mob by renaming the spawn egg "Dinnerbone".UpsideDownMobsEasterEgg.png|Two mobs spawned with the names "Grumm" and "Dinnerbone," respectively.TheLeadPig.png|First screenshot relating to a named mob shown, through a spawn egg.</gallery>==Notes=={{notelist|fn}}==References=={{reflist}}==External Links==*[https://www.minecraft.net/en-us/article/taking-inventory--spawn-egg Taking Inventory: Spawn Egg] – Minecraft.net on January 6, 2022{{Items}}[[de:Spawn-Ei]][[es:Huevo generador]][[fr:Œufs d'apparition]][[it:Uovo generatore]][[ja:スポーンエッグ]][[ko:생성 알]][[nl:Spawnei]][[pl:Jajo przyzywające]][[pt:Ovo gerador]][[ru:Яйца призывания]][[th:ไข่เสก]][[zh:刷怪蛋]][[Category:Non-renewable resources]]</li></ul></nowiki>
pre1Panicking villagers now have a higher chance of spawning iron golems.
Farmer villagers now spend more time farming when they are working.
Farmer villagers now always give away food even if other villagers do not need it.
pre2Panicked villagers now have to work and sleep, so they cannot be in a state of panic all the time.
The "last slept" and "last worked" properties for villagers are now saved properly.
1.14.4
{{Extension DPL}}<ul><li>[[Saddle|Saddle]]<br/>{{about|normal saddles|the removed horse saddle|Horse Saddle}}{{item| image = <gallery>Saddle (Pig).png | PigSaddle (Horse).png | HorseSaddle (Strider).png | Strider</gallery>| invimage = Saddle| renewable = Yes| stackable = No}}A '''saddle''' is an [[item]] required to ride [[Pig|pigs]] and [[Strider|striders]] or control ridden [[camel]]s, [[Horse|horses]], [[Donkey|donkeys]] and [[Mule|mules]].== Obtaining ===== Chest loot ==={{LootChestItem|saddle}}=== Fishing ===Saddles can be obtained as a "treasure" item from [[fishing]] with a base chance (without fishing rod enchantments) of 0.8%.=== Trading ===Master-level [[Trading#Leatherworker|leatherworker]] [[villager]]s have a 50% chance to sell a saddle for 6 [[Emerald|emeralds]] as their trade.{{only|bedrock}} This trade is always offered in ''Java Edition''.=== Mob loot ===Any mob that the player equips with a saddle drops the saddle upon death.A [[strider]] may spawn being ridden by a [[zombified piglin]], which causes it to spawn wearing a saddle. This saddle always drops when the strider is killed.A [[ravager]] always spawns with a saddle and always drops the saddle upon death. Looting does not affect the drop.== Usage ==[[File:SaddledHorse.png|thumb|right|A [[horse]] equipped with a saddle.]]While [[camel]]s, [[horse]]s, [[donkey]]s, [[mule]]s and [[Skeleton Horse|skeleton horse]]s{{Only|Java}} can always be ridden, a saddle is required to control them. These mobs (only after being tamed, in the case of equine mobs) can be equipped with a saddle by placing it in their inventory, which can be opened by pressing {{control|use}} while holding a saddle or {{control|sneaking}}. The saddle can be unequipped by removing it from {{SlotSprite|Saddle}} the specific inventory slot. Saddles are required to ride [[Pig|pigs]] and [[Strider|striders]], but even with a saddle their movement cannot be controlled like other mobs. A [[Carrot on a Stick|carrot on a stick]] (for pigs) or a [[Warped Fungus on a Stick|warped fungus on a stick]] (for striders) is required to direct these mobs. {{control|Using}} a saddle on one of these mobs equips them with the saddle, and, since they have no inventory, there is no way to retrieve the saddle without killing the mob.Animals can also be equipped with saddles by a [[dispenser]].Although [[ravager]]s are equipped with saddles and sometimes ridden by other mobs, the [[player]] is unable to ride ravagers.== Sounds =={{edition|java}}:{{Sound table|rowspan=4|sound=Saddle equip.ogg|source=neutral|subtitle=Saddle equips|description=When a saddle is equipped to a camel|id=entity.camel.saddle|translationkey=subtitles.entity.horse.saddle|volume=0.5|pitch=0.8|distance=16}}{{Sound table|subtitle=MC-184399|source=neutral|description=When a saddle is equipped to a strider|id=entity.strider.saddle|translationkey=-|volume=0.5|pitch=1.0|distance=16}}{{Sound table|subtitle=Saddle equips|source=neutral|description=When a saddle is equipped to a horse, donkey, mule, skeleton horse, or zombie horse|id=entity.horse.saddle|translationkey=subtitles.entity.horse.saddle|volume=0.5|pitch=1.0|distance=16}}{{Sound table|subtitle=Saddle equips |source=neutral|description=When a saddle is equipped to a pig|id=entity.pig.saddle|translationkey=subtitles.entity.pig.saddle|volume=0.5|pitch=1.0|distance=16|foot=1}}{{edition|bedrock}}:{{Sound table|type=bedrock|rowspan=3|sound=Saddle equip.ogg|source=neutral|description=When a saddle is equipped to a camel|id=mob.horse.leather|volume=1.0|pitch=1.0}}{{Sound table|source=neutral|description=When a saddle is equipped to a horse, mule, skeleton horse, or zombie horse|id=mob.horse.leather|volume=0.6|pitch=1.0}}{{Sound table|source=neutral|description=When a saddle is equipped to a donkey|id=mob.horse.leather|volume=0.5|pitch=1.0|foot=1}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Saddle|spritetype=item|nameid=saddle|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Saddle|spritetype=item|nameid=saddle|id=371|form=item|foot=1}}== Achievements =={{load achievements|When Pigs Fly}}== Advancements =={{load advancements|This Boat Has Legs}}== History =={{needs render|type=old|isolated saddles in 1.13 dev|section=11}}{{History|java infdev}}{{History||20100625-2|[[File:Saddle (Pig) JE1 BE1.png|32px]] [[File:Saddle JE1 BE1.png|32px]] Added saddles.|Saddles do not [[drops|drop]] from saddled [[pig]]s.|Saddles can be found in the new [[dungeon]] [[chest]]s.}}{{History|java}}{{History||1.2.4|snap=release|When baby animals were introduced, baby [[pig]]s could be ridden just like adult pigs. After this version, baby pigs can no longer be saddled.}}{{History||1.3.1|snap=12w21a|Saddles can now be [[trading|bought]] from butcher [[villager]]s for 6–7 [[emerald]]s each, and thus have become [[renewable resource|renewable]].}}{{History||1.4.2|snap=12w36a|Saddles now [[drops|drop]] from killing saddled [[pig]]s.|Added [[Carrot on a Stick|carrot on a stick]] to direct saddled pigs, effectively controlling them.}}{{History|||snap=12w37a|Pigs can now jump when being ridden.}}{{History||1.6.1|snap=13w18a|Regular saddles can now be used to ride [[horse]]s, while previously they required [[Horse Saddle|horse saddle]]s.|Added saddles to the loot tables of [[mineshaft]] minecarts, [[stronghold]] altar chests, [[village]] blacksmith chests, as well as [[Desert pyramid|desert]] and [[jungle pyramid]]s.|Added chests to [[Nether Fortress|nether fortresses]], where saddles can be found.}}{{History||1.7.2|snap=13w36a|Saddles can now be [[fishing|fished]] with [[Fishing Rod|fishing rod]]s and are described as treasure.}}{{History||1.8|snap=14w02a|[[Trading]] has been changed: leatherworker [[villager]]s now [[trading|sell]] saddles for 8–10 [[emerald]]s each, and butchers no longer [[trading|trade]] saddles.}}{{History||1.9|snap=15w31a|Saddles can now be found in [[End City|end city]] [[chest]]s.}}{{History|||snap=15w43a|The average yield of saddles in [[Nether Fortress|nether fortress]] chests has been slightly decreased.}}{{History|||snap=15w44a|Saddles have been removed from [[mineshaft]] chests.|The average yield of saddles in [[dungeon]] chests has been decreased.|The average yield of saddles in [[desert pyramid|desert temple]] chests has been increased.}}{{History||1.13|snap=17w45a|[[File:White Horse (Saddle) 17w45a.png|50px]] The models of the horse's saddle has been changed.}}{{History|||snap=17w46a|[[File:White Horse (Saddle) 17w46a.png|50px]] The models of the horse's saddle has been changed once again.}}{{History|||snap=17w47a|Prior to [[Java Edition 1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 329.}}{{History|||snap=18w03a|[[File:White Horse (Saddle) 18w03a.png|50px]] The models of the horse's saddle has been changed once again.}}{{History|||snap=pre2|[[File:White Horse (Saddle) 1.13pre2.png|50px]] The models of the horse's saddle has been changed once again. The reins bit has now been rendered. Also, the lines of the reins are no longer rendered except when riding.}}{{History||1.14|snap=18w43a|Added [[ravager|illager beast]]s, which [[drops|drop]] saddles.|[[File:Saddle (Pig) JE2 BE2.png|32px]] [[File:Saddle (Horse) JE2 BE2.png|32px]] <br>[[File:Saddle JE2 BE2.png|32px]] The textures of saddles have been changed.}}{{History|||snap=18w48a|Saddles can now be found in [[chest]]s in [[village]] tanneries.}}{{History|||snap=18w49a|Saddles can now be found in chests in [[savanna]] village houses.}}{{History||1.16|snap=20w13a|[[File:Saddle (Strider) JE1 BE1.png|32px]] Added [[strider]]s, which can be ridden with saddles.}}{{History|||snap=20w15a|Saddles placed in a [[dispenser]] can now saddle pigs, striders, and tamed horses, donkeys and mules.}}{{History|||snap=20w16a|Saddles now generate in [[Bastion Remnant|bastion remnant]] chests.}}{{History|||snap=20w17a|[[File:Saddle (Strider) JE2.png|32px]] The texture of the strider saddles has been changed. The front and back orientation of the saddle has been corrected.<ref>{{bug|MC-176116}}</ref>}}{{History||1.19|snap=22w13a|Saddles may now be found in [[ancient city]] [[chest]]s.}}{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Saddles can be used to ride [[camel]]s with the use of a built-in experimental data pack.}}{{History|pocket alpha}}{{History||v0.7.0|[[File:Saddle JE1 BE1.png|32px]] Added saddles. They are currently unobtainable and have no practical usage since they cannot be equipped on any mobs.}}{{History||v0.9.0|snap=build 1|Saddles can now be obtained from [[village]] blacksmith [[chest]]s.}}{{History||v0.11.0|snap=build 1|Saddles can now be [[fishing|fished]] with [[fishing rod]]s and are described as treasure.}}{{History||v0.12.1|snap=build 1|Saddles can now be found in [[nether fortress]]es.}}{{History||v0.13.0|snap=build 1|Saddles can now be found in [[desert temple]]s.}} {{History||v0.15.0|snap=build 1|[[File:Saddle (Pig) JE1 BE1.png|32px]] [[File:Saddle (Horse) JE1 BE1.png|32px]] Saddles can now be used for riding [[horse]]s and [[pig]]s.|Saddles can now be found inside [[jungle temple]]s.}}{{History||snap=?||Added saddles to the [[Creative inventory]].{{info needed}}}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|Saddles can now be found in [[end cities]].}}{{History||1.0.4|snap=alpha 1.0.4.0|Saddles are now [[trading|sold]] by leatherworker [[villager]]s for 8-10 [[emerald]]s as their only third tiers [[trading|trades]].}}{{History|bedrock}}{{History||1.10.0|snap=beta 1.10.0.3|Saddles can now be found in [[plains]] [[village]] tannery and weaponsmith [[chest]]s.|Added [[ravager]]s, which [[drops|drop]] a saddle upon death.|[[File:Saddle (Pig) JE2 BE2.png|32px]] [[File:Saddle (Horse) JE2 BE2.png|32px]] <br>[[File:Saddle JE2 BE2.png|32px]] The textures of saddles have been changed.}}{{History||1.11.0|snap=beta 1.11.0.1|Saddles can now be found in [[savanna]], [[snowy taiga]], [[taiga]] and [[snowy tundra]] village tannery [[chest]]s.|Saddles can now be found in savanna, taiga, snowy taiga, and [[desert]] village weaponsmith chests.|Saddles can now be found in savanna [[village]] house chests.}}{{History|||snap=beta 1.11.0.4|[[Trading]] has been changed. Leatherworker [[villager]]s now have 50% chance to [[trading|sell]] saddles for 10 [[emerald]]s as part of their last tier [[trading|trade]].}}{{History||1.12.0|snap=beta 1.12.0.3|The trading price of saddles has been lowered to 6 emeralds.}}{{History||1.16.0|snap=beta 1.16.0.57|[[File:Saddle (Strider) JE1 BE1.png|32px]] Added [[strider]]s, which can be ridden with saddles.|Saddles now generate in [[Bastion Remnant|bastion remnant]] chests.}}{{History||1.20.0<br>(Experimental)|link=Bedrock Edition 1.19.50|snap=beta 1.19.50.21|Saddles can now be used to ride [[camel]]s with the use of the "[[Bedrock Edition 1.20|Next Major Update]]" [[experimental]] toggle.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Saddle (Pig) JE1 BE1.png|32px]] <br>[[File:Saddle JE1 BE1.png|32px]] Added saddles.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Saddle (Pig) JE2 BE2.png|32px]] [[File:Saddle (Horse) JE2 BE2.png|32px]] <br>[[File:Saddle JE2 BE2.png|32px]] The textures of saddles have been changed.}}{{History|3ds}}{{History||0.1.0|[[File:Saddle (Pig) JE1 BE1.png|32px]] <br>[[File:Saddle JE1 BE1.png|32px]] Added saddles.}}{{History|foot}}== Issues =={{issue list}}== Trivia ==* A saddle is considered "armor" by the game, but the value of protection to the animal is zero.* A saddle on a pig can still be seen if the pig is afflicted with [[Invisibility]].* When riding a saddled mob, the hunger bar is replaced by hearts (representing the mounted mob's health) resembling the look of the saddle.== Gallery ==<gallery>File:Pig saddle.png|A [[player]] riding a [[pig]] (before [[Java Edition Beta 1.8|Beta 1.8]]).File:Horse saddle.png|A player riding a [[horse]].File:13w21a-new-HorseUI-inventory.png|The horse interface implemented in [[Java Edition 13w21a|13w21a]] that allows for the removal of saddles, but only on horses, [[donkey]]s or [[mule]]s.File:Saddled Mule (picture).png|Mule equipped with both a saddle and a [[chest]].File:GodSpawner.png|A saddle found in a monster room chest, which coincidentally contains an [[enchanted golden apple]].</gallery>== See also ==* [[Transportation]]== References =={{reflist}}{{items}}[[cs:Sedlo]][[de:Sattel]][[es:Montura]][[fr:Selle]][[hu:Nyereg]][[it:Sella]][[ja:鞍]][[ko:안장]][[nl:Zadel]][[pl:Siodło]][[pt:Sela]][[ru:Седло]][[zh:鞍]][[Category:Renewable resources]][[uk:Сідло]]</li><li>[[Sugar|Sugar]]<br/>{{Item| image = Sugar.png| renewable = Yes| stackable = Yes (64)}}'''Sugar''' is a [[food]] ingredient and [[brewing]] ingredient made from [[sugar canes]].== Obtaining ===== Mob loot ===[[Witch]]es have a chance of dropping 0–2 sugar upon death. This is increased by 1 per level of [[Looting]], for a maximum of 0–5 sugar.=== Crafting ==={{Crafting |head= 1 |Sugar Cane |Output= Sugar |type= Material}}{{Crafting |Honey Bottle |Output= Sugar, 3 |type= Material |foot= 1}}=== Compound creation ===Sugar can be created from its base [[element]]s, using the [[compound creator]].{{only|bedrock|education}}{| class="wikitable"!Name!Elements!Example recipe|- <!-- Temporarily using crafting grid as a substitute for the compound creator (template not yet available), since the layout is the same, even if the appearance is different -->!Sugar|6 Carbon<br>12 Hydrogen<br>6 Oxygen|{{Crafting Table|shapeless= 1|A2=Carbon,6 |B2=Hydrogen,12 |C2=Oxygen,6|Output=Sugar}}|}== Usage ===== Crafting ingredient ==={{crafting usage}}=== Brewing ingredient ==={{Brewing |head=1 |Sugar |Mundane Potion |base=Water Bottle}}{{brewing |foot=1 |showname=1 |Sugar |Potion of Swiftness}}=== Horses ===Sugar can be fed to [[horse]]s to heal {{hp|1}}, speed growth by 30 seconds, and increase taming probability by 3%.== Achievements =={{load achievements|The Lie}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Sugar|spritetype=item|nameid=sugar|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|notshowbeitemforms=y|shownumericids=y|showforms=y|generatetranslationkeys=y|displayname=Sugar|spritetype=item|nameid=sugar|id=416|form=item|foot=1}}== Video ==<div style="text-align:center">{{yt|DnMFkmC7BxE}}</div>== History =={{History|java beta}}{{History||1.2|[[File:Sugar JE1 BE1.png|32px]] Sugar has been introduced as an ingredient for [[cake]].}}{{History|java}}{{History||1.0.0|snap=Beta 1.9 Prerelease 2|Sugar is now used to craft [[fermented spider eye]]s.}}{{History|||snap=Beta 1.9 Prerelease 3|Sugar can now be [[brewing|brewed]] in a [[water bottle]] to create a [[Mundane Potion]], or in an [[Awkward Potion]] to create a [[Potion of Swiftness]].}}{{History||1.4.2|snap=12w37a|Sugar is now used to make [[pumpkin pie]].}}{{History|||snap=12w38b|[[Witch]]es can now [[drops|drop]] sugar.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 353.}}{{History||1.14|snap=18w43a|[[File:Sugar JE2 BE2.png|32px]] The texture of sugar has been changed.}}{{History||1.15|snap=19w34a|Sugar can now can be created using 1 [[honey bottle]].}}{{History|pocket alpha}}{{History||v0.2.0|[[File:Sugar JE1 BE1.png|32px]] Added sugar. It is currently unobtainable and serves no purpose.}}{{History||v0.3.0|Sugar is now [[craft]]able using [[sugar cane]].}}{{History||v0.7.0|Sugar is now used to craft [[cake]].}}{{History||v0.8.0|snap=build 1|Sugar is now used to craft [[pumpkin pie]].}}{{History||v0.12.1|snap=build 1|Sugar has been added to the [[creative]] [[inventory]].|Sugar is now used to craft [[fermented spider eye]]s.|Sugar can now be used for [[brewing]], to get mundane [[potion]]s and potions of [[Swiftness]].}}{{History||v0.14.0|snap=build 1|Added [[witch]]es, which can [[drops|drop]] sugar upon [[death]].}}{{History||v0.15.0|snap=build 1|Sugar can now be used to feed [[horse]]s, which can increase their temper, heal them, and speed up the growth of foals.}}{{History|bedrock}}{{History||1.4.0|snap=beta 1.2.20.1|Sugar can now be created using 6 Carbon, 12 Hydrogen, and 6 Oxygen in the [[compound creator]].}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Sugar JE2 BE2.png|32px]] The texture of sugar has been changed.}}{{History||1.14.0|snap=beta 1.14.0.1|Sugar can now be created using 1 [[honey bottle]].}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Sugar JE1 BE1.png|32px]] Added sugar.|Sugar is used to craft [[cake]].}}{{History||xbox=TU7|Sugar is now used to craft [[fermented spider eye]]s.|Sugar can now be [[brewing|brewed]] in a [[water bottle]] to create a [[Mundane Potion]], or in an [[Awkward Potion]] to create a [[Potion of Swiftness]].}}{{History||xbox=TU14|ps=1.04|Sugar is now used to make [[pumpkin pie]].}}{{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|switch=1.0.1|[[Witch]]es can now [[drops|drop]] sugar.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Sugar JE2 BE2.png|32px]] The texture of sugar has been changed.}}{{History|New 3DS}}{{History||0.1.0|[[File:Sugar JE1 BE1.png|32px]] Added sugar.}}{{History|foot}}== Issues =={{issue list}}== External Links ==*[https://www.minecraft.net/en-us/article/taking-inventory--sugar Taking Inventory: Sugar] – Minecraft.net on January 27, 2022{{Items}}[[cs:Cukr]][[de:Zucker]][[es:Azúcar]][[fr:Sucre]][[hu:Cukor]][[it:Zucchero]][[ja:砂糖]][[ko:설탕]][[nl:Suiker]][[pl:Cukier]][[pt:Açúcar]][[ru:Сахар]][[th:น้ำตาล]][[uk:Цукор]][[zh:糖]][[Category:Renewable resources]][[Category:Brewing recipe]]</li></ul>
pre1Villagers now voluntarily pick up items.
pre2Villagers now stock more items, so they now can trade more items before they lock their trades.
Villagers now remember their gossip after becoming a zombie villager.
Gossip about players who converted a zombie villager now last longer.
Villagers can now work without also restocking at the same time.
The performance of villager pathfinding has been improved.
1.15
{{Extension DPL}}<ul><li>[[Medicine|Medicine]]<br/>{{Redirect|Elixir", "Antidote", "Eye Drops", and "Tonic|s=1|the brewable items|Potion}}{{Education feature}}{{Exclusive|bedrock|education}}{{Item| image = <gallery>Antidote.png | AntidoteElixir.png | ElixirEye Drops.png | Eye DropsTonic.png | Tonic</gallery>| renewable = Yes| stackable = No}}A '''medicine''' is a type of [[potion]] that cures the specified [[effect]] instead of applying it.== Obtaining ===== Brewing ===Cures are brewed from awkward potions using different [[element]]s.{{only|bedrock|education}} These drinks remove the specified effect when drank, and cannot be modified into splash, lingering, extended or enhanced versions.{| class="wikitable" style="text-align: center;" data-description="Remedies"! Potion! Reagent, base! Effect! Notes|-! {{Inventory slot|Antidote}}<br>Antidote| {{Brewing Stand |Input= Silver |Output2= Awkward Potion }}| Cures [[Poison]]| Silver detects poison {{w|Silver#Symbolic role|in folklore}}, and possesses anti-microbial properties.|-! {{Inventory slot|Elixir}}<br>Elixir| {{Brewing Stand |Input= Cobalt |Output2= Awkward Potion }}| Cures [[Weakness]]||-! {{Inventory slot|Eye Drops}}<br>Eye Drops| {{Brewing Stand |Input= Calcium |Output2= Awkward Potion }}| Cures [[Blindness]]||-! {{Inventory slot|Tonic}}<br>Tonic| {{Brewing Stand |Input= Bismuth |Output2= Awkward Potion }}| Cures [[Nausea]]| In real life, {{w|bismuth subsalicylate}} is used as a nausea treatment.|}== Usage ==Each type of medicine has an associated effect that it can cure (see {{slink||Brewing}} for details). Players can drink the medicine only if they have the corresponding effect. Drinking the medicine eliminates the effect. Although medicine does not resemble [[potion]]s, the player still gets the [[glass bottle]] back.== Sounds =={{Sound table|type=bedrock|sound=Drink.ogg|source=player|description=When a player drinks medicine|id=random.drink|foot=1}}== Data values ===== ID ==={{ID table|edition=bedrock|shownumericids=y|showforms=y|generatetranslationkeys=y|displayname=Medicine|spritetype=item|nameid=medicine|id=599|form=item|notshowbeitemforms=y|translationkey=item.medicine.poison.name,item.medicine.weakness.name,item.medicine.blindness.name,item.medicine.nausea.name|foot=1}}== History =={{History|bedrock}}{{History||1.4.0|snap=beta 1.2.20.1|[[File:Antidote BE1.png|32px]] [[File:Elixir BE1.png|32px]] [[File:Eye Drops BE1.png|32px]] [[File:Tonic BE1.png|32px]] Added medicines.}}{{History|education}}{{History||1.0.27|[[File:Antidote BE1.png|32px]] [[File:Elixir BE1.png|32px]] [[File:Eye Drops BE1.png|32px]] [[File:Tonic BE1.png|32px]] Added medicines.}}{{History|foot}}== Issues =={{issue list|Cures|Medicine}}== See also ==* [[Potion]]* [[Splash Potion]]* [[Lingering Potion]]{{Items}}{{Education Edition}}[[Category:Non-renewable resources]][[Category:Education Edition items]][[de:Medizin]][[it:Medicinale]][[ja:治療薬]][[lzh:藥]][[pl:Leki]][[pt:Remédio]][[zh:药物]]</li><li>[[Water|Water]]<br/>{{About|the fluid|the bucket|Water Bucket|other forms of water}}{{Fluid| image = <gallery>Water.png|Java EditionWater BE.png|Bedrock Edition</gallery>| invimage = Water Bucket| invimage2 = Water| renewable = Yes| transparent = Partial <small>(-1 to light)</small>| light = No| tool = bucket| infinite = Yes| flowrate = 5 [[tick]]s/block| flowdistance = 8 blocks}}'''Water''' is a [[fluid]] that naturally generates abundantly in the [[Overworld]].== Obtaining ==Water blocks do not exist as items,{{only|java}} but water can be collected by using a [[bucket]] on a water source block or a full water [[cauldron]], creating a [[water bucket]].{{IN|BE}}, it may be obtained as an item via inventory editing or add-ons.=== Natural generation ===Water naturally generates in the [[Overworld]] to form [[ocean]]s, [[river]]s and [[spring]]s. The water level is at [[altitude|layer 63]] near oceans and rivers, but changes depending on location due to the [[aquifer]] system, filling some carvers, noise caves and canyons with water at different levels. Water also generates as small puddles on the floor next to [[dripstone cluster]]s, and as clay pools on the floor of [[lush caves]].Water also generates in [[village]]s, [[desert well]]s, [[stronghold]]s, [[woodland mansion]]s, [[ancient city|ancient cities]] and [[ocean monument]]s. Water never generates in [[the Nether]] and instantly disappears if placed there with a water bucket. However, water can exist in the Nether in a [[cauldron]]. Water can also be placed in the Nether using [[commands]] such as {{cmd|setblock}} and {{cmd|fill}}. Although it does not naturally generate there, water can be placed and function normally in [[the End]].{{IN|be}}, water also generates as part of [[ocean ruins]] with loot [[chest]]s, but only two water blocks generate: * One water block generates inside the loot chest, making it a [[Waterlogging|waterlogged]] loot chest.* The other water block generates on top of the loot chest.These water blocks generate even if the ruin is located on the surface.<ref>{{bug|MCPE-36793}}</ref> This is not the case in {{el|je}}; if an underwater ruin generates on the surface, no water generates.<ref>{{bug|MC-136156}}</ref> This also happens with [[shipwreck]]s.Water spends most of its time as stationary, rather than flowing – regardless of its level, or whether it contains a current downward or to the side. When specifically triggered by a block update, water changes to 'flowing', updates its level, then changes back to stationary. Water springs are generated as flowing, and oceans, and rivers are generated as stationary. This happens before most types of generated structure are created, and the main cause of water "glitches" is that generated structures do not trigger a block update to let water flow into them.== Usage ===== Appearance ===Water uses a translucent animated texture that is tinted differently in different biomes. {{IN|Java}}, water in cauldrons is completely opaque.<ref>{{bug|MC-13187}}</ref>Unlike other translucent blocks such as [[ice]], [[stained glass]] and [[tinted glass]], water shows the opposite sides of its external planes when viewed from within and from outside.<ref>{{bug|MC-202578|||WAI}}</ref> However, it applies only to the top plane and four side planes; the bottom face is always unseen from above.<ref>{{bug|MC-190053}}</ref>=== Swimming ==={{main|Swimming}}The button for {{control|swim|text=swimming}} is the same as the button for jumping; non-swimming players and mobs sink slowly in water. Holding the swim button raises the player through the water, and when the surface is reached, the player bobs up and down. The {{control|crouch}} button can be used to sink faster. The {{control|sprint}} button can be used to put the player in "swim mode" when the player is completely submerged in water. When in swim mode, the player is horizontal and one block high. The player has an arm-waving animation when viewed in third person or by other players.Swimming in water is considerably slower against currents (see [[#Current|Current]] below), but faster when going with the current.Most mobs that can stand can also swim any time they are in water, except for [[iron golem]]s, [[piglin]]s, [[hoglin]]s, [[strider]]s, [[piglin brute]]s and undead mobs. This can lead to drowning if the water is falling from above.Water of any depth prevents any entity, including the player, from sustaining falling damage if they fall into it, regardless of the distance fallen.Being inside of water also imparts a [[fog]] effect, tinted accordingly.=== Spreading ==={{Main|Fluid#Spread}}[[File:Water spread v1-13.png|300px|right|An image showing water's spreading distance]]Water spreads horizontally and downward into nearby [[air]] blocks. Water can spread downward infinitely until stopped by a block, and 7 blocks horizontally from a source block on a flat surface. Water spreads at a rate of 1 block every 5 game ticks, or 4 blocks per second.When spreading horizontally, a weight is assigned to every direction water can flow. For each direction, this weight is initially set to 1000. Then, for every adjacent block it can flow into it tries to find a way down that is reachable in four or fewer blocks from the block it wants to flow to. When found, the flow weight for that direction is set to the shortest path distance to the way down. Finally, water spreads in the directions with the lowest flow weight.Spreading water extinguishes [[fire]] and washes away certain types of items or placed blocks, causing them to drop as items and then carrying them along in the flow until the edge of the spread. Affected items include [[plant]]s (except trees), [[snow]], [[torch]]es, [[carpet]]s, [[redstone dust]] and some other redstone components, [[cobweb]], [[end rod]]s, [[head]]s, and [[flower pot]]s.==== Flow arrangement tables ===={| class="wikitable"|+ |||||||!7||||||||-|| | | | | ! 7!6! 7| | | | | ||-|| | | | ! 7!6!5!6! 7| | | | ||-|| | | ! 7!6!5!4!5!6! 7| | | ||-|| | ! 7!6!5!4!3!4!5!6! 7| | ||-|| ! 7!6!5!4!3!2!3!4!5!6! 7| ||-|! 7!6!5!4!3!2!1!2!3!4!5!6! 7||-!7!6!5!4!3!2!1!0!1!2!3!4!5!6!7|-|! 7!6!5!4!3!2!1!2!3!4!5!6! 7||-|| ! 7!6!5!4!3!2!3!4!5!6! 7| ||-|| | ! 7!6!5!4!3!4!5!6! 7| | ||-|| | | ! 7!6!5!4!5!6! 7| | | ||-|| | | | ! 7!6!5!6! 7| | | | ||-|| | | | | ! 7!6! 7| | | | | ||-|||||||!7||||||||}{| class="wikitable"! colspan="2" |Range!Height in blocks|-!1|block|1|-!2|blocks|0.75-1|-!3|blocks|0.625-0.75|-!4|blocks|0.5-0.625|-!5|blocks|0.375-0.5|-!6|blocks|0.25-0.375|-!7|blocks|0.125-0.25|}=== Source blocks ==={{anchor|Water Spawner}} <!-- Compatibility anchor -->{{about|the behavior and creation of source units of water|the removed block that created water sources|Water Spawner|section=1}}A water source block is created from a flowing block that is horizontally adjacent to two or more other source blocks, and sitting on top of a solid block or another water source block. This allows water spawners to exist, in which a new source block immediately forms in the space left by removing a source block with a [[bucket]]. Pools of still water can be created by placing water source blocks in a confined area.Water spawners can be constructed by arranging for two source blocks to flow into a third block. Each of the examples below require two source blocks, each on opposite ends of the hole, to create a renewable water source block in between.While water source blocks only generate adjacent to solid blocks, they do not require a solid block to support them. Removing all adjacent blocks to a water source block only causes it to remain floating in the air.{{IN|java}}, the formation of new water sources blocks can be disabled when the [[game rule]] {{cd|waterSourceConversion}} is set to {{cd|false}}.<gallery>2x2 water source.png|2x2 water spawner (every corner is renewable)3x1 water source.png|3x1 water spawner (middle water block is renewable)L-shaped water source.png|L-shaped water spawner (corner water block is renewable)</gallery>A [[dispenser]] loaded with a filled [[bucket]] places a water source block in an empty block in front of it when activated. A dispenser loaded with an empty bucket and a water source right in front of it sucks the source into the bucket when activated.In snowy [[biome]]s, water source blocks have a chance to turn into [[ice]] if directly under the sky. Ice blocks under brighter light levels melt back into water source blocks (except in [[the Nether]]). Ice reverts to water when broken, but only if there is a solid block under it.=== Current ===The current in a water block determines both the direction it appears to flow and the direction an [[entity]] such as a player or [[boat]] is pushed from that block.Water with a current pushes players and [[mob]]s at a speed of about 1.39 meters per second, or 25 blocks every 18 seconds. Players that are in creative flying mode don’t get pushed.{{only|je}}<ref>{{bug|MCPE-84592}}</ref>The horizontal current in a water block is based on a vector sum of the flows to and from that block from its four horizontal neighbors. For example, if a block receives water from the north and sends it both south and east, but borders a solid block on its west edge, then a south-southeast current exits from that block, because 2 southward flows (in and out) are combined with 1 eastward flow (out). Thus, 16 horizontal directions are possible. If a branch in a channel is 2 blocks wide at its entrance, then entities float into it rather than continuing in a straight line.Water blocks can create a downward current. A downward current in a water block is caused by the block below it. Most blocks that do not have a solid upper face cause downward current on above water blocks. Also, ice and falling water blocks (blocks created by spreading downward) cause downward current on the water block above. Falling water blocks have a downward current by default.=== Light ==={{IN|bedrock}}, every block of water reduces [[light]] by 1 extra level (in addition to the normal fading-out of light). {{IN|java}}, water does not cause any additional decrease for block light, but diffuses sky light, causing the light to fade with depth. Underwater visibility changes depending on the biome the player is in. The [[Night Vision]] and [[Conduit Power]] effects increase underwater visibility.=== Color ===Water has several colors, depending on the biome.==== Java Edition ===={| class="wikitable sortable mw-collapsible mw-collapsed" data-description="Water Color in Java Edition"|-!Biome!!Water color!!Water fog color!!Block|-|{{BiomeSprite|Plains|text=Default (biomes not listed below)}}||{{color|#3F76E4}}||{{color|#050533}}||[[File:Plains Water JE.png|32px]]|-|{{BiomeLink|Swamp}}||{{color|#617B64}}||{{color|#232317}}||[[File:Swamp Water.png|32px]]|-|{{BiomeLink|Lukewarm Ocean}}<br>{{BiomeLink|Deep Lukewarm Ocean}}||{{color|#45ADF2}}||{{color|#041633}}||[[File:Lukewarm Ocean Water JE.png|32px]]|-|{{BiomeLink|Warm Ocean}}||{{color|#43D5EE}}||{{color|#041F33}}||[[File:Warm Ocean Water JE.png|32px]]|-|{{BiomeLink|Cold Ocean}}<br>{{BiomeLink|Deep Cold Ocean}}<br>{{BiomeLink|Snowy Taiga}}<br>{{BiomeLink|Snowy Beach}}||{{color|#3D57D6}}||{{color|#050533}}||[[File:Cold Ocean Water JE.png|32px]]|-|{{BiomeLink|Frozen River}}<br>{{BiomeLink|Frozen Ocean}}<br>{{BiomeLink|Deep Frozen Ocean}}||{{color|#3938C9}}||{{color|#050533}}||[[File:Frozen Ocean Water JE.png|32px]]|-|{{BiomeLink|Meadow}}||{{color|#0E4ECF}}||{{color|#050533}}||[[File:Meadow Water.png|32px]]|-|{{BiomeLink|Mangrove Swamp}}||{{color|#3A7A6A}}||{{color|#4D7A60}}|||[[File:Mangrove Swamp Water.png|32px]]|-|{{BiomeLink|Cherry Grove}}||{{color|#5DB7EF}}||{{color|#5DB7EF}}||[[File:Cherry Grove Water.png|32px]]|}==== Bedrock Edition====Biome tints<!--[[File:Water color.png|500px|thumb|center|From left to right - Badlands Plateau, Birch Forest and Snowy Taiga]]-->{| class="wikitable sortable mw-collapsible mw-collapsed" data-description="Water Color in Bedrock Edition" ! Biome!Water Surface Color! Water Fog Color!Water Fog Distance!Water Surface Transparency!Block|-|Default<br>(biomes not listed below)|{{color|#44aff5}}||{{color|#44aff5}}||15||65%||[[File:Water BE.png|32px]]|-|{{BiomeLink|Sunflower Plains}}<br>{{BiomeLink|Plains}}|{{color|#44aff5}}||{{color|#44aff5}}||60||-||[[File:Water BE.png|32px]]|-|{{BiomeLink|Desert}}|{{color|#32a598}}||{{color|#32a598}}||60||-||[[File:Desert Water.png|32px]]|-|{{BiomeLink|Mountains}}|{{color|#007BF7}}||{{color|#007BF7}}||-||-||[[File:Mountains Water.png|32px]]|-|{{BiomeLink|Forest}}|{{color|#1e97f2}}||{{color|#1e97f2}}||60||-||[[File:Forest Water.png|32px]]|-|{{BiomeLink|Flower Forest}}|{{color|#20a3CC}}||{{color|#20a3CC}}||60||-||[[File:Flower Forest Water.png|32px]]|-| {{BiomeLink|Taiga}}| {{color|#287082}}||{{color|#287082}}||60||-||[[File:Taiga Water.png|32px]]|-|{{BiomeLink|Taiga Mountains}}|{{color|#1e6B82}}||{{color|#1e6B82}}||-||-||[[File:Taiga Mountains Water.png|32px]]|-|{{BiomeLink|Swamp}}|{{color|#4c6559}}||{{color|#4c6559||30||100%||[[File:Swamp Water BE.png|32px]]|-| {{BiomeLink|River}}|{{color|#0084ff}}||{{color|#0084ff}}||60||-||[[File:River Water.png|32px]]|-|{{BiomeLink|Nether Wastes}}<br>{{BiomeLink|Warped Forest}}<br>{{BiomeLink|Crimson Forest}}<br>{{BiomeLink|Soul Sand Valley}}|{{color|#905957}}||{{color|#905957}}||15||-||[[File:Nether Water.png|32px]]|-|{{BiomeLink|Basalt Deltas}}|{{color|#3f76e4}}||{{color|#423e42}}||15||-||[[File:Basalt Deltas Water.png|32px]]|-|{{BiomeLink|The End}}| {{color|#62529e}}||{{color|#62529e}}||-||-||[[File:The End Water.png|32px]]|-|{{BiomeLink|Frozen River}}|{{color|#185390}}||{{color|#185390}}||60||-||[[File:Frozen River Water.png|32px]]|-|{{BiomeLink|Snowy Tundra}}<br>{{BiomeLink|Ice Spikes}}|{{color|#14559b}}||{{color|#14559b}}||-||-||[[File:Ice Spikes Water.png|32px]]|-| {{BiomeLink|Mushroom Fields}}|{{color|#8a8997}}||{{color|#8a8997}}||-||-||[[File:Mushroom Fields Water.png|32px]]|-|{{BiomeLink|Beach}}| {{color|#157cab}}||{{color|#157cab}}||60||-||[[File:Beach Water.png|32px]]|-|{{BiomeLink|Mountain Edge}}|{{color|#045cd5}}||{{color|#045cd5}}||-||-||[[File:Mountain Edge Water.png|32px]]|-|{{BiomeLink|Jungle}}<br>{{BiomeLink|Bamboo Jungle}}|{{color|#14a2c5}}||{{color|#14a2c5||60<br>15||-||[[File:Jungle Water.png|32px]]|-|{{BiomeLink|Jungle Edge}}| {{color|#0D8AE3}}||{{color|#0D8AE3}}||-||-||[[File:Jungle Edge Water.png|32px]]|-|{{BiomeLink|Stone Shore}}|{{color|#0d67bb}}||{{color|#0d67bb}}||60||-||[[File:Stone Shore Water.png|32px]]|-|{{BiomeLink|Snowy Beach}}|{{color|#1463a5}}||{{color|#1463a5}}||60||-||[[File:Snowy Beach Water.png|32px]]|-|{{BiomeLink|Birch Forest}}|{{color|#0677ce}}||{{color|#0677ce}}||60||-||[[File:Birch Forest Water.png|32px]]|-|{{BiomeLink|Dark Forest}}|{{color|#3B6CD1}}||{{color|#3B6CD1}}||60||-||[[File:Dark Forest Water.png|32px]]|-|{{BiomeLink|Snowy Taiga}}|{{color|#205e83}}||{{color|#205e83}}||60||-||[[File:Snowy Taiga Water.png|32px]]|-|{{BiomeLink|Giant Tree Taiga}}<br>{{BiomeLink|Giant Spruce Taiga}}|{{color|#2d6d77}}||{{color|#2d6d77}}||60||-||[[File:Giant Tree Taiga Water.png|32px]]|-|{{BiomeLink|Windswept Forest}}<br>{{BiomeLink|Windswept Gravelly Hills}}|{{color|#0E63AB}}||{{color|#0E63AB}}||-||-||[[File:Wooded Mountains Water.png|32px]]|-|{{BiomeLink|Savanna}}|{{color|#2C8B9C}}||{{color|#2C8B9C}}||60||-||[[File:Savanna Water.png|32px]]|-|{{BiomeLink|Savanna Plateau}}<br>{{BiomeLink|Shattered Savanna}}|{{color|#2590a8}}||{{color|#2590a8}}||-||-||[[File:Savanna Plateau Water.png|32px]]|-|{{BiomeLink|Badlands}}|{{color|#4E7f81}}||{{color|#4E7f81||60|<nowiki>-||[[File:Badlands Water.png|32px]]|-|{{BiomeLink|Eroded Badlands}}<br>{{BiomeLink|Wooded Badlands}}|{{color|#497f99}}||{{color|#497f99}}||-||-||[[File:Eroded Badlands Water.png|32px]]|-|{{BiomeLink|Ocean}}|{{color|#1787D4}}||{{color|#1165b0}}||60||-||[[File:Ocean Water.png|32px]]|-|{{BiomeLink|Deep Ocean}}|{{color|#1787D4}}||{{color|#1463a5}}||60||-||[[File:Ocean Water.png|32px]]|-|{{BiomeLink|Warm Ocean}}|{{color|#02B0E5}}||{{color|#0289d5}}||60||55%||[[File:Warm Ocean Water.png|32px]]|-| {{BiomeLink|Lukewarm Ocean}}|{{color|#0D96DB}}||{{color|#0a74c4}}||60||-||[[File:Lukewarm Ocean Water.png|32px]]|-|{{BiomeLink|Deep Lukewarm Ocean|Lukewarm Deep Ocean}}|{{color|#0D96DB}}||{{color|#0e72b9}}||60||-||[[File:Lukewarm Ocean Water.png|32px]]|-|{{BiomeLink|Cold Ocean}}|{{color|#2080C9}}||{{color|#14559b}}||60||-||[[File:Cold Ocean Water.png|32px]]|-|{{BiomeLink|Deep Cold Ocean|Cold Deep Ocean}}|{{color|#2080C9}}||{{color|#185390}}||60||-||[[File:Cold Ocean Water.png|32px]]|-|{{BiomeLink|Frozen Ocean}}|{{color|#2570B5}}||{{color|#174985}}||60||-||[[File:Frozen Ocean Water.png|32px]]|-|{{BiomeLink|Deep Frozen Ocean|Frozen Deep Ocean}}|{{color|#2570B5}}||{{color|#1a4879}}||60||-||[[File:Frozen Ocean Water.png|32px]]|-|{{BiomeLink|Mangrove Swamp}}|{{color|#3a7a6a}}||{{color|#4d7a60}}||30||-||[[File:Mangrove Swamp Water BE.png|32px]]|}Biome tints from [[Biome/Before 1.18|unused biomes]]{| class="wikitable sortable mw-collapsible mw-collapsed" data-description="Water Color in Bedrock Edition" ! Biome!Water Surface Color!Water Fog Color!Water Fog Distance!Water Surface Transparency!Block|-|{{BiomeLink|Legacy Frozen Ocean}}|{{color|#44aff5}}||{{color|#44aff5}}||-||-||[[File:Water BE.png|32px]]|-|{{BiomeLink|Mountains}}|{{color|#007BF7}}||{{color|#007bf7}}||-||-||[[File:Mountains Water.png|32px]]|-|{{BiomeLink|Taiga Mountains}}|{{color|#1e6B82}}||{{color|#1e6b82}}||-||-||[[File:Taiga Mountains Water.png|32px]]|-|{{BiomeLink|Swamp Hills}}| {{color|#4c6156}}||{{color|#4c6156||30||100%||[[File:Swamp Hills Water.png|32px]]|-| {{BiomeLink|Snowy Mountains}}|{{color|#1156a7}}||{{color|#1156a7}}||-||-||[[File:Snowy Mountains Water.png|32px]]|-|{{BiomeLink|Mushroom Field Shore}}|{{color|#818193}}||{{color|#818193}}||-||-||[[File:Mushroom Field Shore Water.png|32px]]|-|{{BiomeLink|Desert Hills}}|{{color|#1a7aa1}}||{{color|#1a7aa1}}||-||-||[[File:Desert Hills Water.png|32px]]|-|{{BiomeLink|Wooded Hills}}|{{color|#056bd1}}||{{color|#056bd1}}||-||-||[[File:Wooded Hills Water.png|32px]]|-|{{BiomeLink|Taiga Hills}}|{{color|#236583}}||{{color|#236583}}||-||-||[[File:Taiga Hills Water.png|32px]]|-|{{BiomeLink|Mountain Edge}}|{{color|#045cd5}}||{{color|#045cd5}}||-||-||[[File:Mountain Edge Water.png|32px]]|-|{{BiomeLink|Jungle Hills}}<br>{{BiomeLink|Modified Jungle}}<br>{{BiomeLink|Bamboo Jungle Hills}}|{{color|#1B9ED8}}||{{color|#1B9ED8}}||-||-||[[File:Jungle Hills Water.png|32px]]|-|{{BiomeLink|Modified Jungle Edge}}|{{color|#0D8AE3}}||{{color|#0D8AE3}}||-||-||[[File:Jungle Edge Water.png|32px]]|-|{{BiomeLink|Birch Forest Hills}}|{{color|#0a74c4}}||{{color|#0a74c4}}||-||-||[[File:Birch Forest Hills Water.png|32px]]|-|{{BiomeLink|Snowy Taiga Mountains}}|{{color|#205e83}}||{{color|#205e83}}||60||-||[[File:Snowy Taiga Water.png|32px]]|-|{{BiomeLink|Snowy Taiga Hills}}|{{color|#245b78}}||{{color|#245b78}}||-||-||[[File:Snowy Taiga Hills Water.png|32px]]|-|{{BiomeLink|Giant Tree Taiga Hills}}|{{color|#286378}}||{{color|#286378}}||-||-||[[File:Giant Tree Taiga Hills Water.png|32px]]|-|{{BiomeLink|id=modified-gravelly-mountains|Gravelly Mountains+}}|{{color|#0E63AB}}||{{color|#0e63ab}}||-||-||[[File:Wooded Mountains Water.png|32px]]|-|{{BiomeLink|Shattered Savanna Plateau}}|{{color|#2590a8}}||{{color|#2590a8}}||-||-||[[File:Savanna Plateau Water.png|32px]]|-|{{BiomeLink|Badlands Plateau}}<br>{{BiomeLink|Modified Badlands Plateau}}|{{color|#55809E}}||{{color|#55809e}}||-||-||[[File:Badlands Plateau Water.png|32px]]|-|{{BiomeLink|Deep Warm Ocean|Warm Deep Ocean}}|{{color|#02B0E5}}||{{color|#0686ca}}||60||-||[[File:Warm Ocean Water.png|32px]]|}===Water and lava==={{Main|Fluid#Mixing}}Water and lava can produce [[stone]], [[cobblestone]], or [[obsidian]] based on how they interact. If water touches a lava source, the lava source turns to obsidian. If both touch each other while flowing, cobblestone is made and no sources are removed, and if lava flows downward onto water, the water turns to stone.===Interactions with mobs=======Direct contact====Water damages [[endermen]], [[snow golem]]s, [[Strider|striders]] and [[blaze]]s, at a rate of {{hp|1}} per half second. If water comes into contact with a [[shulker]] or an [[enderman]], the mob teleports away.====Suffocation===={{Main|Damage#Suffocation in water}}Players and mobs (except [[aquatic mob]]s, [[undead mob]]s and [[iron golem]]s) have a breath meter that lasts 15 seconds. After they run out of breath, they take {{hp|2}} suffocation damage every second until they die, surface, or enter [[bubble column]]s.[[Dolphin]]s are a special case in drowning: they take suffocation damage when underwater for about 4 minutes, but also take suffocation damage when in air for about 2 minutes.Each level of the [[Respiration]] enchantment adds 15 seconds to the breath meter and grants an x/(x+1) chance (where x is the Respiration level) of not taking damage after that time: 30 seconds and an average {{hp|1}}/second with Respiration I, 45 seconds and an average of {{frac|2|3}} damage/second with Respiration II, and 60 seconds and an average of {{frac|1|2}} damage/second with Respiration III.If a [[husk]] suffocates underwater, it starts to shake and eventually becomes a [[zombie]]. If a [[zombie]] suffocates underwater, it starts to shake and eventually transforms into a [[drowned]].=== Slower mining speed===Players with their head underwater require 5 times the normal amount of time to mine blocks while standing on the ground, or 25 times while not on the ground. If a player wears a helmet with the [[Aqua Affinity]] enchantment, then underwater mining speed while standing on the ground is the same as on land, and 5 times slower if not standing on the ground.===Explosions===Water does not prevent explosions from activating. Water has a high blast resistance, causing it to absorb any normal blasts, with the exception of explosions from [[underwater TNT]].===Hardening concrete powder ===When water comes into contact with [[concrete powder]], the powder hardens into solid [[concrete]].===Sponges===When a dry [[sponge]] comes into contact with a water source or flowing block, it becomes a wet [[sponge]], absorbing all water within 3 to 5 blocks in all directions. [[Kelp]] and [[lily pad]]s within the absorbed water blocks are destroyed and drop as items, and [[seagrass]] is destroyed without dropping anything. Mobs that take damage out of water are affected as a side-effect. Sponges do not absorb water from [[Waterlogging|waterlogged]] blocks, nor water that comes into contact by flowing back in from outside the area of absorption. For instance, placing a sponge 4 or more blocks from a single water source removes the flowing water in the area of effect, but as the flow from the source resumes it is not affected by the wet sponge.A sponge instantly absorbs nearby water when it is placed next to water or when water comes into contact with it (by being placed next to the sponge, or by flowing toward it). A sponge absorbs [[water]] around itself (water source blocks or flowing water) out to a [[taxicab distance]] of 7 in all directions (including up and down), but won't absorb more than 65 blocks of water (water closest to the sponge is absorbed first). The absorption propagates only from water to water and does not "jump over" non-water blocks (including air).===Dripping===[[File:WaterDropletsExample.png|thumb|Dripping water.]]Water above a non-transparent block (except for stairs, fences, or slabs) produces dripping particles on the underside of that block. If a block of [[Pointed Dripstone|pointed dripstone]] hangs under any block directly beneath a water source, the drips can slowly fill up a [[cauldron]] placed underneath. Without the dripstone, a cauldron does not fill.===Vertical transport===[[Bubble column]]s are created by placing magma blocks or [[soul sand]] under water. These can be used to transport [[mobs]] or items quickly vertically.==Sounds=={{el|je}}:{{Sound table|sound=Entering water1.ogg|sound2=Entering water2.ogg|sound3=Entering water3.ogg|subtitle=MC-177092|source=ambient|description=When the player's eye level goes underwater|id=ambient.underwater.enter|translationkey=-|volume=0.8<wbr>{{Until|JE 1.20.2}}<br>0.5<wbr>{{Upcoming|JE 1.20.2}}|pitch=1.0|distance=16}}{{Sound table|sound=Exiting water1.ogg|sound2=Exiting water2.ogg|sound3=Exiting water3.ogg|subtitle=MC-177092|source=ambient|description=When the player's eye level goes above water|id=ambient.underwater.exit|translationkey=-|volume=0.5<wbr>{{Until|JE 1.20.2}}<br>0.3<wbr>{{Upcoming|JE 1.20.2}}|pitch=1.0|distance=16}}{{Sound table|sound=Underwater Ambience.ogg|subtitle=MC-196825|source=ambient|description=Randomly when underwater|id=ambient.underwater.loop|translationkey=-|volume=0.65|pitch=1.0|distance=16}}{{Sound table|sound=Bubbles1.ogg|sound2=Bubbles2.ogg|sound3=Bubbles3.ogg|sound4=Bubbles4.ogg|sound5=Bubbles5.ogg|sound6=Bubbles6.ogg|sound7=Water1.ogg|sound8=Water2.ogg|subtitle=MC-196825|source=ambient|description=Randomly when underwater|id=ambient.underwater.loop.additions|translationkey=-|volume=1.0|pitch=1.0|distance=16}}{{Sound table|sound=Animal1.ogg|sound2=Bass Whale1.ogg|sound3=Bass Whale2.ogg|sound4=Crackles1.ogg|sound5=Crackles2.ogg|sound6=Driplets1.ogg|sound7=Driplets2.ogg|sound8=Earth Crack.ogg|subtitle=MC-196825|source=ambient|description=Randomly when underwater|id=ambient.underwater.loop.additions.rare|translationkey=-|volume=''varies'' <ref group=sound>The first, fifth, and eighth sounds are 1.0; the second sound is 0.45; the third, sixth, and seventh sounds are 0.5; the fourth sound is 0.7</ref>|pitch=1.0|distance=16}}{{Sound table|sound=Animal2.ogg|sound2=Dark1.ogg|sound3=Dark2.ogg|sound4=Dark3.ogg|sound5=Dark4.ogg|subtitle=MC-196825|source=ambient|description=Randomly when underwater|id=ambient.underwater.loop.additions.ultra_rare|translationkey=-|volume=1.0 <ref group=sound>Except the third sound, which is 0.7</ref>|pitch=1.0|distance=16}}{{Sound table|sound=Water1.ogg|sound2=Water2.ogg|subtitle=Water flows|source=block|description=Randomly from flowing water|id=block.water.ambient|translationkey=subtitles.block.water.ambient|volume=0.75-1.0|pitch=0.5-1.5|distance=16}}{{Sound table|sound=Water splash1.ogg|sound2=Water splash2.ogg|subtitle=Splashing|source=dependent|description=When something enters water|id=entity.generic.splash|translationkey=subtitles.entity.generic.splash|volume=0.0-1.0 <ref group=sound name=speedvolume>The mob's momentum, with the horizontal axes' velocities multiplied by 0.2 (capped at 1.0)</ref>|pitch=0.6-1.4|distance=16}}{{Sound table|sound=Swim1.ogg|sound2=Swim2.ogg|sound3=Swim3.ogg|sound4=Swim4.ogg|subtitle=Swimming|source=dependent|description=While something is moving through water|id=entity.generic.swim|translationkey=subtitles.entity.generic.swim|volume=0.0-1.0 <ref group=sound name=speedvolume/>|pitch=0.6-1.4|distance=16}}{{Sound table|sound=Empty water bucket1.ogg|sound2=Empty water bucket1.ogg|sound3=Empty water bucket2.ogg|sound4=Empty water bucket3.ogg|subtitle=Bucket empties|source=block|description=When water is placed with a bucket|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}}{{Sound table|sound=Fill water bucket1.ogg|sound2=Fill water bucket2.ogg|sound3=Fill water bucket3.ogg|subtitle=Bucket fills|source=player|description=When water is collected with a bucket|id=item.bucket.fill|translationkey=subtitles.item.bucket.fill|volume=1.0|pitch=1.0|distance=16}}{{Sound table|sound=Axolotl.ogg|sound2=Dragon fish.ogg|sound3=Shuniji.ogg|subtitle=-|source=music|description=Randomly when underwater|id=music.under_water|translationkey=-|volume=0.4|pitch=1.0|distance=16|foot=1}}{{el|be}}:{{Sound table|type=bedrock|sound=Water2.ogg|source=block|description=Randomly from flowing water|id=liquid.water|volume=0.75-1.0|pitch=0.5-1.5}}{{Sound table|sound=Water Splash Old.ogg|source=player|description=When something enters water<wbr><ref group=sound>{{Bug|MCPE-44120}}</ref>|id=random.splash|pitch=0.6-1.4}}{{Sound table|sound=Water splash1.ogg|sound2=Water splash2.ogg|source=ambient|description=?[[Category:Pages missing sound description]]<wbr>{{Upcoming|BE 1.20.40}}|id=entity.generic.splash|pitch=0.6-1.4}}{{Sound table|sound=Entering water1.ogg|sound2=Entering water2.ogg|sound3=Entering water3.ogg|source=player|description=When the player's eye level goes underwater<wbr>{{Upcoming|BE 1.20.40}}|id=ambient.underwater.enter|volume=<!--0.8 (other multipliers)-->|pitch=1.0}}{{Sound table|sound=Exiting water1.ogg|sound2=Exiting water2.ogg|sound3=Exiting water3.ogg|source=player|description=When the player's eye level goes above water<wbr>{{Upcoming|BE 1.20.40}}|id=ambient.underwater.exit|volume=<!--1.0 (other multipliers)-->|pitch=1.0}}{{Sound table|sound=Swim1.ogg|sound2=Swim2.ogg|sound3=Swim3.ogg|sound4=Swim4.ogg|source=player|description=While something is moving through water|id=random.swim|pitch=0.6-1.4}}{{Sound table|sound=Empty water bucket1.ogg|sound2=Empty water bucket2.ogg|sound3=Empty water bucket3.ogg|source=block|description=When water is placed with a bucket|id=bucket.empty_water|volume=1.0|pitch=1.0}}{{Sound table|sound=Fill water bucket1.ogg|sound2=Fill water bucket2.ogg|sound3=Fill water bucket3.ogg|source=block|description=When water is collected with a bucket|id=bucket.fill_water|volume=1.0|pitch=1.0}}{{Sound table|sound=Axolotl.ogg|sound2=Dragon fish.ogg|sound3=Shuniji.ogg|source=music|description=Randomly when underwater|id=music.game.water|volume=0.2|pitch=1.0|foot=1}}==Data values=====ID==={{edition|java}}:{{ID table|edition=java|firstcolumnname=Water|showforms=y|generatetranslationkeys=y|displayname=Block|spritename=water|spritetype=block|nameid=water|form=block|foot=1}}{{ID table|edition=java|firstcolumnname=Water|showfluidtags=y|displayname=Fluid|spritename=water|spritetype=block|nameid=water|fluidtags=water}}{{ID table|displayname=Flowing Fluid|spritetype=block|spritename=water|nameid=flowing_water|fluidtags=water|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|firstcolumnname=Water|shownumericids=y|showforms=y|generatetranslationkeys=y|displayname=Flowing|spritename=water|spritetype=block|nameid=flowing_water|id=8|form=block}}{{ID table|displayname=Stationary|spritename=water|spritetype=block|nameid=water|id=9|form=block|foot=1}}===Block states==={{see also|Block states}}{{/BS}}=== Fluid states==={{see also|Block states}}{{/FS}}==Achievements=={{load achievements|Free Diver;Sleep with the Fishes}}==Advancements=={{load advancements|Tactical fishing;The Cutest Predator}}==History=={{Main|/History}}{{History|java classic}}{{History||May 17, 2009|link=https://archive.org/download/Minecraft_IRC_Logs_2009/history/files/May-15-to-June-03-2009/2009-05-17.140618-0400EDT.txt.~1~|Notch mentions developing water.{{q|a very very first version of the water is somewhat working now, heh [/] the level starts out without any water and is surrounded a by a huge ocean [/] it quickly fills, leaving islands}}}}{{History||0.0.12a|snap=May 18, 2009|slink=Java Edition Classic 0.0.12a/Development#Water test (May 18, 2009)|[[File:Water (pre-release).png|32px]] Water is shown.}}{{History|||snap=release|slink=Java Edition Classic 0.0.12a|[[File:Water JE1.png|32px]] Added water.|Water flows to any available space below or beside it and creates a new source [[block]], making it easy to flood a whole world just with one source.}}{{History||May 22, 2009|link=wordofnotch:111386404|[[Notch]] pointed out that when a [[plant]] or non-cube block is placed in water, it produces a box of [[air]] around it. He asked how it could be fixed, and whether he even had to.}}{{History||0.0.13a|[[File:Water JE2.png|32px]] The model of water has been changed.}}{{History||May 24, 2009|link=wordofnotch:112481256|A new water system is mentioned.}}{{History||May 24, 2009|link=wordofnotch:112481370|A new water system is shown.}}{{History||May 24, 2009|link=wordofnotch:112487511| Another test of water is shown.}}{{History||May 26, 2009|link=wordofnotch:113350683|While sharing feedback on experiments with random vertex and color offsets, and deciding to scrap it, Notch said he would investigate salvaging the technique to add animation to water tiles.}}{{History||0.0.19a|[[File:Water JE3.png|32px]] Added [[Procedural animated texture generation|procedural animated texture]] to water. The old texture is retained for use as a [[animation placeholder texture|placeholder]].|Upscaled model 2% to fix z-fighting with blocks below water. It's created water or lava models overlapping and z-fighting with each other.|Added [[sponge]]s, which remove water.|Water part of the [[world boundary]] still uses the old water texture.}}{{History||0.0.20a_02|[[File:Water JE4.png|32px]] Changed model scale back to normal with 1% offset on all coordinates.}}{{History||0.26 SURVIVAL TEST|[[File:Water JE5.png|32px]] UV mapping on side faces now has 11% v offset up.}}{{History||0.28|[[File:Water JE4.png|32px]] Fixed UV mapping.}}{{History|java indev}}{{History||0.31|snap=20091223-1|[[File:Water JE6.png|32px]] Added the flowing water texture, which is now used on the sides of water.}}{{History|||snap=20100106|Water part of the [[world boundary]] now uses the animated water texture.}}{{History|||snap=20100113|Water is now finite.|[[Ocean]]s now have infinite water.|Water now always drains from its highest remove location.|Water no longer moves on the surface on its own.|Water now has a {{frac|2|3}} probability to evaporate and a {{frac|1|3}} probability to copy.}}{{History|||snap=20100122|Water now spawns in level generation as [[spring]]s and lakes.}}{{History|||snap=20100131|The texture of water is now seen when underwater.}}{{History|java infdev}}{{History||20100227-1|Water no longer flows due to changes in chunk handling for infinite worlds.{{verify|type=change}}}}{{History||20100607|[[File:Water JE7.png|32px]] UV mapping now has 1% uv offset on top and bottom faces and 1% u, 11% v offset on side faces.}}{{History||20100608|[[File:Water JE6.png|32px]] Fixed UV mapping, once again.}}{{History||20100615|[[File:Water JE8.png|32px]] The model has been changed.|Added flowing water.|Sources placed in isolation flow exclusively downward, rather than spreading out one block in each direction as well.|Water and lava do not produce any solid blocks when combined.|Water does not replace plants.|Water is now infinite again.|Added [[water bucket]]s, which can be filled with water.}}{{History||20100616-1|[[File:Water JE9.png|32px]] Added vertex offset.|Water and flowing water now has visual connection to blocks.|Downward flowing water now pushes the [[player]] out.{{info needed|and other entities?}}}}{{History||20100617-2|[[File:Water JE10.png|32px]] Removed vertex offset.|Water sources placed in the air now flow outward.|Lava and flowing lava touching water, flowing water now replaces with [[obsidian]].|Downward flowing water no longer pushes the player out.|Water now can replace [[plants]]. However no items are dropped.}}{{History||20100618|Water can now replace [[rail]]s.}}{{History||20100624|Water now destroys plants, dropping as items.}}{{History|java alpha}}{{History||v1.0.2_02|[[Fluids]], including water, have been slightly tweaked.}}{{History||v1.0.5_01|Water can now freeze into [[ice]].}}{{History||v1.2.6|[[Lake]]s, which contain water, have been added.}}{{History|java beta}}<!--{{History||1.5|Dropped [[item]]s in flowing water now move faster.{{check version|Taken from trivia, may not be beta}}}}-->{{History||1.6|snap=Test Build 3|[[Rain]] and [[snow]] no longer fall through water.|Water sources now form over [[glass]].}}{{History||1.8|snap=Pre-release|[[File:Water JE11.png|32px]] Changed [[lighting]].|Underwater [[particles]] have been added.|Because of the change in how land is generated, if a [[player]] is in a world that was made pre-1.8 and travels into new [[chunk]]s, there's a chance that a large [[ocean]] may be formed as the ocean [[biome]]. There is also a one-[[block]]-high drop in sea level along the discontinuity between the old and new chunks with the old chunks being higher.|Water can now be found in the farms and wells of [[village]]s, and the fountain rooms of [[stronghold]]s.|Two [[biome]]s have been added that are almost all water: [[ocean]]s and [[river]]s.}}{{History|java}}{{History||1.0.0|snap=Beta 1.9 Prerelease|[[File:Swamp Water JE1.png|32px]] {{color|#E0FF70}} Added water color in swampland.|Added dripping water.}}{{History|||snap=Beta 1.9 Prerelease 4|Added [[Respiration]] and [[Aqua Affinity]] enchantments, which allow more breathing time in water and normal digging speed in water.}}{{History|||snap=Beta 1.9 Prerelease 5|Now flowing downward creates source blocks}}{{History|||snap=RC1|[[File:Water JE12.png|32px]] [[File:Swamp Water JE2.png|32px]] Faces on model now 0.1% moved to center to fix z-fighting on inner faces.}}{{History||1.1|snap=12w01a|[[File:Swamp Water JE3.png|32px]] {{color|#E0FFAE}} The water color in swampland is now less intense.}}{{History||1.2.1|snap=12w04a|Added [[desert well]]s, which contain water.}}{{History||1.3.1|snap=12w17a|The ability to bring water using [[ice]] into [[the Nether]] has been removed.}}{{History|||snap=12w21a|[[Dispenser]]s have been given the ability to shoot out [[fluids]], including water, inside [[water bucket]]s. They can also collect the fluids if activated again.}}{{History||1.4.2|snap=12w38a|The [[sound]] when jumping and swimming in water has been changed.|The sound of flowing water is now continuous.|The water overlay is a more saturated blue.}}{{History||1.4.4|snap=1.4.3|Water of any depth now negates all [[Damage#Fall damage|fall damage]]. [[Player]]s and [[mob]]s no longer die from great heights in shallow water.<ref>{{bug|MC-1644}} resolved as Works As Intended</ref>}}{{History||1.5|snap=13w02a|[[File:Water JE13.png|32px]] [[File:Swamp Water JE4.png|32px]] The texture of water has been changed to use an animated texture file. Prior to this version, the texture was procedurally generated by the game (see dedicated section below).}}{{History|||snap=13w03a|A water source [[block]] now forms if there is another water source block below it.}}{{History|||snap=13w04a|Flowing water in [[Creative]] mode no longer slows the [[player]] down when flying.}}{{History||1.6.1|snap=13w17a|Water [[lake]]s no longer generate in [[desert]]s.}}{{History||1.7.2|snap=13w36a|[[File:Swamp Water JE4.png|32px]] {{color|#E0FFAE}} Added water color in swampland M, which is the same as in swampland.}}{{History||1.7.2|snap=13w36a|Water pools now generate in the new desert M [[biome]].|[[Ocean]]s are much smaller.}}{{History|||snap=13w41a|[[File:Water JE14.png|32px]] [[File:Swamp Water JE5.png|32px]] Water's six internal faces are now visible from the outside.|Water, [[ice]] and [[portal]]s are now visible through each other. This also now allows water's inside faces to be visible from outside.}}{{History|||snap=13w42a|[[File:Water JE13.png|32px]] [[File:Swamp Water JE6.png|32px]] Water's internal faces have been removed. This visually reverts water to its pre-13w41a appearance when seen from the outside.}}{{History||1.7.4|snap=13w47a|Water's internal top face has been readded.<ref>{{bug|MC-35658}}</ref>}}{{History|||snap=13w48a|[[File:Water JE15.png|32px]] [[File:Swamp Water JE7.png|32px]] Water's internal side faces except the bottom face, have been readded.<ref>{{bug|MC-40621}}</ref><ref>{{bug|MC-190053}}</ref>}}{{History||1.9|snap=15w43b|When viewed through [[glass]], water now appears as a solid blue color, as opposed to a downward flowing water texture.<ref name="badwatergraphicsJE">{{bug|MC-35790}}</ref>}}{{History||1.11|snap=16w39a|Water now generates in [[woodland mansion]]s.}}{{History||1.12|snap=17w06a|Water now hardens [[concrete powder]] into [[concrete]], on contact.}}{{History||1.13|snap=18w07a|[[Item]]s now float in water.|The [[player]]'s underwater visibility has been changed - the longer a player stays underwater, the better they can see.}}{{History|||snap=18w10a|Underwater visibility now depends on the [[biome]] the player is in.}}{{History|||snap=18w10c|Water can now be placed in the same block as [[chest]]s, [[trapped chest]]s, [[stairs]], [[slab]]s, [[fence]]s, [[wall]]s, [[iron bars]] and [[glass pane]]s.}}{{History|||snap=18w10d|Water can now be placed in [[ender chest]]s, [[trapdoor]]s, [[ladder]]s, and [[sign]]s.}}{{History|||snap=18w15a|[[File:Water JE16.png|32px]] {{color|#3F76E4}} Added default water color. The textures of water have been changed from blue to grayscale.<ref>{{bug|MC-200838}}</ref>|[[File:Warm Ocean Water JE.png|32px]] [[File:Lukewarm Ocean Water JE.png|32px]] [[File:Frozen Ocean Water JE.png|32px]] [[File:Cold Ocean Water JE.png|32px]] Added water colors for [[warm ocean]], [[lukewarm ocean]], [[frozen ocean]] and [[cold ocean]].|[[File:Swamp Water.png|32px]] {{color|#617B64}} Water color in swampland has been changed.|[[File:Swamp Hills Water 18w15a.png|32px]] {{color|#E0FFAE}} Water color in swampland M is unchanged.<ref>{{bug|MC-128558}}</ref>|Water now blocks 1 [[light]] level per [[block]] instead of 3.|[[Player]]s no longer receive the [[Night Vision]] effect while underwater.{{verify|type=change|Did this ever happen, or is it just being used as an analogy?}}}}{{History|||snap=18w16a|When water spreads and would later turn into a source [[block]], it now immediately places a source block.}}{{History|||snap=18w19a|[[Experience orb]]s now float in water.}}{{History|||snap=pre3|[[File:Swamp Water.png|32px]] {{color|#617B64}} water color in swamp hills now the same as in [[swamp]].}}{{History|||snap=pre7|Pressing the {{control|jump}} button in flowing water at <code>level=1</code>, <code>level=2</code> and <code>level=3</code> now do normal jumps instead of {{control|swimming}} up.}}{{History||1.15|snap=19w34a|Added [[bee]]s, which get damaged while in water.}}{{History|||snap=19w35a|Bees now try to avoid water.}}{{History||1.17|snap=20w45a|Flowing water no longer breaks rails.}}{{History|||snap=21w06a|[[Aquifer]]s, large bodies of water in caves, have been added.}}{{History|||snap=21w07a|Aquifers generate less often.}}{{History|||snap=21w08a|Water [[spring]]s are now able to generate below Y{{=}}0.}}{{History|||snap=21w10a|The FOV shrinking effect now respects the "FOV Effects" accessibility slider.<ref>{{bug|MC-214629}}</ref>}}{{History|||snap=21w15a|All changes to water generation from 21w06a to 21w08a have been reverted.}}{{History|||snap=Pre-release 2|[[Smooth lighting]] now works properly underwater.<ref>{{bug|MC-68129}} resolved as "Fixed"</ref>}}{{History||1.18|snap=Experimental Snapshot 1|[[File:Meadow Water.png|32px]] Added water color in [[meadow]].|All changes to water generation in the 1.17 snapshots have been reintroduced.}}{{History||1.18|snap=21w40a|[[Water lake]]s no longer generate.}}{{History||1.19|snap=Deep Dark Experimental Snapshot 1|Water can now generate as part of [[Ancient City|ancient cities]].}}{{History||1.19|snap=22w14a|[[File:Mangrove Swamp Water.png|32px]] Added water color in [[mangrove swamp]].}}{{History||1.19.3|snap=22w44a|Added the [[game rule]] {{cd|waterSourceConversion}}, which disables the formation of new water source blocks when set to {{cd|false}}.}}{{History||1.20<br>(experimental)|link=1.19.4|snap=23w07a|[[File:Cherry Grove Water JE1.png|32px]] Added water color in [[cherry grove]].}}{{History|pocket alpha}}{{History||v0.1.0|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} Added water. |[[File:Water JE2.png|32px]] On older or much newer devices, the old [[Java Edition|Java]] water texture is used, whereas the newer animated texture is used on intermediately modern devices.}}{{History||v0.7.0|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} The texture of water has been changed to the new texture for all devices.}}{{History||v0.9.0|snap=build 1|[[File:Swamp Water BE1.png|32px]] Water now uses a dark blue coloration in [[swamp]]s.|Water dripping [[particles]] have been changed.|[[Water lake]]s have been added.|Water can now be found in the farms and wells of [[village]]s.|Two [[biome]]s have been added that are almost all water: [[ocean]]s and [[river]]s.|Oasis now generate in the new [[desert]] M [[biome]].}}{{History||v0.10.0|snap=build 1|Smooth lighting for water has been added.|A gradient effect has been added to water that increases its opacity with distance.|[[File:Old bedrock swamp water.png|32px]] Water color in swampland has been changed.|Flowing water can now push [[entities]].}}{{History|||snap=build 7|Running water now has [[sound]]s.}}{{History|||snap=?|Water now destroys [[block]]s.{{info needed|if this is referring to washing away plants and torches and stuff, it's been able to do that since 0.1.0}}}}{{History||v0.14.0|snap=build 1|[[Dispenser]]s can now shoot out water from [[water bucket]]s. They can also suck up [[fluids]], including water, directly adjacent to the side they are facing.}}{{History||v0.14.2|[[File:Old bedrock water.png|32px]] Water now uses animated texture files.}}{{History|pocket}}{{History||1.0.0|snap=alpha 1.0.0.0|When viewed through [[glass]], water now appears as a solid blue color, as opposed to a downward flowing water texture.<ref name="badwatergraphicsBE">{{bug|MCPE-11140}}</ref>}}{{History||1.1.0|snap=alpha 1.1.0.0|Water now generates in [[woodland mansion]]s.|Water now hardens [[concrete powder]] into [[concrete]], on contact.}}{{History|bedrock}}{{History||?|The rendering change for water in 1.0.0 has been reverted for an unknown reason.}}{{History||1.2.13|snap=beta 1.2.13.5|Water can now be placed in the same [[block]]s as [[slab]]s and [[stairs]].}}{{History||1.4.0|snap=beta 1.2.14.2|Water can now be placed in the same block as most transparent blocks, instead of slabs and stairs only.}}{{History|||snap=beta 1.2.20.1|[[File:Plains Water.png|32px]] Water now has a completely new look for every [[biome]] and it is now much easier to see above and underwater (see [[Water#Bedrock Edition]] for all biome colors).|[[Item]]s now float to the top of water.|Underwater visibility now depends on the [[biome]] the [[player]] is in.|[[Respiration]] enchantment and [[Water Breathing]] effect no longer grants enhanced underwater visibility.}}{{History|||snap=?|When viewed through [[glass]], water now appears as its own top texture, as opposed to a downward flowing water texture.<ref name="badwatergraphicsBE"/>}}{{History||1.14.0|snap=beta 1.14.0.1|Added [[bee]]s, which get damaged when touching water and try to avoid it.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} [[File:Swamp Water JE2.png|32px]] Added water.}}{{History||xbox=TU9|[[Dispenser]]s have been given the ability to shoot out [[fluids]], including water, inside [[water bucket]]s. They can also suck up the fluids if activated again, but a bug prevents the empty [[bucket]] from being filled.}}{{History||xbox=TU12|[[File:Water JE15.png|32px]] Water now uses animated texture files.}}{{History||xbox=TU25|xbone=CU14|ps=1.17|Water can be used in custom superflats. It appears as a 3D block in the block selection screen of the custom superflat interface.}}{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|Water splash [[sound]]s have been updated.|Most [[mob]]s can now [[swimming|swim]] in water.}}{{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|[[File:Warm Ocean Water.png|32px]] [[File:Lukewarm Ocean Water.png|32px]] [[File:Frozen Ocean Water.png|32px]] [[File:Cold Ocean Water.png|32px]] Added [[warm ocean]], [[lukewarm ocean]], [[frozen ocean]] and [[cold ocean]] texture colors for water in those [[biome]]s.}}{{History||ps=1.78|The animation of water is now less smooth.}}{{History|New 3DS}}{{History||0.1.0|[[File:Water JE15.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} [[File:Old bedrock swamp water.png|32px]] Added water.}}{{History|foot}}<!-- Still need to add in the right version: Drowning added, Water can turn into ice --><!--- Still need to add "1.16 pre-release 5 - Water overlay texture turned slightly darker" -->{{More sounds|Old and older water splash sounds.|type=historical}}===Data history==={{History|java}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these blocks' numeral IDs were 8 and 9. Both blocks have been merged into a single one.}}{{History|||snap=18w10c|Removed <code>flowing_water</code>.}}{{History|foot}}<gallery>EarlyFlowingWater.png|The water and flowing water in [[Infdev 20100615]].</gallery>==Issues=={{Issue list}}==Trivia==*The texture subtly overlaid on the screen when underwater is that of the original water texture from 0.0.12a.**The outdatedness of this texture is not considered a bug or oversight, unlike many other outdated textures.<ref>{{bug|MC-241000|||Invalid}}</ref>**This texture is particularly difficult to notice due to its extreme transparency,<ref>{{bug|MC-128337}}</ref> as well as the fact that other blocks likely make the scene visually noisy enough to further obscure it under most conditions.* While underwater, the player's FOV (field of vision) is lowered by 10 to simulate light {{w|refraction}}. This can be disabled via the "FOV Effects" [[option]].*If a player or mob with the [[Levitation]] effect touches water, the effect is completely negated.<ref>{{bug|MC-83369}}</ref>==Gallery==<gallery>1.8underwater.png|Underwater particles, or "bubbles".Underground water mix.png|Water that is underground, but is still part of 2 different biomes. The color is split.InvisibleWater.png|A glitch where water is invisible below its surface level.Water Cave Filling.png|Water flowing into a [[cave]].Under water.png|A view underwater.Mac os water texture V1.13-920.gif|Animated view of the Java edition water texture.Bubbles.gif|These bubbles appear above the [[hunger]] bar when the player's head is in water, and when all the bubbles pop, a heart of damage is dealt every second until the player is no longer entirely under water.Waterfall.png|A naturally occurring waterfall.Water (texture) JE1 BE1.png|This texture is subtly overlaid on the screen when underwater.Land ruin.png|An underwater ruin {{in|bedrock}} that generated on land with a water block on top of it.Land ruin Java.png|An underwater ruin {{in|java}} that generated on land with a visible loot chest that is not waterlogged and doesn't have water on top of it.Largelake.png|A large lake, during a [[thunderstorm]].Coral reef at night.png|A [[coral reef]] at night, in a [[warm ocean]] biome.WaterRavine.jpg|A bug that causes the water to not flow into the pit.Obsidian Spring.png|A water flowing on lava lake, creating obsidian. The water was placed by a player.Two flowing streams.png|Waterfalls made by a player.Watercave.png|Water flowing into the cave from nearby lake.RavineandStornghold.png|Ravine with multiple ores, water and lava falls, and stronghold bridge over it.Water shade.png|Different water colors in swamp biome.File:Nonflowingwater.png|A block of water, which is not flowing because of a glitch, besides a village farm.</gallery>==See also==*[[Waterlogging]]==References =={{Reflist}}==External Links ==*[https://www.minecraft.net/en-us/article/block-week-water Block of the Week: Water] – Minecraft.net on July 14, 2017{{Blocks|natural}}{{Items}}[[Category:Fluids]][[Category:Natural blocks]][[Category:Non-solid blocks]][[Category:Generated structure blocks]][[cs:Voda]][[de:Wasser]][[es:Agua]][[fr:Eau]][[hu:Víz]][[it:Acqua]][[ja:水]][[ko:물]][[nl:Water]][[pl:Woda]][[pt:Água]][[ru:Вода]][[th:น้ำ]][[tr:Su]][[uk:Вода]][[zh:水]]</li></ul></nowiki>
19w35aNitwit villagers no longer have a leveling gemstone in their belt.
If a player tries to sleep in a bed that is occupied by a villager, that villager is now kicked out of the bed.
1.16
{{Extension DPL}}<ul><li>[[Firework Star|Firework Star]]<br/>{{Item| image = Firework Star.png| renewable = * '''Trail Effect''': No* '''All Others''': Yes| stackable = Yes (64)}}'''Firework stars''' are [[items]] used to determine the color, effect, and shape of [[firework rocket]]s.== Obtaining ==In [[Survival]] mode, firework stars are obtainable only through crafting. In [[Creative]] mode, they can be found in the creative inventory.=== Crafting ==={{Crafting |head=1 |showname=0 |showdescription=1 |ingredients=[[Gunpowder]]+<br>Matching [[Dye]]+<br>Extra ingredients (optional) |Gunpowder |Matching Dye |Head; Gold Nugget; Feather;Fire Charge; |Glowstone Dust; |Diamond; |Output=Matching Firework Star |arggroups=1;2,Output;3;4;5 |description=Up to eight dyes can be added.<br>One head, gold nugget, feather, or fire charge can be added.<br>Both the diamond and the glowstone dust can be added with any of the other ingredients. |type=Miscellaneous}}{{Crafting |ignoreusage=1 |Matching Firework Star |Any Dye |Output=Matching Firework Star |type=Miscellaneous |description=Adds a "fade to color" effect to the firework star, overwriting any existing fades.<br>Up to eight dyes can be added. |foot=1 |arggroups=1,Output}}<div style="display:none"><!-- This is so the pre-Village & Pillage dyes can have dye-related crafting recipes show on their respective pages. They don't need to be displayed on this page because they already intuitively list "Any Matching/Colored Dye".-->{{Crafting |head=1 |showname=0 |showdescription=1 |Gunpowder |Bone Meal; Lapis Lazuli; Cocoa Beans; Ink Sac |Head; Gold Nugget; Feather;Fire Charge; |Glowstone Dust; |Diamond; |Output=White Firework Star; Blue Firework Star; Brown Firework Star; Black Firework Star |arggroups=1;2,Output;3;4;5 |description={{only|bedrock|education}}<br>Up to eight dyes can be added.<br>One head, gold nugget, feather, or fire charge can be added.<br>Both the diamond and the glowstone dust can be added with any of the other ingredients. |type=Miscellaneous}}{{Crafting |showdescription=1 |White Firework Star; Blue Firework Star; Brown Firework Star; Black Firework Star |Bone Meal; Lapis Lazuli; Cocoa Beans; Ink Sac |Output=White Firework Star; Blue Firework Star; Brown Firework Star; Black Firework Star |type=Decoration block |description={{only|bedrock|education}}<br>Adds a "fade to color" effect to the firework star, overwriting any existing fades.<br>Up to eight dyes can be added. |foot=1}}</div>== Usage ==The only usage of firework stars is to create [[firework rocket]]s.=== Crafting ingredient ==={{crafting usage|match=end}}== Effects ===== Shape effects ===A firework star can have only one shape effect.{| class="wikitable"|+ Shape Effects! <abbr title="Type (Byte tag in NBT structure)">Type</abbr>! Ingredient! Effect! Sample Animation|-| 0| None| Small Ball explosion (default)| [[File:Firework Star (Small Sphere).gif|200px]]|-| 1| {{ItemLink|Fire Charge}}| Large Ball explosion and heavy sound.| [[File:Firework Star (Large Sphere).gif|200px]]|-| 2| {{ItemLink|Gold Nugget}}| Star-shaped explosion| [[File:Firework Star (Star Shape).gif|200px]]|-| 3| {{BlockLink|id=Heads|Head}} (any)| Creeper-shaped (Creeper Face) explosion| [[File:Firework Star (Creeper Shape).gif|200px]]|-| 4| {{ItemLink|Feather}}| Burst explosion| [[File:Firework Star (Burst).gif|200px]]|}=== Additional effects ===In addition to the shape effects, any combination of these additional effects may be added to a firework star.{| class="wikitable"|+ Additional Effects! Ingredient! Effect! Sample Animation|-| None| Default| [[File:Firework Star (Small Sphere).gif|200px]]|-| {{ItemLink|Glowstone Dust}}| Twinkle (Crackle effect and sounds after the explosion)| [[File:Firework Star (Twinkle effect).gif|200px]]|-| {{ItemLink|Diamond}}| Trail effect after the explosion| [[File:Firework Star (Trail effect).gif|200px]]|-| {{ItemLink|Glowstone Dust}} <br> {{ItemLink|Diamond}}| Twinkle + Trail effect after the explosion| [[File:Firework Star (Twinkle and Trail effect).gif|200px]]|}== Sounds =={{see also|Firework_Rocket#Sounds}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Firework Star|spritetype=item|nameid=firework_star|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|showaliasids=y|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Firework Star|spritetype=item|nameid=firework_star|aliasid=fireworkscharge|id=520|form=item|translationkey=item.fireworksCharge.name|foot=1}}=== Item data ==={{el|java}}:{{main|Player.dat format}}<div class="treeview">* {{nbt|compound|tag}}: The item's '''tag''' tag.{{:Player.dat_format/Firework Stars}}</div>{{el|bedrock}}:: See [[Bedrock Edition level format/Item format]].== Video ==<div style="text-align:center">{{yt|fYL1W9aW0UU}}</div>== History =={{History|java}}{{History||1.4.6|snap=12w49a|[[File:Firework Star JE1 BE1.png|32px]] Added firework stars.|Firework stars in the [[Creative inventory]] come in only one variation; they do not have any color.}}{{History||1.13|snap=17w47a|The ID of firework stars has now been changed from <code>firework_charge</code> to <code>firework_star</code>.|Prior to [[Java Edition 1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 402.}}{{History|bedrock}}{{History||1.2.0|snap=beta 1.2.0.2|[[File:Firework Star JE1 BE1.png|32px]] Added firework stars.|Firework stars come in all 16 colors in the [[Creative]] [[inventory]].{{verify|type=update}}{{info needed}}}}{{History||1.16.100|snap=beta 1.16.100.56|The ID of firework star has been changed from <code>fireworkscharge</code> to <code>firework_star</code>.}}{{History|console}}{{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|switch=1.0.1|[[File:Firework Star JE1 BE1.png|32px]] Added firework stars.|Firework stars cannot be obtained within the Creative inventory.}}{{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|The [[crafting]] interface has now been updated to allow the crafting of firework stars and [[firework rocket]]s.}}{{History|foot}}== Issues =={{Issue list}}== Trivia ==* There are 29,617,272,331,290,537 (29.6 quintillion) unique firework stars.* Putting firework stars on rockets causes the player to take explosion damage when using them for flying with [[elytra]].== Gallery ==<gallery>File:Firework Star (Tricolor Star shaped with Twinkle and Trail effect).gif|Tricolor (Magenta, Pink, White dye) + Star shaped with Twinkle and Trail effect.</gallery>{{Items}}[[cs:Ohňostrojová hvězda]][[de:Feuerwerksstern]][[es:Estrella de fuegos artificiales]][[fr:Étoile de feu d'artifice]][[hu:Tűzijáték csillag]][[it:Stella pirotecnica]][[ja:花火の星]][[ko:폭죽 탄약]][[nl:Vuurwerkster]][[pl:Gwiazdka pirotechniczna]][[pt:Estrela de fogo de artifício]][[ru:Пиротехническая звезда]][[uk:Зірка феєрверку]][[zh:烟火之星]]</li><li>[[Block Inspector|Block Inspector]]<br/>{{MinecraftEdu feature}}{{stub}}{{Item| image = BlockInspector.png| stackable = No {{verify}}}}'''Block Inspector''' is an item used to display the name of the block the player is looking at on screen.== Data values =={{ID table|generatetranslationkeys=java|displayname=Block Inspector|spritetype=item|nameid=block_inspector|foot=1}}==History=={{History|MinecraftEDU}}{{History||0.9848|[[File:BlockInspector.png|32px]] Added block inspectors.}}{{History|foot}}{{Items}}</li></ul>
20w19aVillagers can now spawn iron golems regardless of their profession status or latest working time.
20w22aVillagers no longer try to work at the same workstation.
When a workstation is placed, the most experienced nearby villager for that corresponding profession claims the workstation.
Villagers now have to walk to and reach the workstation before they can acquire the profession/work there.
Villagers can no longer claim workstations/professions during raids or night time.
Villagers now check that their workstation is valid at all times of day as long as they are within 16 blocks of their workstation.
1.16.2
{{Extension DPL}}<ul><li>[[Raw Rabbit|Raw Rabbit]]<br/>{{for|the cooked version|Cooked Rabbit}}{{Item| title = Raw Rabbit| image = Raw Rabbit.png| heals = {{hunger|3}}| renewable = Yes| stackable = Yes (64)}}'''Raw rabbit''' is a food item that can be eaten by the [[player]], or cooked in a [[furnace]] or a [[campfire]] to make [[cooked rabbit]].== Obtaining ===== Mob loot ==={{IN|Bedrock}}, adult [[rabbit]]s drop 0-1 raw rabbit when killed. 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 rabbit]] instead.{{IN|Java}}, adult [[rabbit]]s drop 1 raw rabbit when killed. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 1-4 with [[Looting]] III. If killed while on [[fire]], they drop [[cooked rabbit]] instead.== Usage ==To eat raw rabbit, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|3}} [[hunger]] and 1.8 [[Hunger#Mechanics|saturation]].=== Smelting ingredient ==={{Smelting |showname=1 |Raw Rabbit |Cooked Rabbit|0.35}}=== Wolves ===Raw rabbit can be used to [[breed]] and heal tamed [[wolves]], lead them around, and make baby tamed [[Wolf|wolves]] grow up faster by 10% of the remaining time.=== Trading ===Novice-level Butcher [[villager|villagers]] have a {{frac|1|3}} chance to buy 4 raw rabbit for an [[emerald]] as their trades.{{only|bedrock}}Novice-level Butcher villagers have 40% chance of offering to buy 4 raw rabbit for an emerald.{{only|java}}==Sounds=={{Sound table/Entity/Food}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Raw Rabbit|spritetype=item|nameid=rabbit|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Raw Rabbit|spritetype=item|nameid=rabbit|id=288|form=item|foot=1}}== Achievements =={{load achievements|Rabbit Season}}== Advancements =={{load advancements|Husbandry;A Balanced Diet}}== History =={{History|java}}{{History||1.8|snap=June 30, 2014|slink=https://twitter.com/TheMogMiner/status/483636993780232192|[[Ryan Holtz]] tweeted images of raw rabbits and some other new [[item]]s.}}{{History|||snap=14w27a|[[File:Raw Rabbit JE1.png|32px]] Added raw rabbit.}}{{History|||snap=14w33b|[[File:Raw Rabbit JE2 BE1.png|32px]] The texture of raw rabbit has been changed. The new texture was created by [[wikipedia:Reddit|Reddit]] user [http://www.reddit.com/u/zeldahuman zeldahuman].<ref>{{reddit|2bjzes/a_reminder_of_the_blocks_and_items_added_in_18_so|cj69zie|context=3}}</ref><ref>{{reddit|2c5f35/minecraft_snapshot_14w31a_has_been_released|cjct7gb}}</ref>}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 411.}}{{History||1.14|snap=18w43a|[[File:Raw Rabbit JE3 BE2.png|32px]] The texture of raw rabbit has been changed.}}{{History|||snap=19w11a|Butcher [[villager]]s now [[trading|buy]] raw rabbit.}}{{History||1.19.3|snap=22w42a|Rabbits now always drop at least 1 raw rabbit when killed.<ref>{{bug|MC-96449|||Fixed}}</ref>}}{{History|pocket alpha}}{{History||v0.13.0|snap=build 1|[[File:Raw Rabbit JE2 BE1.png|32px]] Added raw rabbit.}}{{History|bedrock}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Raw Rabbit JE3 BE2.png|32px]] The texture of raw rabbit has been changed.}}{{History||1.11.0|snap=beta 1.11.0.4|Raw rabbit can now be [[trading|sold]] to butcher [[villager]]s.}}{{History|console}}{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|[[File:Raw Rabbit JE2 BE1.png|32px]] Added raw rabbit.}}{{History|PS4}}{{History||1.90|[[File:Raw Rabbit JE3 BE2.png|32px]] The texture of raw rabbit has been changed.}}{{History|new 3ds}}{{History||0.1.0|[[File:Raw Rabbit JE2 BE1.png|32px]] Added raw rabbit.}}{{History|foot}}== Issues =={{issue list}}== Gallery ==<gallery>File:Rabbit Items 2 Ryan Holtz.png|First image of the item by [[Ryan Holtz]].</gallery>== References =={{reflist}}{{items}}[[de:Rohes Kaninchen]][[es:Conejo crudo]][[it:Coniglio crudo]][[fr:Lapin cru]][[ja:生の兎肉]][[ko:익히지 않은 토끼고기]][[nl:Rauw konijnenvlees]][[pl:Surowy królik]][[pt:Coelho cru]][[ru:Сырая крольчатина]][[zh:生兔肉]][[Category:Food]][[Category:Renewable resources]]</li><li>[[White Dye|White Dye]]<br/>{{Item| image = White Dye.png| renewable = Yes| stackable = Yes (64)}}'''White dye''' is a [[Dye#Primary|primary color dye]] similar to [[bone meal]].== Obtaining ===== Crafting ==={{Crafting |showname=0 |Bone Meal |Output=White Dye |type=Material |head=1}}{{Crafting |Lily of the Valley |Output=White Dye |type=Material |foot=1}}=== Loot chest ==={{#invoke:LootChest|base3|white-dye}}== Usage =={{dye usage}}=== Crafting ingredient ==={{crafting usage|ignore=Banner|continue=1}}{{banner crafting usage}}=== Loom ingredient ==={{Banner loom usage|White Dye}}=== Trading ===Apprentice-level shepherd villagers have a 20% chance to buy 12 white dye for an emerald.== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=White Dye|spritetype=item|nameid=white_dye|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|showaliasids=y|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=White Dye|spritetype=item|nameid=white_dye|aliasid=dye / 19|id=410|form=item|translationkey=item.dye.white_new.name|foot=1}}== History =={{History|java}}{{History||1.14|snap=18w43a|[[File:White Dye JE1 BE1.png|32px]] Added white dye.}}{{History|||snap=18w44a|White dye can now change the text color on [[sign]]s to white.}}{{History|||snap=19w05a|Added the [[wandering trader]], which sells white dye.}}{{History|||snap=19w11a|White dye can now be [[trading|bought]] by shepherd villagers.}}{{History||1.17|snap=20w45a|White dye can now be used to craft [[white candle]]s.}}{{History|||snap=21w19a|White dyes can no longer be used to craft white candles.}}{{History|||snap=Pre-release 1|White dye can once again be used to craft white candles.}}{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|White dye can now change the text color on [[hanging sign]]s to white.}}{{History||1.20|snap=23w12a|White dye can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}{{History|||snap=23w16a|White dye no longer generates in [[suspicious sand]] in [[trail ruins]].|Due to the split of the archaeological loot tables for suspicious gravel within the [[trail ruins]]; white dye is now common loot.}}{{History|bedrock}}{{History||1.8.0|snap=beta 1.8.0.10|[[File:White Dye JE1 BE1.png|32px]] Added white dye.}}{{History||1.9.0|snap=beta 1.9.0.0|Added [[flower|lilies of the valley]], which can be used to [[crafting|craft]] white dye.}}{{History||1.11.0|snap=beta 1.11.0.4|White dye can now be [[trading|sold]] to shepherd [[villager]]s.}}{{History||1.16.100|snap=beta 1.16.100.56|The ID of white dye has been changed from <code>dye/19</code> to <code>white_dye</code>.}}{{History|ps4}}{{History||1.83|[[File:White Dye JE1 BE1.png|32px]] Added white dye.}}{{History|foot}}== Issues =={{issue list}}{{Items}}[[Category:Items]][[Category:Dyes]][[Category:Renewable resources]][[de:Weißer Farbstoff]][[es:Tinte blanco]][[fr:Teinture blanche]][[ja:白色の染料]][[ko:하얀색 염료]][[pl:Biały barwnik]][[pt:Corante branco]][[zh:白色染料]]</li></ul>
20w28aVillagers now emit green particles when joining a village, setting a home bed, or acquiring a job site/profession to match Bedrock Edition.
Pre-release 1Villagers now lose their job sites when changing dimension.
1.17
{{Extension DPL}}<ul><li>[[:Category:Tools|Category:Tools]]<br/>[[Category:Items]][[fr:Catégorie:Outil]][[it:Categoria:Attrezzi]]</li><li>[[Arrow|Arrow]]<br/>{{ItemEntity|title=Arrow|image=Arrow.png|image2=Spectral Arrow.png|renewable='''Uncraftable and Luck{{only|java|short=1}}''': No <br/>'''All others''': Yes|stackable='''Normal / Spectral:''' Yes (64)<br/>'''Tipped:''' Yes (64, only if same effect)|size=Height: 0.5 Blocks<br>Width: 0.5 Blocks|networkid='''Normal / Tipped:'''<br>'''[[JE]]''': 60<br>'''Spectral:'''<br>'''[[JE]]''': 91}}An '''arrow''' serves as ammunition for [[bow]]s, [[crossbow]]s, and [[dispenser]]s. Arrows can be modified to give [[status effects]] to [[player]]s and [[mob]]s.== Obtaining ===== Picking up arrows ===Arrows shot by players can always be [[#Retrieving|picked up]] in Creative mode.An arrow ''cannot'' be picked up by a player in [[Survival]] or [[Adventure]] mode if:* It is shot by a player in [[Creative]] mode.* It is shot by any [[mob]] able to shoot arrows, such as [[skeleton]]s, [[stray]]s, [[pillager]]s, or [[piglin]]s. This includes mobs that do not shoot arrows in normal gameplay, such as [[illusioner]]s and bow-wielding [[wither skeleton]]s.** This is the case even in Creative mode.<ref>{{bug|MC-128845|||WAI}}</ref>* It is shot with an [[Infinity]]-enchanted [[bow]].* It is one of the two extra arrows shot with a [[Multishot]]-enchanted [[crossbow]].=== Mob loot ===[[Skeleton]]s and [[stray]]s drop 0-2 arrows upon death. The maximum drop is increased by 1 per level of [[Looting]], for a maximum of 0–5 arrows with Looting III.Strays have a 50% chance of dropping 1 arrow of [[Slowness]] when killed by a player. Each level of Looting increases the chance of this drop by 50% of the previous chance. This results in a maximum of 93.75% with Looting III.{{IN|bedrock}}, [[pillager]]s also drop 0–2 arrows upon death. The maximum drop is increased by 1 per level of Looting, for a maximum of 0-5 arrows with Looting III.=== Trading ===Novice-level fletcher [[villager]]s have a 50% chance {{in|bedrock}}, or a {{frac|2|3}} chance {{in|java}}, to sell 16 arrows for one [[emerald]] as part of their trades.{{IN|bedrock}}, master-level fletcher villagers have a {{frac|1|2}} chance to sell 5 tipped arrows for 2 emeralds and 5 arrows. {{IN|java}}, they have a {{frac|2|3}} chance to sell 5 tipped arrows for 2 emeralds and 5 arrows. Trades {{in|java}} can be the base effect, level II, or extended; {{in|bedrock}}, only the arrow of decay is level II.<!-- A check should be made if it chooses randomly from the whole of the list of possible arrows variants, or it it chooses a base arrow potion effect, then randomly choose from that arrow's options. The first one would make arrow's without a level II, like Fire Resistance for example, slightly less likely than ones with all three options like Swiftness. --><!-- None are extended duration, but villagers can trade level 2 arrows. -->* Arrow of [[Fire Resistance]]* Arrow of [[Harming]]* Arrow of [[Healing]]* Arrow of [[Invisibility]]* Arrow of [[Leaping]]* Arrow of [[Night Vision]]* Arrow of [[Poison]]* Arrow of [[Regeneration]]* Arrow of [[Slowness]]* Arrow of [[Strength]]* Arrow of [[Swiftness]]* Arrow of the [[Potion of the Turtle Master|Turtle Master]]* Arrow of [[Water Breathing]]* Arrow of [[Weakness]]* Arrow of [[Slow Falling]]{{only|java}}<!-- bedrock fletchers never sell arrows of slow falling -->* Arrow of [[Decay]]{{only|bedrock}}These are all potion effects except Slow Falling {{in|bedrock}} and [[Luck]] {{in|java}}. Trading is the only legitimate way to obtain arrows of Decay in [[Survival]] mode.=== Bartering ===Spectral arrows{{only|java}}/normal arrows{{only|bedrock}} can be obtained through [[bartering]] with [[piglin]]s, and have a ~8.71% chance to give the [[player]] 6-12 arrows.=== Villager gifts ==={{IN|java}}, any regular or tipped arrow (except for [[luck]] and [[Bad Luck]] arrows) can be obtained as a reward item from [[fletcher]] [[villager]]s when the player has the [[Hero of the Village]] status effect.=== Crafting ==={{Crafting|head=1|B1= Flint|B2= Stick|B3= Feather|Output = Arrow,4|type = Combat|showdescription=1}}{{Crafting|A2= Glowstone Dust|B1= Glowstone Dust|B2= Arrow|B3= Glowstone Dust|C2= Glowstone Dust|Output = Spectral Arrow,2|type = Combat|description = {{only|java}}}}{{Crafting|foot=1|description=Arrows of Decay are exclusive to {{el|be}} unless obtained via [[creative]] or [[commands]]. Arrows of luck are exclusive to {{el|je}}. A custom potion obtained via [[commands]] cannot craft arrows with the potion's custom name, lore, or the <code>CustomPotionColor</code>.|A1= Arrow|A2= Arrow|A3= Arrow|B1= Arrow|B2= Matching Lingering Potion|B3= Arrow|C1= Arrow|C2= Arrow|C3= Arrow|Output = Matching Tipped Arrow,8|type = Combat}}=== Chest loot ==={{LootChestItem|arrow}}{{LootChestItem|spectral-arrow}}=== Retrieving ===Arrows stuck in a block that were originally shot by dispensers or by players in [[Survival]] without the [[Infinity]] enchantment may be collected. Arrows originally shot by [[skeleton]]s, [[stray]]s, [[illusioner]]s, [[pillager]]s, [[piglin]]s, players in [[Creative]], players using the [[Infinity]] enchantment, or duplicate arrows created by [[Crossbow]]s with the [[Multishot]] enchantment cannot be collected. Arrows cannot be retrieved when they are stuck in a player or mob, and players or mobs do not drop them when killed. Retrievable arrows have a despawn timer of 60 seconds.=== Cauldrons ==={{main|Cauldron#Potions}}{{IN|bedrock}}, tipped arrows can also be obtained by using arrows on [[Cauldron#Potions|cauldrons]] that contain [[potion]]s. The number of tipped arrows created depends on the potion inside the cauldron. When the cauldron is {{frac|1|3}} full, 16 arrows can be tipped. When the cauldron is {{frac|2|3}} full, up to 32 arrows can be tipped and when the cauldron is full, an entire stack of 64 arrows can be tipped. This is more efficient than using lingering potions as up to 21.33 arrows can be tipped per potion.== Usage =={{see also|Bow}}When fired, arrows fly in a [[wikipedia:Trajectory of a projectile|ballistic trajectory]] affected by gravity and drag in [[air]], [[water]], and [[lava]]. The arrow's velocity is multiplied by 0.99 every game tick, and it also experiences 20 block/s<sup>2</sup> of downward acceleration induced by gravity.Arrows travel approximately 3 [[block]]s when fired parallel to a flat plane with no charge, 15 blocks average with medium charge, and 24 blocks average with maximum charge. When fired from a fully charged bow, arrows can travel 120 blocks if fired from an optimal angle. The maximum height an arrow fired by a bow can reach is around 66 blocks.An arrow fired in water experiences much more drag than in air: it moves less than 8 blocks before completely losing horizontal speed and falling straight down, although the knockback of the arrow remains unaffected. It also leaves a trail of bubbles in its wake.There is a random variable to the trajectory of an arrow, given by <code>this.rand.nextGaussian() * 0.0075 * (double)inaccuracy</code> for the x, y and z coordinate. The inaccuracy is relatively small, becoming noticeable over larger distances. The inaccuracy of different arrow delivery devices may differ. Dispensers fire with an inaccuracy of 6, while bows fire with an inaccuracy of 1.An arrow's speed determine the damage it inflicts. The damage inflicted is calculated by multiplying the arrow's [[#Entity data|damage value]] with its velocity in blocks per [[Tick#Game tick|game tick]]. When fired from a fully-charged unenchanted bow, arrows do {{hp|6}} of damage, with a smaller chance to damage for up to {{hp|11}} via critical hits. They inflict up to {{hp|5}} damage from a medium-charged bow, and {{hp|1}} from a bow with no charge. Arrows fired from dispensers always do {{hp|3}} of damage unless their velocity is modified by an external source. Arrows fired from [[crossbow]]s do {{hp|6}} to {{hp|11}} of damage.Arrows trigger [[Damage#Immunity|damage immunity]] on hit. However, unlike other methods of damage that may bypass invulnerability under certain conditions, arrows hitting the mob while it is invulnerable lose all speed and drop to the ground, dealing no damage unless they contact another mob.[[File:ArrowShotInTree.png|thumb|An arrow shot into a [[tree]].]]Arrows also stick into objects they come in contact with and remain there for one minute before disappearing; the distance from the object and the angle determine how far into the target the arrow penetrates. Such arrows may be [[#Retrieving|retrieved]].If the arrow has any custom potion effects (NBT tag <code>CustomPotionEffects</code>), all potion effects, including vanilla potion effects (NBT tag <code>Potion</code>) are removed 30 seconds after the arrow stops moving.If an arrow is stuck in a block, and that block is broken or disappears (e.g., [[leaves]] upon decay), then the arrow falls straight down and damages entities below, but never deals a critical hit. The 1-minute despawn timer is then refreshed, meaning it will take another minute for the arrow to despawn.Arrows bounce off players and mobs immune to damage, like a player in Creative mode, a [[wither]] under the "wither armor" effect, and a perching [[ender dragon]].Arrows shot through [[lava]] or (if there's at least a 2 block gap) [[fire]] catch on fire and show an appropriate animation until they pass through water. Like arrows shot from a bow with the Flame enchantment, they can set other entities they hit on fire for 5 seconds as well as ignite TNT and campfires.An arrow shot at any kind of boat{{only|java|short=1}} or minecart causes the vehicle to break, dropping any components (including container contents).Arrows can get visually stuck in players {{in|java}}, although not any mobs. They appear as regular arrows regardless of type.<ref>{{bug|MC-83933|||WAI}}</ref><gallery>Steve got shot.png|Steve got shot.Alex got shot.png|Alex got shot.</gallery>=== Redstone circuits ===An arrow can activate a wooden [[button]], wooden [[pressure plate]], a [[tripwire]], or a [[target]]. An arrow will continue to power these blocks until it is removed, either due to despawning, or being picked up. Target blocks emit a redstone pulse for one second, as opposed to the static depressed state of the other switches. Non-wooden switches are not affected by arrows.When arrows are fired into the sides of blocks, they change their orientation to point more downward than their original flight path might indicate. This can cause them to intersect and thus trigger switches above them that they didn't actually hit, or block rails above them.=== Explosions ===Arrows are affected by explosions while they are in flight. Since explosions can increase the speed of an arrow, they can also increase the damage dealt by them. {{only|Java}}== Variants ===== Tipped arrows ==={{See also|#Crafting}}Tipped arrows are arrows that imbue a potion effect when hitting a mob or player. The duration of the effect is {{frac|1|8}} that of the corresponding potion, if applicable, and is not affected by the power of the arrow. The status effect is the same as the regular power effect for the potion. If a bow is enchanted with [[Infinity]], tipped arrows are still consumed. The types of arrows are:<div class="list-style-none" style="-moz-column-width:19em;-webkit-column-width:19em;column-width:19em">* {{ItemLink|link=none|Arrow of Regeneration}}* {{ItemLink|link=none|Arrow of Swiftness}}* {{ItemLink|link=none|Arrow of Fire Resistance}}* {{ItemLink|link=none|Arrow of Healing}}* {{ItemLink|link=none|Arrow of Night Vision}}* {{ItemLink|link=none|Arrow of Strength}}* {{ItemLink|link=none|Arrow of Leaping}}* {{ItemLink|link=none|Arrow of Invisibility}}* {{ItemLink|link=none|Arrow of Poison}}* {{ItemLink|link=none|Arrow of Weakness}}* {{ItemLink|link=none|Arrow of Slowness}}* {{ItemLink|link=none|Arrow of Harming}}* {{ItemLink|link=none|Arrow of Water Breathing}}* {{ItemLink|link=none|Arrow of Luck}}{{only|java|short=1}}* {{ItemLink|link=none|Arrow of Decay}}{{only|bedrock|short=1}}* {{ItemLink|link=none|Arrow of the Turtle Master}}* {{ItemLink|link=none|Arrow of Slow Falling}}</div>Arrows of Harming (and arrows of Healing when used against undead mobs) do not add a static amount of damage to the arrow.<ref>{{bug|MC-107856||Arrows of harming/healing do not stack with bow damage}}</ref> Instead, the arrow's damage is first calculated, then checked to see if it is below {{Health|12}}. If the arrow's damage is less than 12, the Harming effect of the arrow makes up the difference, to ensure the arrow does exactly {{Health|12}}. Therefore, an unenchanted bow cannot deal more than 12 damage using Harming (or Healing) arrows, as it can deal a maximum of {{Health|11}} damage on level ground. However, if the arrow would deal more than 12 damage, the harming effect is entirely neutralized. This means that bows enchanted with Power I through Power III has a chance to not utilize the arrow at full charge, and any Power level above III never utilizes Arrows of Harming effectively at full charge when against unarmored mobs/players. ==== No-effect tipped arrows ====It is possible to craft tipped arrows using [[Lingering Potion#Lingering water bottle|Lingering Water Bottles]] as well as Awkward, Thick, and Mundane [[Lingering Potion|Lingering potions]]. If crafted with a water bottle, the arrow is called an arrow of Splashing. If crafted with Mundane, Awkward, or Thick potions, it is called a tipped arrow.<ref>{{bug|MC-158539}}</ref> Tipped arrows crafted from different potions do not stack, as resultant tipped arrows all have different potion tags.In Bedrock Edition, all four kinds as well as the long mundane tipped arrow aren't obtainable either in creative, by cauldrons, by crafting, or by commands.All four kinds generate blue particles in flight and upon landing, but otherwise behave like regular arrows. In particular, arrow of Splashing has no effect on fire and campfires and when shot from a bow with the Flame enchantment, can light campfires and TNT just like regular arrows on fire. {| class="wikitable" style="text-align: center;" data-description="Unused potions"! Icon! Name|-| {{Slot|Arrow of Splashing|link=none}}! Arrow of Splashing|-| {{Slot|Tipped Arrow|link=none}}! Tipped Arrow|}==== Uncraftable tipped arrows ===={{IN|java}}, the uncraftable tipped arrow is a tipped arrow with no effect that is unobtainable in regular gameplay. It is available in two variants that don't stack together:* {{cmd|/give @s minecraft:tipped_arrow{Potion:"minecraft:empty"} }} - arrow assigned an effect placeholder "empty" * {{cmd|/give @s minecraft:tipped_arrow }} - arrow not assigned any effect.The uncraftable arrow doesn't differ from regular arrows in behavior when used as a projectile.{| class="wikitable" style="text-align: center;" data-description="Unused potions"! Icon! Name|-| {{Slot|Uncraftable Tipped Arrow|link=none}}! Uncraftable Tipped Arrow|}=== Spectral arrows ==={{exclusive|java}}A spectral arrow confers the [[Glowing]] status effect for 10 seconds. The Glowing effect creates an outline of the target, which is visible through blocks, and colored based on the target's [[team]] (white by default). Even if a bow is enchanted with [[Infinity]], spectral arrows are still consumed. Spectral arrows can be acquired through [[bartering]] or crafted by combining 4 [[Glowstone Dust#Crafting ingredient|glowstone dust]] with one arrow, yielding 2 spectral arrows.{| class="wikitable" style="text-align: center;" ! Icon! Name|-| {{Slot|Spectral Arrow|link=none}}! Spectral Arrow|}== Sounds =={{edition|java}}:<br>Arrows and spectral arrows use the Friendly Creatures sound category for entity-dependent sound events.{{Sound table|sound=Arrow hit1.ogg|sound2=Arrow hit2.ogg|sound3=Arrow hit3.ogg|sound4=Arrow hit4.ogg|subtitle=Arrow hits|source=Friendly Creatures|description=When an arrow impacts something|id=entity.arrow.hit|translationkey=subtitles.entity.arrow.hit|volume=1.0|pitch={{frac|12|11}} - {{frac|4|3}}|distance=16}}{{Sound table|sound=Succesfull Hit.ogg|subtitle=Player hit|source=Players|description=When an arrow shot by a player hits another player|id=entity.arrow.hit_player|translationkey=subtitles.entity.arrow.hit_player|volume=1.0|pitch=1.0|distance=16}}{{Sound table|rowspan=3|sound=Bow shoot.ogg|subtitle=Arrow fired|source=Players|description=When an arrow is fired by a player|id=entity.arrow.shoot|translationkey=subtitles.entity.arrow.shoot|volume=1.0|pitch=Around 1.2<ref group=sound>Depends on how long the bow is charged for, around 1.2 with a fully charged bow. The exact formula is <math>\frac{1}{\operatorname{randomFloat()}\times 4+1.2}+\frac{\text{progress}}{2}</math> </ref>|distance=16}}{{Sound table|subtitle=Skeleton shoots|source=Hostile Creatures|description=When a skeleton shoots an arrow|id=entity.skeleton.shoot|translationkey=subtitles.entity.skeleton.shoot|volume=1.0|pitch={{frac|5|6}} - 1.25|distance=16}}{{Sound table|subtitle=Dispensed item|source=Blocks|description=When a dispenser shoots an arrow|id=block.dispenser.launch|translationkey=subtitles.block.dispenser.dispense|volume=1.0|pitch=1.2|distance=16}}{{Sound table|sound=Crossbow shoot1.ogg|sound2=Crossbow shoot2.ogg|sound3=Crossbow shoot3.ogg|subtitle=Crossbow fires|source=Players|description=When a crossbow shoots an arrow|id=item.crossbow.shoot|translationkey=subtitles.item.crossbow.shoot|volume=0.8 / 0.9|pitch=0.9 / 1.0|distance=16|foot=1}}{{edition|bedrock}}:{{Sound table|type=bedrock|sound=Arrow hit1.ogg|sound2=Arrow hit2.ogg|sound3=Arrow hit3.ogg|sound4=Arrow hit4.ogg|source=player|description=When an arrow impacts something|id=random.bowhit|volume=1.0|pitch=1.09-1.3}}{{Sound table|sound=Bow shoot.ogg|source=player|description=When something shoots an arrow|id=random.bow|volume=1.0|pitch=0.83-1.25}}{{Sound table|sound=Crossbow shoot1.ogg|sound2=Crossbow shoot2.ogg|sound3=Crossbow shoot3.ogg|source=player|description=When a crossbow shoots an arrow|id=crossbow.shoot|volume=1.0|pitch=1.0|foot=1}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showitemtags=y|showforms=y|generatetranslationkeys=y|displayname=Arrow|spritetype=item|nameid=arrow|itemtags=arrows|form=item}}{{ID table|displayname=Spectral Arrow|spritetype=item|nameid=spectral_arrow|itemtags=arrows|form=item}}{{ID table|displayname=Tipped Arrow|spritetype=item|nameid=tipped_arrow|itemtags=arrows|form=item|translationkey=item.minecraft.tipped_arrow, item.minecraft.tipped_arrow.effect.empty, item.minecraft.tipped_arrow.effect.water, item.minecraft.tipped_arrow.effect.mundane, item.minecraft.tipped_arrow.effect.thick, item.minecraft.tipped_arrow.effect.awkward, item.minecraft.tipped_arrow.effect.night_vision, item.minecraft.tipped_arrow.effect.invisibility, item.minecraft.tipped_arrow.effect.leaping, item.minecraft.tipped_arrow.effect.fire_resistance, item.minecraft.tipped_arrow.effect.swiftness, item.minecraft.tipped_arrow.effect.slowness, item.minecraft.tipped_arrow.effect.water_breathing, item.minecraft.tipped_arrow.effect.healing, item.minecraft.tipped_arrow.effect.harming, item.minecraft.tipped_arrow.effect.poison, item.minecraft.tipped_arrow.effect.regeneration, item.minecraft.tipped_arrow.effect.strength, item.minecraft.tipped_arrow.effect.weakness, item.minecraft.tipped_arrow.effect.levitation, item.minecraft.tipped_arrow.effect.luck, item.minecraft.tipped_arrow.effect.turtle_master, item.minecraft.tipped_arrow.effect.slow_falling|foot=1}}{{ID table|edition=java|showentitytags=y|generatetranslationkeys=y|displayname=Arrow|spritetype=entity|nameid=arrow|entitytags=arrows, impact_projectiles}}{{ID table|displayname=Spectral Arrow|spritetype=entity|nameid=spectral_arrow|entitytags=arrows, impact_projectiles|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|showitemtags=y|notshowbeitemforms=y|shownumericids=y|showforms=y|generatetranslationkeys=y|displayname=Arrow|spritetype=item|nameid=arrow|id=301|itemtags=minecraft:arrow|form=item|translationkey=item.arrow.name, item.tipped_arrow.name, tipped_arrow.effect.water, tipped_arrow.effect.mundane, tipped_arrow.effect.thick, tipped_arrow.effect.awkward, tipped_arrow.effect.nightVision, tipped_arrow.effect.invisibility, tipped_arrow.effect.jump, tipped_arrow.effect.fireResistance, tipped_arrow.effect.moveSpeed, tipped_arrow.effect.moveSlowdown, tipped_arrow.effect.waterBreathing, tipped_arrow.effect.heal, tipped_arrow.effect.harm, tipped_arrow.effect.poison, tipped_arrow.effect.regeneration, tipped_arrow.effect.damageBoost, tipped_arrow.effect.weakness, tipped_arrow.effect.wither, tipped_arrow.effect.turtleMaster, tipped_arrow.effect.slowFalling|foot=1}}{{ID table|edition=bedrock|shownumericids=y|generatetranslationkeys=y|displayname=Arrow|spritetype=entity|nameid=arrow|id=80|foot=1}}=== Metadata ==={{IN|bedrock}}, arrows use the following item data values:{{/DV}}=== Entity data ======= Normal and tipped arrows ====Arrows 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]].==== Spectral arrows ====Spectral arrows also have entity data that define various properties of the entity.{{el|java}}:{{main|Entity format}}{{/ED1}}{{el|bedrock}}: See [[Bedrock Edition level format/Entity format]].== Achievements =={{load achievements|Sniper Duel;Archer;Bullseye}}== Advancements =={{load advancements|Take Aim;Sniper Duel;Not Today;Bullseye;Ol' Betsy;Two Birds;Who's the Pillager Now;Arbalistic;How Did We Get Here}}== Video ==<div style="text-align:center">{{yt|STQkD1Oa65s}}</div>== History =={{History|java classic}}{{History||0.24_SURVIVAL_TEST|[[File:Arrow JE1.png|42px]] Arrows have been added as an object and are fired by pressing {{Key|Tab}}.}}{{History||0.25 SURVIVAL TEST|[[File:Arrow JE2 BE1.png|42px]] The texture of arrows has been changed.|Arrows now deal more [[damage]], and can damage the player.|The [[player]] now spawns with 20 arrows; the remaining amount is shown above the hotbar labeled as "Arrows".|[[File:Purple Arrow JE1.png|42px]] [[Skeleton]]s now fire purple arrows, instead of hitting the [[player]] directly. These arrows can't be collected by the [[player]]. |When a skeleton is killed, it now drops 6-9 normal arrows for the player to gather.}}{{History||0.29|Arrows can no longer be shot by the player in Creative Mode.}}{{History|java indev}}{{History||0.31|snap=20100122|[[File:Arrow (item) JE1 BE1.png|32px]] Arrows have been added as [[item]]s alongside with [[bow]]s.|The "Arrows" display above the hotbar has been removed.}}{{History|||snap=20100124|Arrows now have a [[sound]] effect. What this sound effect is is completely unknown; it could be for hitting a block, for being fired or for something else entirely.}}{{History|||snap=20100128|Arrows can now be [[craft]]ed using [[apple]]s.}}{{History|||snap=20100129|Arrows can no longer be crafted.}}{{History|||snap=20100130|Arrows are once again now craftable. Iron is used instead of steel.}}{{History||20100219|Arrows are now dropped by [[skeleton]]s.}}{{History|java infdev}}{{History||20100316|Arrows now have a high chance of spawning either a [[sheep]], a [[pig]], a [[skeleton]], a [[creeper]], a [[spider]], or a [[zombie]] upon hitting a [[block]].|The player now spawns with 999 arrows.}}{{History||20100320|The player now spawns with 64 arrows.}}{{History||20100327|The player no longer spawns with any arrows in new worlds.}}{{History||20100413|Arrows no longer spawn [[mob]]s.}}{{History|java alpha}}{{History||v1.0.14|The tip of an arrow in crafting is now made from [[flint]] rather than an [[iron ingot]].}}{{History|java beta}}{{History||1.2|Arrows can now be fired by [[dispenser]]s.}}{{History||1.6|snap=Test Build 3|Arrows could be used to stick in any [[block]] before this update, even some non-solid ones. For example, they could stick in [[torch]]es, [[sugar cane]] and [[nether portal]]s.}}{{History||1.8|snap=Pre-release|Arrows can no longer be rapid-fired from [[bow]]s; they must be charged first.|Arrows (with a bow at full strength) can now travel 120 blocks when fired from the optimal angle, and stick to [[mob]]s.}}{{History||Sound Update|Arrow firing [[sound]]s have been changed - see sounds section}}{{History|java}}{{History||November 21, 2011|link={{ytl|BES9EKK4Aw4}}|Exploding arrows are mentioned.}}{{History||1.0.0|snap=Beta 1.9 Prerelease|Arrows no longer stick to [[mob]]s.|Arrows remain visible in players.{{verify|then when were they removed? bug fix in 1.4.3 implies it was removed for players as well in this version}}}}{{History|||snap=RC1|Arrow landing [[sound]]s have been changed.}}{{History||1.1|snap=release|Arrows on [[fire]] now set the [[entity|entities]] they hit on fire. Before, arrows could be on fire (like other [[entities]]), but they did not set what they hit on fire, and there was no [[enchanting|enchantment]] to fire flaming arrows.}}{{History||1.3.1|snap=12w21a|Farmer [[villager]]s now [[trading|sell]] 9–12 arrows for 1 [[emerald]].}}{{History|||snap=12w22a|Arrows can now be found inside [[dispenser]]s in the newly added [[jungle temple]]s.}}{{History|||snap=12w23a|Arrows can now activate [[tripwire]] switches and wooden [[pressure plate]]s.}}{{History||1.4.2|snap=12w34a|Arrows can now activate wooden [[button]]s.}}{{History|||snap=12w34b|Arrows on [[fire]] can now ignite [[TNT]].}}{{History||1.4.4|snap=1.4.3|Arrows now stick to [[player]]s again, but not [[mob]]s.}}{{History||1.4.6|snap=pre|Arrows now make a "ding" sound when they hit a player.}}{{History||1.8|snap=14w02a|Farmer [[villager]]s no longer [[trading|sell]] arrows.|Fletcher villagers now sell 8–12 arrows for 1 [[emerald]].}}{{History|||snap=14w25a|An underwater arrow now loses all velocity after a few blocks and slowly falls.|A flaming arrow underwater now gets extinguished.}}{{History|||snap=14w26a|Fire arrows can now be used to detonate [[minecarts with TNT]].}}{{History||1.9|snap=15w31a|[[File:Tipped Arrow Revision 1.png|32px]] [[File:Tipped Arrow MC-84253.png|32px]] Added 14 new tipped arrows. Due to a bug<ref>{{bug|MC-84253}}</ref>, all tipped arrows except arrow of Splashing are black.|[[File:Spectral Arrow JE1.png|42px]] [[File:Spectral Arrow (item) JE1.png|32px]] Added spectral arrows. They show [[mob]] and [[player]] outlines in their team color when hit. They have no texture when shot.}}{{History|||snap=15w31b|[[File:Spectral Arrow JE2.png|42px]] Spectral arrows now use their intended texture.<ref>{{bug|MC-82809}}</ref>}}{{History|||snap=15w32a|[[File:Arrow of Night Vision JE1 BE1.png|32px]] [[File:Arrow of Invisibility JE1 BE1.png|32px]] [[File:Arrow of Leaping JE1 BE1.png|32px]] [[File:Arrow of Fire Resistance JE1 BE1.png|32px]] [[File:Arrow of Swiftness JE1 BE1.png|32px]] [[File:Arrow of Slowness JE1 BE1.png|32px]] [[File:Arrow of Water Breathing JE1 BE1.png|32px]] [[File:Arrow of Healing JE1 BE1.png|32px]] [[File:Arrow of Harming JE1 BE1.png|32px]] [[File:Arrow of Poison JE1 BE1.png|32px]] [[File:Arrow of Regeneration JE1 BE1.png|32px]] [[File:Arrow of Strength JE1 BE1.png|32px]] [[File:Arrow of Weakness JE1 BE1.png|32px]] 13 tipped arrows now have the correct textures.}}{{History|||snap=15w33c|Added [[shield]]s; though they fully block [[damage]] from arrows, arrows still visually stick into the [[player]].}}{{History|||snap=15w37a|Arrows now ricochet off of [[shield]]s.}}{{History|||snap=15w44b|Added the initial method for obtaining tipped arrows, which lasted until snapshot [[16w06a]] – firing arrows into a [[lingering potion]] cloud.|[[File:Arrow of Luck JE1 BE1.png|32px]] Added the Arrow of [[Luck]].|[[File:Tipped Arrow Revision 1.png|32px]] [[File:Tipped Arrow Revision 1.png|32px]] [[File:Tipped Arrow Revision 1.png|32px]] [[File:Tipped Arrow Revision 1.png|32px]] Add tipped arrows for uncraftable potions, mundane potions, thick potions, and awkward potions. These are all available in the creative inventory.|Add tipped arrows for all enhanced and extended potions|[[File:Tipped Arrow Revision 1.png|32px]] Arrow of Splashing has been added to the creative inventory.}}{{History|||snap=15w47b|Arrows now ricochet off of [[creative]] mode [[player]]s, whereas before they would pass straight through.}}{{History|||snap=15w49a|Arrows now take the archer's motion into account. For example, if the player is falling, an arrow fired upward travels slower than if the player was standing still, and an arrow fired downward flies faster.|Tipped and spectral arrows are no longer affected by the [[Infinity]] [[enchanting|enchantment]].}}{{History|||snap=16w06a|Tipped arrows have been given a crafting recipe, and are no longer obtained by shooting them into a [[lingering potion]] cloud.}}{{History||1.10|snap=16w20a|Arrows of [[slowness]] may now drop from [[stray]]s when they are killed by a [[player]].}}{{History||1.11|snap=16w32a|The [[entity]] IDs have been changed from {{cd|Arrow}} and {{cd|SpectralArrow}} to {{cd|arrow}} and {{cd|spectral_arrow}}.|Tipped arrows of instant healing and instant damage now function. Previously, the fact that tipped arrows have 1/8th the duration was reducing 1 game tick to zero game ticks.}}{{History|||snap=16w42a|Arrows now have a {{cd|crit}} tag that determines whether it deals [[critical hit|critical damage]].}}{{History||1.11|snap=16w39a|Tipped arrows without effects and the uncraftable tipped arrow have been removed from the creative inventory.<ref name="removed tipped arrow">https://bugs.mojang.com/browse/MC-92139</ref>}}{{History||1.11.1|snap=16w50a|The arrow [[entity]] now has a {{cd|Color}} integer tag, for displaying the custom [[potion]] color of a fired arrow item that has a {{cd|CustomPotionColor}} tag.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral IDs were 262, 439 and 440.}}{{History|||snap=18w07a|[[File:Arrow of the Turtle Master JE1 BE1.png|32px]] Added the Arrow of the Turtle Master.}}{{History|||snap=18w14a|[[File:Arrow of Slow Falling JE1 BE1.png|32px]] Added the Arrow of [[Slow Falling]].}}{{History||1.14|snap=18w43a|Arrows are now used as ammo for [[crossbow]]s.|Arrows can now break [[chorus flower]]s.|[[File:Uncraftable Tipped Arrow JE2.png|32px]] [[File:Arrow of Splashing JE2.png|32px]] [[File:Arrow of Night Vision JE2 BE2.png|32px]] [[File:Arrow of Invisibility JE2 BE2.png|32px]] [[File:Arrow of Leaping JE2 BE2.png|32px]] [[File:Arrow of Fire Resistance JE2 BE2.png|32px]] [[File:Arrow of Swiftness JE2 BE2.png|32px]] [[File:Arrow of Slowness JE2 BE2.png|32px]] [[File:Arrow of the Turtle Master JE2 BE2.png|32px]] [[File:Arrow of Water Breathing JE2 BE2.png|32px]] [[File:Arrow of Healing JE2 BE2.png|32px]] [[File:Arrow of Harming JE2 BE2.png|32px]] [[File:Arrow of Poison JE2 BE2.png|32px]] [[File:Arrow of Regeneration JE2 BE2.png|32px]] [[File:Arrow of Strength JE2 BE2.png|32px]] [[File:Arrow of Weakness JE2 BE2.png|32px]] [[File:Arrow of Luck JE2 BE2.png|32px]] [[File:Arrow of Slow Falling JE2 BE2.png|32px]] The [[item]] sprite textures of tipped arrows has been changed.|[[File:Spectral Arrow (item) JE2.png|32px]] The [[item]] sprite texture for spectral arrows has been changed.}}{{History|||snap=18w47a|Arrows can now be generated inside of [[pillager outpost]] chests.}}{{History|||snap=18w50a|Arrows can now be found in chests in fletcher houses.}}{{History|||snap=19w11a|Fletcher [[villager]]s now [[trading|sell]] tipped arrows.}}{{History|||snap=19w13a|Any regular or tipped arrow can be obtained as a reward [[item]] from fletcher villagers when the [[player]] has the [[Hero of the Village]] status effect.‌}}{{History||1.14.1|snap=Pre-Release 2|Flaming arrows can now light [[campfire]]s.}}{{History||1.16|snap=20w16a|Arrows and spectral arrows now generate in[[bastion remnant]]chests.}}{{History||1.16.2|snap=20w28a|Spectral arrows can now be obtained through [[bartering]] with [[piglin]]s.}}{{History|||snap=20w30a|The average yield of spectral arrows from bastion remnant chests have been substantially increased.}}{{History||1.17|snap=21w11a|[[File:Spectral Arrow JE3.png|42px]] The texture of the spectral arrow is now have been changed.}}{{History|||snap=21w13a|The unused original texture of the arrow<ref>[[File:Arrow (texture) JE2.png|48px]] <code>/asset/minecraft/textures/entity/arrow.png</code></ref> have been removed.}}{{History||1.19.3|snap=22w43a|Tipped arrows for mundane, thick, and awkward potions, and the no-effect tipped arrow, are now available again in the Creative inventory.}}{{History||1.19.4|snap=Pre-release 3|[[File:Arrow of Night Vision JE3.png|32px]] [[File:Arrow of Invisibility JE3.png|32px]] [[File:Arrow of Leaping JE3.png|32px]] [[File:Arrow of Fire Resistance JE3.png|32px]] [[File:Arrow of Swiftness JE3.png|32px]] [[File:Arrow of Slowness JE3.png|32px]] [[File:Arrow of the Turtle Master JE3.png|32px]] [[File:Arrow of Water Breathing JE3.png|32px]] [[File:Arrow of Harming JE3.png|32px]] [[File:Arrow of Poison JE3.png|32px]] [[File:Arrow of Strength JE3.png|32px]] Changed colors of the following tipped arrows: 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 arrow of [[Slow Falling]] has had its color tweaked to make it more distinguishable from the arrow of [[Invisibility]].}}{{History|pocket alpha}}{{History||v0.2.0|[[File:Arrow (item) JE1 BE1.png|32px]] Added arrows. They are currently unobtainable and serve no purpose.}}{{History||v0.3.3|[[File:Arrow JE2 BE1.png|42px]] Arrows now serve as ammunition for bows.|Added skeletons, which drop arrows when they die.|Arrows are now craftable.}}{{History||v0.5.0|Arrows can now be obtained after activating the [[nether reactor]].}}{{History||v0.12.1|snap=build 1|Arrows on [[fire]] now set the [[entity|entities]] they hit on fire. Before, arrows could be on fire (like other entities), but they would not set what they hit on fire, and there was no [[enchantment]] to fire flaming arrows.|Arrows on fire can now ignite [[TNT]].|An underwater arrow now loses all velocity after a few [[block]]s and slowly falls.|Arrows are no longer available from the [[nether reactor]].}}{{History||v0.13.0|snap=build 1|Arrows now update [[sand]] and [[gravel]].}}{{History||v0.15.0|snap=build 1|[[File:Arrow of Night Vision JE1 BE1.png|32px]] [[File:Arrow of Invisibility JE1 BE1.png|32px]] [[File:Arrow of Leaping JE1 BE1.png|32px]] [[File:Arrow of Fire Resistance JE1 BE1.png|32px]] [[File:Arrow of Swiftness JE1 BE1.png|32px]] [[File:Arrow of Slowness JE1 BE1.png|32px]] [[File:Arrow of Water Breathing JE1 BE1.png|32px]] [[File:Arrow of Healing JE1 BE1.png|32px]] [[File:Arrow of Harming JE1 BE1.png|32px]] [[File:Arrow of Poison JE1 BE1.png|32px]] [[File:Arrow of Regeneration JE1 BE1.png|32px]] [[File:Arrow of Strength JE1 BE1.png|32px]] [[File:Arrow of Weakness JE1 BE1.png|32px]] Added tipped arrows.|Tipped arrows are made by using [[cauldron]]s filled with [[potion]]s.|Arrows can now be found inside [[dispenser]]s in [[jungle temple]]s.}}{{History||v0.16.0|snap=build 4|[[File:Arrow of Decay BE1.png|32px]] Added the Arrow of [[Wither (status effect)|Decay]].|Arrows of Decay currently have a white pixelated texture.}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|Tipped arrows are now [[crafting|craftable]], but they can still be obtained by using [[cauldron]]s filled with [[potion]]s.}}{{History||1.0.4|snap=alpha 1.0.4.0|Arrows are now [[trading|sold]] by fletcher [[villager]]s.}}{{History||1.1.0|snap=alpha 1.1.0.0|The [[entity]] ID has been changed from {{cd|arrow.skeleton}} to {{cd|arrow}}.}}{{History|||snap=alpha 1.1.0.9|[[File:Arrow of Decay BE2.png|32px]] The texture of arrows of [[Wither (status effect)|Decay]] has been changed.}}{{History|bedrock}}{{History||1.5.0|snap=beta 1.5.0.4|[[File:Arrow of the Turtle Master JE1 BE1.png|32px]] Added the Arrow of the Turtle Master.}}{{History||1.6.0|snap=beta 1.6.0.5|[[File:Arrow of Slow Falling JE1 BE1.png|32px]] Added the Arrow of [[Slow Falling]].}}{{History||1.8.0|snap=beta 1.8.0.10|Arrows can now be used as ammo for the new [[crossbow]]s.}}{{History||1.9.0|snap=beta 1.9.0.0|Added [[pillager]]s, which [[drops|drop]] arrows upon [[death]].}}{{History|||snap=beta 1.9.0.2|Arrows and tipped arrows can now be used to craft [[fletching table]]s.}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Arrow of Night Vision JE2 BE2.png|32px]] [[File:Arrow of Invisibility JE2 BE2.png|32px]] [[File:Arrow of Leaping JE2 BE2.png|32px]] [[File:Arrow of Fire Resistance JE2 BE2.png|32px]] [[File:Arrow of Swiftness JE2 BE2.png|32px]] [[File:Arrow of Slowness JE2 BE2.png|32px]] [[File:Arrow of Water Breathing JE2 BE2.png|32px]] [[File:Arrow of Healing JE2 BE2.png|32px]] [[File:Arrow of Harming JE2 BE2.png|32px]] [[File:Arrow of Poison JE2 BE2.png|32px]] [[File:Arrow of Regeneration JE2 BE2.png|32px]] [[File:Arrow of Strength JE2 BE2.png|32px]] [[File:Arrow of Weakness JE2 BE2.png|32px]] [[File:Arrow of Decay BE3.png|32px]] [[File:Arrow of the Turtle Master JE2 BE2.png|32px]] [[File:Arrow of Slow Falling JE2 BE2.png|32px]] The [[item]] sprite textures of tipped arrows have been changed.|Arrows can now be found in [[pillager outpost]] chests.|Arrows can now break [[chorus flower]]s.}}{{History||1.11.0|snap=beta 1.11.0.1|Arrows can now be found in [[village]] fletcher [[chest]]s.|Flaming arrows can now light [[campfire]]s.}}{{History|||snap=beta 1.11.0.4|Fletcher [[villager]]s now [[trading|sell]] 5 arrows for one [[emerald]].|Various regular tipped arrows can now be obtained via [[trading]] with fletcher villagers.}}{{History|||snap=beta 1.11.0.7|Arrow no longer can be used to craft [[fletching table]].}}{{History||1.12.0|snap=beta 1.12.0.3|Novice-level fletcher villagers now [[trading|sell]] 16 regular arrows instead of 5 arrows.}}{{History||1.16.0|snap=beta 1.16.0.51|Added [[piglin]]s, which [[drops|drop]] arrows upon [[death]].}}{{History|||snap=beta 1.16.0.57|Arrows now generate in[[bastion remnants]]chests.|Master-level fletcher villager now always offer 1 of 15 tipped arrows.|Piglins no longer drop arrows upon death.}}{{History||1.16.100|snap=beta 1.16.100.54|Arrows can now be obtained through [[bartering]].}}{{History||1.19.80|snap=beta 1.19.80.21|Changed potion colors for the following tipped arrows: Fire Resistance, Harming, Invisibility, Leaping, Night Vision, Poison, Slowness, Strength, Swiftness, Turtle Master, and Water Breathing.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.00|wiiu=Patch 1|switch=1.0.1|[[File:Arrow JE2 BE1.png|42px]] [[File:Arrow (item) JE1 BE1.png|32px]] Added arrows.}}{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|An underwater arrow now loses all velocity after a few [[block]]s and slowly falls.|A flaming arrow underwater now gets extinguished.}}{{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|[[File:Arrow of Night Vision JE1 BE1.png|32px]] [[File:Arrow of Invisibility JE1 BE1.png|32px]] [[File:Arrow of Leaping JE1 BE1.png|32px]] [[File:Arrow of Fire Resistance JE1 BE1.png|32px]] [[File:Arrow of Swiftness JE1 BE1.png|32px]] [[File:Arrow of Slowness JE1 BE1.png|32px]] [[File:Arrow of Water Breathing JE1 BE1.png|32px]] [[File:Arrow of Healing JE1 BE1.png|32px]] [[File:Arrow of Harming JE1 BE1.png|32px]] [[File:Arrow of Poison JE1 BE1.png|32px]] [[File:Arrow of Regeneration JE1 BE1.png|32px]] [[File:Arrow of Strength JE1 BE1.png|32px]] [[File:Arrow of Weakness JE1 BE1.png|32px]] [[File:Arrow of Luck JE1 BE1.png|32px]] Added tipped arrows.|[[File:Spectral Arrow (item) JE1.png|32px]] Added spectral arrows.|Spectral arrows are currently unobtainable and do not any effects.}}{{History||xbox=TU57|xbone=CU49|ps=1.56|wiiu=Patch 27|switch=1.0.7|Spectral arrows now have effects but are not craftable. They can be obtained only via inventory editing.}}{{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|[[File:Arrow of Decay BE2.png|32px]] [[File:Arrow of the Turtle Master JE1 BE1.png|32px]] [[File:Arrow of Slow Falling JE1 BE1.png|32px]] Added the Arrow of the [[Wither (status effect)|Decay]], Turtle Master, and [[Slow Falling]].}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Arrow of Night Vision JE2 BE2.png|32px]] [[File:Arrow of Invisibility JE2 BE2.png|32px]] [[File:Arrow of Leaping JE2 BE2.png|32px]] [[File:Arrow of Fire Resistance JE2 BE2.png|32px]] [[File:Arrow of Swiftness JE2 BE2.png|32px]] [[File:Arrow of Slowness JE2 BE2.png|32px]] [[File:Arrow of Water Breathing JE2 BE2.png|32px]] [[File:Arrow of Healing JE2 BE2.png|32px]] [[File:Arrow of Harming JE2 BE2.png|32px]] [[File:Arrow of Poison JE2 BE2.png|32px]] [[File:Arrow of Regeneration JE2 BE2.png|32px]] [[File:Arrow of Strength JE2 BE2.png|32px]] [[File:Arrow of Weakness JE2 BE2.png|32px]] [[File:Arrow of Luck JE2 BE2.png|32px]] [[File:Arrow of Decay BE3.png|32px]] [[File:Arrow of the Turtle Master JE2 BE2.png|32px]] [[File:Arrow of Slow Falling JE2 BE2.png|32px]] The [[item]] sprite textures of tipped arrows have been changed.|[[File:Spectral Arrow (item) JE2.png|32px]] The [[item]] sprite texture for spectral arrow has been changed.}}{{History|3ds}}{{History||0.1.0|[[File:Arrow JE2 BE1.png|42px]] [[File:Arrow (item) JE1 BE1.png|32px]] Added arrows.|[[File:Arrow of Night Vision JE1 BE1.png|32px]] [[File:Arrow of Invisibility JE1 BE1.png|32px]] [[File:Arrow of Leaping JE1 BE1.png|32px]] [[File:Arrow of Fire Resistance JE1 BE1.png|32px]] [[File:Arrow of Swiftness JE1 BE1.png|32px]] [[File:Arrow of Slowness JE1 BE1.png|32px]] [[File:Arrow of Water Breathing JE1 BE1.png|32px]] [[File:Arrow of Healing JE1 BE1.png|32px]] [[File:Arrow of Harming JE1 BE1.png|32px]] [[File:Arrow of Poison JE1 BE1.png|32px]] [[File:Arrow of Regeneration JE1 BE1.png|32px]] [[File:Arrow of Strength JE1 BE1.png|32px]] [[File:Arrow of Weakness JE1 BE1.png|32px]] Added tipped arrows.}}{{History||1.3.12|[[File:Arrow of Decay BE2.png|32px]] Added arrows of [[Wither (effect)|Decay]].}}{{History|foot}}Historical sounds:{| class="wikitable"! Sound! From! to! Pitch|-| {{sound||Arrow Old.ogg}}|?|?|?|}== Issues =={{issue list}}== Trivia ==* By default, arrows fly slightly offset to the right. If the player stands close to a wall and fires several arrows without moving the crosshair, the arrows cluster around a point slightly to the right of the crosshair. If the player switches their main hand to be the left hand in options, the arrows instead cluster to the left.* Arrows fired at [[Nether Portal]]s often skip through the portal block completely and fail to collide, thus continuing through to the opposite side of the block.* Arrows stuck in blocks vibrate upon a world reload.<ref>{{bug|MC-93992}} – "Arrow shakes when world loads" resolved as "Won't Fix"</ref>* Although [[enderman|endermen]] teleport when hit by any tipped arrow, they are still given the said effects while avoiding arrow damage.* {{IN|bedrock}}, even if a tipped arrow is blocked with a shield, while the direct damage from the arrows is negated, the player still gets the effect from the tipped arrow.<ref>{{bug|MCPE-52904}}</ref>== Gallery =====Renders===<gallery>Arrow (item).png|ArrowSpectral Arrow (item) JE2.png|Spectral Arrow</gallery>;Tipped Arrows<gallery>Arrow of Splashing JE2.png|SplashingArrow of Night Vision.png|Night VisionArrow of Invisibility.png|InvisibilityArrow of Leaping.png|LeapingArrow of Fire Resistance.png|Fire ResistanceArrow of Swiftness.png|SwiftnessArrow of Slowness.png|SlownessArrow of the Turtle Master.png|Turtle MasterArrow of Water Breathing.png|Water BreathingArrow of Healing.png|HealingArrow of Harming.png|HarmingArrow of Poison.png|PoisonArrow of Regeneration.png|RegenerationArrow of Strength.png|StrengthArrow of Weakness.png|WeaknessArrow of Slow Falling.png|Slow FallingArrow of Luck.png|LuckArrow of Decay.png|DecayUncraftable Tipped Arrow JE2.png|Uncraftable</gallery>===Other Media===<gallery>Tipped Arrow Ultra High Resolution Screenshot.png|Teaser image from [[Searge]] showing tipped arrows.AllArrowTypes.png|All the arrow types present in [[Minecraft]].Custom arrows.png|Examples of custom arrow types using {{cmd|/give}}.Arrow in Sugar Cane.png|Some arrows stick into [[sugar cane]]s. This no longer works since Java Edition Beta 1.6.Arrow Burning.gif|An arrow caught on [[fire]].Flaming_stuck_spectral_arrow.png|A flaming spectral arrow stuck in a tree.arrows_in_player.png|Many arrows stuck in the player, seen through the [[inventory]] screen.Arrow Debugging.png|[[Searge]] with a bunch of arrows summoned above him.Inventory Tipped Arrows 1.jpg|Tipped arrows in the inventory.Inventory Tipped Arrows 2.jpg|Tipped arrows in the inventory.Inventory Tipped Arrows 3.jpg|Tipped arrows in the inventory.Inventory Tipped Arrows 4.jpg|Tipped arrows in the inventory.Tipped Arrow (empty texture) BE1.png|Unused old texture file for an empty tipped arrow on ''Bedrock Edition''.</gallery>== References =={{reflist}}{{Items}}{{Entities}}[[Category:Combat]][[Category:Renewable resources]][[de:Pfeil]][[es:Flecha]][[fr:Flèche]][[hu:Nyíl]][[it:Freccia]][[ja:矢]][[ko:화살]][[nl:Pijl]][[pl:Strzała]][[pt:Flecha]][[ru:Стрела]][[th:ลูกธนู]][[zh:箭]]</li></ul>
21w11aVillager (255) The overlay texture of the librarian has been changed.
21w13aCan now accept a filled cauldron as a valid workstation.
Mason villagers can now sell 4 dripstone blocks for an emerald.
1.18
{{Extension DPL}}<ul><li>[[Prismarine Crystals|Prismarine Crystals]]<br/>{{Item|type=| renewable = Yes| stackable = Yes (64)}}'''Prismarine crystals''' are items obtained by defeating [[guardian]]s or [[elder guardian]]s. They are used along with [[prismarine shard]]s to craft [[sea lantern]]s.== Obtaining ===== Mob loot ===[[Guardian]]s and [[elder guardian]]s have a 40% chance and {{frac|1|3}} chance, respectively, of dropping prismarine crystals upon death. The maximum drop count is increased by one per level of [[Looting]].=== Mining ===Prismarine crystals are dropped by [[sea lantern]]s when not using a [[Silk Touch]] tool. They drop 2–3 crystals each time, which can be increased to a maximum of 5 using the [[Fortune]] enchantment.=== Natural generation ==={{LootChestItem|prismarine-crystals}}== Usage ===== Crafting ingredient ==={{crafting usage}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Prismarine Crystals|spritetype=item|nameid=prismarine_crystals|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Prismarine Crystals|spritetype=item|nameid=prismarine_crystals|id=549|form=item|foot=1}}== History =={{History|java}}{{History||1.8|snap=14w25a|[[File:Prismarine Crystals JE1 BE1.png|32px]] Added prismarine crystals.}}{{History||1.9|snap=15w43a|The chance of [[guardian]]s and [[elder guardian]]s dropping prismarine crystals upon [[death]] has been increased, from 33% to 40%.}}{{History|||snap=15w43b|The chance of elder guardians [[drops|dropping]] crystals upon [[death]] has now been reverted back to 33%. However, the chance for guardians to drop them is still 40%.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 410.}}{{History|||snap=18w10a|Prismarine crystals now generate in [[buried treasure]] [[chest]]s.}}{{History||1.14|snap=18w43a|[[File:Prismarine Crystals JE2 BE2.png|32px]] The texture of prismarine crystals has been changed.}}{{History|pocket alpha}}{{History||v0.16.0|snap=build 1|[[File:Prismarine Crystals JE1 BE1.png|32px]] Added prismarine crystals.}}{{History|bedrock}}{{History||1.4.0|snap=beta 1.2.14.2|Prismarine crystals can now be found inside [[buried treasure]] [[chest]]s.}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Prismarine Crystals JE2 BE2.png|32px]] The texture of prismarine crystals has been changed.}}{{History|console}}{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|[[File:Prismarine Crystals JE1 BE1.png|32px]] Added prismarine crystals.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Prismarine Crystals JE2 BE2.png|32px]] The texture of prismarine crystals has been changed.}}{{History|New 3DS}}{{History||1.3.12|[[File:Prismarine Crystals JE1 BE1.png|32px]] Added prismarine crystals.}}{{History|foot}}== Issues =={{issue list}}{{Items}}[[Category:Renewable resources]][[de:Prismarinkristalle]][[es:Cristales de prismarina]][[fr:Cristaux de prismarine]][[hu:Prizmarin kristály]][[ja:プリズマリンクリスタル]][[ko:프리즈머린 수정]][[lzh:海磷晶]][[nl:Prismarienkristallen]][[pl:Kryształy pryzmarynu]][[pt:Cristais de prismarinho]][[ru:Призмариновый кристалл]][[uk:Призмаринові кристали]][[zh:海晶砂粒]]</li><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></ul></nowiki>
21w37aBaby villagers are no longer attacked by illagers.
21w41aTweaked the armorer zombie villager's and weaponsmith zombie villager's textures to remove stray villager pixels.
1.19
{{Extension DPL}}<ul><li>[[Rabbit's Foot|Rabbit's Foot]]<br/>{{Item| image = Rabbit's Foot.png|type=| renewable = Yes| stackable = Yes (64)}}A '''rabbit's foot''' is a [[brewing]] item obtained from [[rabbit]]s.== Obtaining ===== Mob loot ===Each [[rabbit]] has a 10% chance to drop a rabbit's foot when killed by the [[player]]. This chance can be increased by 3% per level using a sword enchanted with [[Looting]].A [[fox]] sometimes spawns with a rabbit's foot in its mouth, which always drops upon death. Alternatively, the player can drop a [[food]] item, which causes the fox to drop the rabbit's foot.=== Cat gifts ==={{main|Cat#Gifts}}A tamed [[cat]] has a 70% chance of giving the player a gift when the player wakes up from a [[bed]], and the gift has a 16.13% chance to be a rabbit's foot.== Usage ===== Brewing ingredient ==={{Brewing |head=1 |Rabbit's Foot |Mundane Potion |base=Water Bottle}}{{brewing |foot=1 |showname=1 |Rabbit's Foot |Potion of Leaping}}=== Trading ===Journeyman-level cleric [[villager]]s buy rabbit's feet for an [[emerald]] as part of their trade: {{in|java}} they buy 2, and {{in|bedrock}} they buy 4.== Video ==<div style="text-align:center">{{yt|Ba3QN3uCniU}}</div>== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Rabbit's Foot|spritetype=item|nameid=rabbit_foot|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Rabbit's Foot|spritetype=item|nameid=rabbit_foot|id=528|form=item|foot=1}}== History =={{History|java}}{{History||1.8|snap=June 30, 2014|slink=https://twitter.com/TheMogMiner/status/483636993780232192|[[Ryan Holtz]] tweeted images of a rabbit's foot with some other new [[item]]s.}}{{History|||snap=14w27a|[[File:Rabbit's Foot JE1.png|32px]] Added rabbit's foot.|Added the [[potion of Leaping]]; it is [[brewing|brewed]] by adding a rabbit's foot to an [[awkward potion]]. The rabbit's foot also creates the [[mundane potion]] when brewed into a [[water bottle]].}}{{History|||snap=14w33b|[[File:Rabbit's Foot JE2 BE1.png|32px]] The texture of the rabbit's foot has been changed. The new texture was created by [[wikipedia:Reddit|Reddit]] user [http://www.reddit.com/u/zeldahuman zeldahuman].<ref>{{reddit|2bjzes/a_reminder_of_the_blocks_and_items_added_in_18_so|cj69zie|context=3}}</ref><ref>{{reddit|2c5f35/minecraft_snapshot_14w31a_has_been_released|cjct7gb}}</ref>}}{{History||1.8.1|snap=pre1|Potions of Leaping, which use rabbit's foot, can now be extended using [[redstone]].}}{{History||1.9|snap=15w46a|The drop rate of rabbit's foot has been quadrupled.{{more info|Before/After rates}}}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 414.}}{{History||1.14|snap=18w43a|[[File:Rabbit's Foot JE3 BE2.png|32px]] The texture of rabbit's foot has been changed.}}{{History|||snap=18w44a|[[Cat]]s now offer rabbit's feet as [[Cat#Gifts|gifts]].}}{{History|||snap=19w07a|Added [[fox]]es, which sometimes spawn with rabbit's feet in their mouths.}}{{History|||snap=19w11a|Cleric [[villager]]s now [[trading|buy]] rabbit's feet.}}{{History|pocket alpha}}{{History||v0.12.1|snap=build 1|[[File:Rabbit's Foot JE2 BE1.png|32px]] Added rabbit's foot to the [[Creative]] mode [[inventory]].}}{{History||v0.13.0|snap=build 1|Rabbit's foot can now be obtained as a rare [[drops|drop]] upon killing [[rabbit]]s.|Rabbit's foot can now be [[brewing|brewed]] to make [[potions of Leaping]].}}{{History|bedrock}}{{History||1.8.0|snap=beta 1.8.0.8|Tamed [[cat]]s can now give the [[player]] rabbit's foot as a gift.}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Rabbit's Foot JE3 BE2.png|32px]] The texture of rabbit's foot has been changed.}}{{History||1.11.0|snap=beta 1.11.0.4|Rabbit's foot can now be [[trading|sold]] to cleric [[villager]]s.}}{{History||1.13.0|snap=beta 1.13.0.1|Added [[fox]]es, which can [[drops|drop]] rabbit's foot.}}{{History|console}}{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|switch=1.0.1|[[File:Rabbit's Foot JE2 BE1.png|32px]] Added rabbit's foot.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Rabbit's Foot JE3 BE2.png|32px]] The texture of rabbit's foot has been changed.}}{{History|New 3DS}}{{History||0.1.0|[[File:Rabbit's Foot JE2 BE1.png|32px]] Added rabbit's foot.}}{{History|foot}}== Issues =={{issue list}}== Trivia ==* The superstition that [[wikipedia:Rabbit's_foot|a rabbit's foot is a lucky charm]] applies equally to Minecraft as it does in the real world: it does not actually increase luck.== Gallery ==<gallery>Rabbit Items 4 Ryan Holtz.png|First image of the item by [[Ryan Holtz]].Rabbit Items 5 Ryan Holtz.png|Ryan Holtz brewing the item into a potion.Rabbit Items 6 Ryan Holtz.png|Ryan Holtz enhancing the potion.</gallery>== References =={{reflist}}== External Links ==*[https://www.minecraft.net/en-us/article/taking-inventory--rabbit-s-foot Taking Inventory: Rabbit's Foot] – Minecraft.net on May 3, 2019{{items}}[[de:Hasenpfote]][[es:Pata de conejo]][[fr:Patte de lapin]][[it:Zampa di coniglio]][[ja:ウサギの足]][[ko:토끼발]][[nl:Konijnenpootje]][[pl:Królicza łapka]][[pt:Pé de coelho]][[ru:Кроличья лапка]][[uk:Кроляча лапка]][[zh:兔子脚]][[Category:Renewable resources]][[Category:Brewing recipe]]</li><li>[[Drinks|Drinks]]<br/>[[File:Drinking Steve.png|150px|right]] [[File:Drinking Alex.png|150px|right]]'''Drinks''' are a narrow class of consumable [[item]]s that can be ingested by the [[player]] in an extremely similar manner to [[food]]. However, drinks are not encountered quite as commonly as food is, and they are not nearly as integral to Survival gameplay. Drinks can generally be distinguished from food by the sounds they make upon consumption, the lack of [[particles]] they emit, and the fact that they leave an empty container item in the [[inventory]] after consumption. Drinks do not affect [[hunger]] or saturation values upon use (with the exception of [[honey bottle]]s), and do not need those values to be depleted in order to be consumed.Drinks are drunk by holding {{control|use item}} while having the drink item selected in the hotbar or in the off hand.== Drinks =={{/table}}== History =={{main|Milk#History|Potion#History|Honey Bottle#History}}{{History|java alpha}}{{History||v1.0.11|[[File:Milk Bucket JE1 BE1.png|32px]] Added milk.}}{{History|java}}{{History||1.0.0|snap=Beta 1.9 Prerelease 3|Added water bottles and potions.}}{{History||1.15|snap=19w34a|[[File:Honey Bottle JE1.png|32px]] Added honey bottles.}}{{History|pocket alpha}}{{History||v0.7.0|[[File:Milk Bucket JE1 BE1.png|32px]] Added milk buckets.}} {{History||v0.12.1|snap=build 1|Added water bottles and potions.}}{{History|bedrock}}{{History||1.14.0|snap=beta 1.14.0.1|[[File:Honey Bottle BE1.png|32px]] Added honey bottles.}} {{History|foot}}{{Items}}[[ja:飲み物]][[pt:Bebidas]][[Category:Food]]</li></ul>
22w17aThe model of villagers has been changed.[more information needed]
1.20
{{Extension DPL}}<ul><li>[[Pickaxe|Pickaxe]]<br/>{{Dungeons hatnote|type=weapon}}{{Redirect|Diamond Pickaxe|the ''Minecraft Dungeons'' weapon|MCD:Diamond Pickaxe}}{{Redirect|Pick|the block|Sea Pickle|the control|Controls#Pick Block|the joke block|Pickaxe Block}}{{Item| image = <gallery>Wooden Pickaxe.png | WoodenStone Pickaxe.png | StoneIron Pickaxe.png | IronGolden Pickaxe.png | GoldenDiamond Pickaxe.png | DiamondNetherite Pickaxe.png | Netherite</gallery>|rarity = Common|renewable =* '''Netherite''': No* '''Others''': Yes|durability =Java Edition:* Wood: 59* Stone: 131* Iron: 250* Golden: 32* Diamond: 1,561* Netherite: 2,031Bedrock Edition:* Wood: 60* Stone: 132* Iron: 251* Golden: 33* Diamond: 1,562* Netherite: 2,032| stackable = No}}A '''pickaxe''' is a [[tools|tool]] required to mine [[ore]]s, [[rock|rocks]], rock-based blocks and metal-based [[block]]s quickly and obtain them as items. A pickaxe mines faster and can obtain more block types as items depending on the material it is made from.== Obtaining ===== Crafting ===Pickaxes are crafted using 2 [[stick]]s and 3 identical units of tool material.{{crafting |showdescription=1 |showname=0 |head=1 |name=[[Pickaxe]] |A1={Any Planks}; Iron Ingot; Gold Ingot; Diamond |B1={Any Planks}; Iron Ingot; Gold Ingot; Diamond |C1={Any Planks}; Iron Ingot; Gold Ingot; Diamond |B2=Stick |B3=Stick |Output=Wooden Pickaxe; Iron Pickaxe; Golden Pickaxe; Diamond Pickaxe |type=Tool}}{{Crafting |name=[[Stone Pickaxe]] |A1=Any stone-tier block |B1=Any stone-tier block |C1=Any stone-tier block |B2=Stick |B3=Stick |Output=Stone Pickaxe |description=Can use cobblestone and its other variants interchangeably. |type=Tool}}{{crafting |foot=1 |ignoreusage=1 |name=[[Pickaxe]] |ingredients=Matching Damaged [[Pickaxe]]s |Damaged Wooden Pickaxe; Damaged Stone Pickaxe; Damaged Iron Pickaxe; Damaged Golden Pickaxe; Damaged Diamond Pickaxe; Damaged Netherite Pickaxe |Damaged Wooden Pickaxe; Damaged Stone Pickaxe; Damaged Iron Pickaxe; Damaged Golden Pickaxe; Damaged Diamond Pickaxe; Damaged Netherite Pickaxe |Output=Wooden Pickaxe; Stone Pickaxe; Iron Pickaxe; Golden Pickaxe; Diamond Pickaxe; Netherite Pickaxe |description=The durability of the two pickaxes is added together, plus an extra 5% of the tool type's total durability. |type=Tool}}=== Upgrading ==={{Smithing|head=1|Netherite Upgrade|Diamond Pickaxe|Netherite Ingot|Netherite Pickaxe|tail=1}}=== Repairing ======= Grinding ===={{grinding|showdescription=1|ingredients=Matching Damaged [[Pickaxe]]s|Damaged Wooden Pickaxe; Damaged Stone Pickaxe; Damaged Iron Pickaxe; Damaged Golden Pickaxe; Damaged Diamond Pickaxe; Damaged Netherite Pickaxe|Damaged Wooden Pickaxe; Damaged Stone Pickaxe; Damaged Iron Pickaxe; Damaged Golden Pickaxe; Damaged Diamond Pickaxe; Damaged Netherite Pickaxe|Wooden Pickaxe; Stone Pickaxe; Iron Pickaxe; Golden Pickaxe; Diamond Pickaxe; Netherite Pickaxe|description=The durability of the two pickaxes is added together, plus an extra 5% durability.}}==== Unit repair ===={{main|Anvil mechanics#Unit repair}}Pickaxes can be repaired in an [[anvil]] by adding units of the [[tiers|tier's]] repair material, with each repair material restoring 25% of the pickaxe's maximum durability, rounded down.=== Natural generation ==={{LootChestItem|wooden-pickaxe,stone-pickaxe,iron-pickaxe,level-enchanted-iron-pickaxe,random-enchanted-golden-pickaxe,level-enchanted-diamond-pickaxe,random-enchanted-diamond-pickaxe,damaged-random-enchanted-diamond-pickaxe}}=== Trading ==={{IN|bedrock}}, novice-level toolsmith [[Villager|villagers]] have a 25% chance to sell stone pickaxes for one [[emerald]], Journeyman-level toolsmith villagers have a 25% chance to sell enchanted iron pickaxes for 3 emeralds, and master-level toolsmith villagers always sell enchanted diamond pickaxes for 13 emeralds.{{IN|java}}, novice-level toolsmith villagers have a 40% chance to sell a stone pickaxe for one emerald, journeyman-level toolsmith villagers have a 40% chance to sell an enchanted iron pickaxe for 7–22 emeralds, and a master-level toolsmith always sells an enchanted diamond pickaxe for 18–35 emeralds.The enchantments are the same as the ones obtained from an [[enchantment table]] at levels 5–19.=== Villager gifts ==={{IN|JE}}, toolsmith [[villager]]s throw stone pickaxes at players under the [[Hero of the Village]] effect.=== Mob loot ==={{IN|BE}}, [[pillager]]s and [[vindicator]]s have a chance of dropping a damaged iron pickaxe when killed during a [[raid]]. The pickaxe has a 50% chance of being enchanted with random enchantment(s).== Usage ===== Mining ===A pickaxe is used to break stone and metal-based materials faster. Breaking a block with a pickaxe consumes one use (one durability point). No durability is consumed for blocks that break instantly. Pickaxes have different amounts of uses based on the type:* Wooden: 60* Stone: 132* Iron: 251* Golden: 33* Diamond: 1562* Netherite: 2032Different qualities of pickaxe are required to successfully harvest certain ores and blocks. For example, while [[stone]] can be mined with any pickaxe, [[gold ore]] must be mined with an [[iron]], [[diamond]], or [[netherite]] pickaxe, or else the player harvests no ore. Different pickaxes also mine many materials at different speeds:==== Speed ====The following table shows the time it takes to break each type of block.* A <span style="background-color:#FFC7CE;color:#9C0006;">red</span> background indicates that the block cannot be harvested with that type of pickaxe.* A <span style="background-color:#FFFFDD;color:#8A7600;">yellow</span> background indicates that the block cannot be harvested with that type of pickaxe, but still drops something.* A <span style="background-color:#C6EFCE;color:#006100;">green</span> background indicates that the block can be harvested with that type of pickaxe.<!-- Table is sorted by hardness (mining time with diamond shows well), then by name -->{|class="wikitable collapsible collapsed" data-description="Mining time by block" style="background-color: transparent;"! Times to break blocks by pickaxe|-|{{breaking row|sort=1|simple=1|Obsidian|Diamond}}{{breaking row|Crying Obsidian|Diamond}}{{breaking row|Respawn Anchor|Diamond}}{{breaking row|Block of Netherite|Diamond}}{{breaking row|Ancient Debris|Diamond}}{{breaking row|Ender Chest|Wood}}{{breaking row|Anvil|Wood}}{{breaking row|Bell|Wood}}{{breaking row|Block of Coal|Wood}}{{breaking row|Block of Diamond|Iron}}{{breaking row|Block of Emerald|Iron}}{{breaking row|Block of Iron|Stone}}{{breaking row|Block of Raw Copper|Stone}}{{breaking row|Block of Raw Gold|Iron}}{{breaking row|Block of Raw Iron|Stone}}{{breaking row|Block of Redstone|Wood}}{{breaking row|Chain|Wood}}{{breaking row|Enchantment Table|Wood}}{{breaking row|Iron Bars|Wood}}{{breaking row|Iron Door|Wood|item=1|link=Door}}{{breaking row|Iron Trapdoor|Wood|link=Trapdoor}}{{breaking row|Monster Spawner|Wood}}{{breaking row|Deepslate Coal Ore|Wood}}{{breaking row|Deepslate Copper Ore|Wood}}{{breaking row|Deepslate Diamond Ore|Wood}}{{breaking row|Deepslate Emerald Ore|Wood}}{{breaking row|Deepslate Gold Ore|Wood}}{{breaking row|Deepslate Iron Ore|Wood}}{{breaking row|Deepslate Lapis Lazuli Ore|Wood}}{{breaking row|Deepslate Redstone Ore|Wood}}{{breaking row|Blast furnace|Wood}}{{breaking row|Cobbled Deepslate|Wood}}{{breaking row|Chiseled Deepslate|Wood}}{{breaking row|Deepslate Bricks|Wood}}{{breaking row|Deepslate Tiles|Wood}}{{breaking row|Polished Deepslate|Wood}}{{breaking row|Dispenser|Wood}}{{breaking row|Dropper|Wood}}{{breaking row|Furnace|Wood}}{{breaking row|Lantern|wood}}{{breaking row|Lodestone|Wood}}{{breaking row|Smoker|Wood}}{{breaking row|Stonecutter|Wood}}{{breaking row|Conduit}}{{breaking row|Block of Gold|Iron}}{{breaking row|Block of Lapis Lazuli|Stone}}{{breaking row|Coal Ore|Wood}}{{breaking row|Copper Ore|Wood}}{{breaking row|Copper Blocks|Wood}}{{breaking row|Cut Copper|Wood}}{{breaking row|Cut Copper Slab|Wood}}{{breaking row|Cut Copper Stairs|Wood}}{{breaking row|Deepslate|Wood}}{{breaking row|Dragon Egg |note=<ref group="note">The dragon egg can be mined directly only when there aren't any air blocks available for it to teleport to. However, the dragon egg can be collected by other means.</ref>}}{{breaking row|Diamond Ore|Iron}}{{breaking row|Emerald Ore|Iron}}{{breaking row|End Stone|Wood}}{{breaking row|Gold Ore|Iron}}{{breaking row|Hopper|Wood}}{{breaking row|Iron Ore|Stone}}{{breaking row|Lightning Rod|Wood}}{{breaking row|Lapis Lazuli Ore|Stone}}{{breaking row|Nether Quartz Ore|Wood}}{{breaking row|Nether Gold Ore|Wood}}{{breaking row|Observer|Wood}}{{breaking row|Redstone Ore|Iron}}{{breaking row|Blue Ice|drop=0}}{{breaking row|Compound Creator|Wood|drop=1|note=<ref group="note" name="Chemtable">Chemistry tables are slow to break by hand, similar to blocks that require a pickaxe to mine. However, they still drop as items.</ref>}}{{breaking row|Heat Block|Wood}}{{breaking row|Grindstone|Wood}}{{breaking row|Bone Block|Wood}}{{breaking row|Brick Stairs|Wood|link=Stairs}}{{breaking row|Bricks|Wood}}{{breaking row|Cauldron|Wood}}{{breaking row|Cobblestone|Wood}}{{breaking row|link=Stairs|Cobblestone Stairs|Wood}}{{breaking row|Cobblestone Wall|Wood}}{{breaking row|Mossy Cobblestone|Wood}}{{breaking row|Nether Bricks|Wood}}{{breaking row|Nether Brick Fence|Wood}}{{breaking row|link=Stairs|Nether Brick Stairs|Wood}}{{breaking row|Red Nether Bricks|Wood}}{{breaking row|Polished Blackstone|Wood}}{{breaking row|link=Slab|Stone Slabs|sprite=all-slabs|Wood}}{{breaking row|Smooth Stone|Wood}}{{breaking row|Shulker Box}}{{breaking row|Concrete|Wood}}{{breaking row|Andesite|Wood}}{{breaking row|Dark Prismarine|Wood}}{{breaking row|Diorite|Wood}}{{breaking row|Dripstone Block|Wood}}{{breaking row|Granite|Wood}}{{breaking row|Mud Bricks|Wood}}{{breaking row|Pointed Dripstone}}{{breaking row|Prismarine|Wood}}{{breaking row|Prismarine Bricks|Wood}}{{breaking row|Purpur block|Wood}}{{breaking row|Purpur pillar|Wood}}{{breaking row|Stone|Wood}}{{breaking row|Stone Bricks|Wood}}{{breaking row|Tuff|Wood}}{{breaking row|link=Stairs|Stone Brick Stairs|Wood}}{{breaking row|Amethyst Bud|drop=0}}{{breaking row|Amethyst Cluster|drop=0}}{{breaking row|Blackstone|Wood}}{{breaking row|Block of Amethyst|Wood}}{{breaking row|Budding Amethyst|drop=0}}{{breaking row|Chiseled Polished Blackstone|Wood}}{{breaking row|Polished Blackstone Bricks|Wood}}{{breaking row|Gilded Blackstone|Wood}}{{breaking row|Glazed Terracotta|Wood}}{{breaking row|Terracotta|Wood}}{{breaking row|Basalt|Wood}}{{breaking row|Smooth Basalt|Wood}}{{breaking row|Polished Basalt|Wood}}{{breaking row|Packed Mud}}{{breaking row|Block of Quartz|Wood}}{{breaking row|Quartz Stairs|Wood|link=Stairs}}{{breaking row|Red Sandstone|Wood}}{{breaking row|Red Sandstone Stairs|Wood|link=stairs}}{{breaking row|Sandstone|Wood}}{{breaking row|Sandstone Stairs|Wood|link=stairs}}{{breaking row|Calcite|Wood}}{{breaking row|Rail}}{{breaking row|Brewing Stand|Wood}}{{breaking row|Stone Button|any}}{{breaking row|Ice|drop=0}}{{breaking row|Magma Block|Wood}}{{breaking row|Packed Ice|drop=0}}{{breaking row|Frosted Ice|drop=0}}{{breaking row|Stone Pressure Plate|Wood}}{{breaking row|Netherrack|Wood}}{{breaking row|sprite=crimson-nylium|Nylium|Wood|foot=1}}|}=== Weapon ===Hitting a mob with a pickaxe is a stronger attack than using fists. Pickaxes lose 2 durability when used as a weapon.==== Java Edition ====Pickaxes have an attack speed modifier of −2.8, meaning they take about 0.83 seconds to [[Damage#Attack cooldown|recover]]. All pickaxes have an attack speed of 1.2 hits per second. They deal different damage based on the type:{|class="wikitable" style="text-align:center" data-description="Attack damage"! Pickaxe type! Attack damage! Damage per<br> second (DPS)|-|{{ItemLink|Wooden Pickaxe}} ||rowspan=2 |{{hp|2}} ||rowspan=2 |2.4|-|{{ItemLink|Golden Pickaxe}}|-|{{ItemLink|Stone Pickaxe}} ||{{hp|3}} ||3.6|-|{{ItemLink|Iron Pickaxe}} ||{{hp|4}} ||4.8|-|{{ItemLink|Diamond Pickaxe}} ||{{hp|5}} ||6|-|{{ItemLink|Netherite Pickaxe}} ||{{hp|6}} ||7.2|}==== Bedrock Edition ===={{IN|bedrock}}, pickaxes always attack instantly and do the following damage:{|class="wikitable" style="text-align:center" data-description="Attack damage"! Pickaxe type! Attack damage|-|{{ItemLink|Wooden Pickaxe}}<br />{{ItemLink|Golden Pickaxe}} ||{{hp|3}}|-|{{ItemLink|Stone Pickaxe}} ||{{hp|4}}|-|{{ItemLink|Iron Pickaxe}} ||{{hp|5}}|-|{{ItemLink|Diamond Pickaxe}} ||{{hp|6}}|-|{{ItemLink|Netherite Pickaxe}} ||{{hp|7}}|}=== Enchantments ===A pickaxe can receive the following [[enchantment]]s:{|class="wikitable col-2-center col-3-right"|+!Name!Max Level![[Enchanting|Method]]|-|[[Efficiency]]|V|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}|-|[[Fortune]]<ref group=note name=note1>Fortune and Silk Touch are mutually exclusive.</ref>|III|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}|-|[[Silk Touch]]<ref group=note name=note1/>|I|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}|-|[[Unbreaking]]|III|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}|-|[[Mending]]|I|{{Inventory slot|Anvil}}|-|[[Curse of Vanishing]]|I|{{Inventory slot|Anvil}}|}{{Notelist}}=== Fuel ===Wooden pickaxes can be used as a fuel in [[furnace]]s, smelting 1 item per wooden pickaxe.=== Smelting ingredient ==={{Smelting|showname=1|Iron Pickaxe;Golden Pickaxe|Iron Nugget;Gold Nugget|0,1}}===Piglins==={{EntityLink|Piglin|Piglins}} are attracted to golden pickaxes and run toward any golden pickaxes on the ground, and inspect it for 6 to 8 seconds before putting it in their inventory.== Sounds =={{edition|java}}:{{Sound table|sound=Random break.ogg|subtitle=Item breaks|source=player|description=When a pickaxe's durability is exhausted|id=entity.item.break|translationkey=subtitles.entity.item.break|volume=0.8|pitch=0.8-1.2|distance=16|foot=1}}{{edition|bedrock}}:{{Sound table|type=bedrock|sound=Random break.ogg|source=player|description=When a shovel's durability is exhausted|id=random.break|volume=1.0|pitch=0.9|foot=1}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Wooden Pickaxe|spritetype=item|nameid=wooden_pickaxe|form=item}}{{ID table|displayname=Stone Pickaxe|spritetype=item|nameid=stone_pickaxe|form=item}}{{ID table|displayname=Iron Pickaxe|spritetype=item|nameid=iron_pickaxe|form=item}}{{ID table|displayname=Diamond Pickaxe|spritetype=item|nameid=diamond_pickaxe|form=item}}{{ID table|displayname=Golden Pickaxe|spritetype=item|nameid=golden_pickaxe|form=item}}{{ID table|displayname=Netherite Pickaxe|spritetype=item|nameid=netherite_pickaxe|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Wooden Pickaxe|spritetype=item|nameid=wooden_pickaxe|id=310|form=item}}{{ID table|displayname=Stone Pickaxe|spritetype=item|nameid=stone_pickaxe|id=314|form=item}}{{ID table|displayname=Iron Pickaxe|spritetype=item|nameid=iron_pickaxe|id=297|form=item}}{{ID table|displayname=Diamond Pickaxe|spritetype=item|nameid=diamond_pickaxe|id=318|form=item}}{{ID table|displayname=Golden Pickaxe|spritetype=item|nameid=golden_pickaxe|id=324|form=item}}{{ID table|displayname=Netherite Pickaxe|spritetype=item|nameid=netherite_pickaxe|id=606|form=item|foot=1}}== Achievements =={{Load achievements|Time to mine!;Getting an Upgrade;MOAR Tools ;Oooh, shiny!}}== Advancements =={{load advancements|Getting an Upgrade;Isn't It Iron Pick;Stone Age;Oh Shiny}}== Video =={{yt|G_HTViy2JTo}}== History =={{History|java indev}}{{History||0.31|snap=20100110|[[File:Iron Pickaxe JE1.png|32px]] Added iron pickaxes.|A pickaxe is used to gather [[stone]] materials 400% faster than by hand.|When starting in a new world, the [[player]] is given one of each [[tool]].}}{{History|||snap=20100124|A complete tool set is no longer given to the player on starting a new world. Instead, there are multiple [[chest]]s in the later called "[[Indev House]]" containing a stack of most accessible [[blocks]]/[[items]] including [[tools]].}}{{History|||snap=20100128|[[File:Wooden Pickaxe JE1 BE1.png|32px]] [[File:Stone Pickaxe JE1 BE1.png|32px]] [[File:Diamond Pickaxe JE1 BE1.png|32px]] Tools now have tiers. Wooden, stone, and diamond pickaxes have been added.|[[File:Iron Pickaxe JE2 BE1.png|32px]] The texture of iron pickaxes has been changed.|A pickaxe held by the [[player]] is now rendered to appear more 3D.|They cannot be crafted yet, but have been added to the item chest in the Indev house.}}{{History|||snap=20100129|Wood, stone, iron, and diamond pickaxes can now be [[craft]]ed.}}{{History|||snap=20100130|[[File:Golden Pickaxe JE1.png|32px]] Pickaxes can now be made out of [[gold]].}}{{History|||snap=20100201-1|Tools, including pickaxes, now take [[damage]] when being used. |Better tools, including pickaxes, now last longer.}}{{History|||snap=20100201-2|Better pickaxes are now required to mine harder materials.}}{{History||20100206|[[File:Golden Pickaxe JE2 BE1.png|32px]] The texture of golden pickaxes has been changed.}}{{History|java beta}}{{History||1.2|Before, the pickaxe had much less [[item durability|durability]] (usually half as much).|Gold pickaxes now [[breaking|mine]] certain materials much faster.}}{{History||1.8|snap=Pre-release|Iron pickaxes are now found in the new [[stronghold]] storeroom [[chest]]s, and in the new [[mineshaft]] chests.}}{{History|java}}{{History||1.0.0|snap=Beta 1.9 Prerelease 3|Iron pickaxes can now be found in the new [[stronghold]] altar [[chest]]s.}}{{History|||snap=RC1|Pickaxes and other [[tool]]s now make a [[sound]] when they break.}}{{History||1.1|snap=12w01a|Iron pickaxes are now found in the new [[village]] blacksmith chests.}}{{History||1.2.4|snap=release|[[Spruce planks]], [[birch planks]], and [[jungle planks]] can now be used to craft wooden pickaxes.}}{{History||1.3.1|snap=12w16a|Wooden and stone pickaxes are now found in the new [[bonus chest]]s.}}{{History|||snap=12w18a|Wooden pickaxes can now be used as fuel in a [[furnace]].}}{{History|||snap=12w21a|Blacksmith [[villager]]s now [[trading|sell]] 1 diamond pickaxe for 10–11 [[emerald]]s, and 1 iron pickaxe for 7–8 emeralds.}}{{History||1.6.1|snap=13w21a|Instead of replacing the barehanded [[damage]] ({{hp|1}}), pickaxes now add their damage onto the barehanded damage, which results in all pickaxes doing {{hp|1}} more damage than before.}}{{History||1.7.2|snap=1.7.1|[[Acacia planks]] and [[dark oak planks]] can now be used to craft wooden pickaxes.}}{{History||1.8|snap=14w02a|Tool smith villagers now [[trading|sell]] 1 [[enchanting|enchanted]] diamond pickaxe for 12–15 emeralds, and 1 enchanted iron pickaxe for 9–11 emeralds. |Unenchanted pickaxes are no longer sold by [[villager]]s.}}{{History||1.9|snap=15w31a|Enchanted iron and diamond pickaxes can now be found in the [[end ship]] [[chest]]s in [[end city|end cities]].}}{{History|||snap=15w34a|Pickaxes now use the "attack strength" combat mechanic meter. The time it takes for the meter to fill up for a pickaxe is 0.8 seconds.}}{{History|||snap=15w34c|Pickaxes now do less [[damage]], but recover quicker.}}{{History|||snap=15w35a|Pickaxes now recover more slowly.}}{{History|||snap=15w44a|The average yield of wood and stone pickaxes in [[bonus chest]]s has been decreased.|The average yield of iron pickaxes in [[mineshaft]] [[chest]]s has been increased.}}{{History||1.11.1|snap=16w50a|Golden and iron pickaxes can now be [[smelting|smelted]] down into one of their respective [[nugget]]s.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral IDs were 270, 274, 257, 278 and 285.}}{{History||1.14|snap=18w43a|[[File:Wooden Pickaxe JE2 BE2.png|32px]] [[File:Stone Pickaxe JE2 BE2.png|32px]] [[File:Iron Pickaxe JE3 BE2.png|32px]] [[File:Golden Pickaxe JE3 BE2.png|32px]] [[File:Diamond Pickaxe JE2 BE2.png|32px]] The textures of all pickaxes have been changed.}}{{History|||snap=18w50a|Iron pickaxes can now be found in chests in [[village]] toolsmith houses.}}{{History|||snap=19w11a|Toolsmith [[villager]]s now [[trading|sell]] stone pickaxes.}}{{History|||snap=19w13a|Toolsmith villagers now give stone pickaxes to players under the [[Hero of the Village]] effect.}}{{History||1.16|snap=20w06a|[[File:Netherite Pickaxe JE1.png|32px]] Added netherite pickaxes.|Netherite pickaxes are obtained by combining one diamond pickaxe and one netherite ingot in a crafting table.|[[Crimson planks]] and [[warped planks]] can now be used to craft wooden pickaxes.}}{{History|||snap=20w09a|[[File:Wooden Pickaxe JE3 BE3.png|32px]] [[File:Golden Pickaxe JE4 BE3.png|32px]] [[File:Diamond Pickaxe JE3 BE3.png|32px]] [[File:Netherite Pickaxe JE2 BE1.png|32px]] The textures of wooden, golden, diamond, and netherite pickaxes have been changed.}}{{History|||snap=20w10a|[[File:Netherite Pickaxe JE3.png|32px]] Changed a pixel of the texture of netherite pickaxes.|Netherite pickaxes can no longer be crafted.|Netherite pickaxes are now obtained by combining one diamond pickaxe and one netherite ingot in a smithing table.}}{{History|||snap=20w15a|Stone pickaxes can now be crafted using [[blackstone]].}}{{History|||snap=20w16a|Golden pickaxes now generate randomly enchanted in[[ruined portal]]chests.}}{{History||1.16.2|snap=20w30a|Randomly enchanted diamond pickaxes can now be found in [[bastion remnant]] chests.}}{{History||1.17|snap=21w08a|Stone pickaxe can now be crafted using [[cobbled deepslate]].}}{{History||1.19|snap=22w11a|[[Mangrove planks]] can now be used to craft wooden pickaxes.}}{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Upgrading diamond pickaxes to netherite pickaxes now requires the netherite upgrade [[smithing template]].}}{{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 sell an enchanted iron pickaxe.}}{{History||Combat Tests|snap=1.14.3 - Combat Test|The attack speed for all pickaxes has been increased to 2.5.|The [[damage]] for all pickaxes has been increased by {{hp|1}}.}}{{History|pocket alpha}}{{History||v0.2.0|[[File:Stone Pickaxe JE1 BE1.png|32px]] Added stone pickaxes.}}{{History||v0.3.0|[[File:Wooden Pickaxe JE1 BE1.png|32px]] Added wooden pickaxes.|Survival players no longer start out with an infinite durability stone pickaxe in the inventory.}}{{History||v0.3.2|[[File:Iron Pickaxe JE2 BE1.png|32px]] [[File:Golden Pickaxe JE2 BE1.png|32px]] [[File:Diamond Pickaxe JE1 BE1.png|32px]] Added iron, gold, and diamond pickaxes.}}{{History||v0.4.0|Removed stone pickaxes from the creative inventory.}}{{History||v0.11.0|snap=build 11|All pickaxes are now available in the [[creative]] inventory.}}{{History|||snap=build 12|All pickaxes have been removed from creative.}}{{History|||snap=build 13|Pickaxes have been re-added to creative mode.}}{{History||v0.14.0|snap=build 1|Iron pickaxes can now be found inside [[minecart with chest]]s in [[mineshaft]]s.}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|[[Enchanting|Enchanted]] iron pickaxes and enchanted diamond pickaxes can now be found in [[end city|end cities]].}}{{History||1.0.4|snap=alpha 1.0.4.0|Toolsmith [[villager]]s now [[trading|sell]] enchanted diamond pickaxes for 12-15 emeralds as their last tier trades and enchanted iron pickaxes for 9-11 [[emerald]]s as their second tier trades.}}{{History||1.1.0|snap=alpha 1.1.0.0|Iron and golden pickaxes are now [[smelting|smeltable]].}}{{History|bedrock}}{{History||1.2.0|snap=beta 1.2.0.2|Wooden and stone pickaxes can now be found inside [[bonus chest]]s.}}{{History||1.10.0|snap=beta 1.10.0.3|Iron pickaxes can now be found in [[plains]] [[village]] weaponsmith houses.|[[File:Wooden Pickaxe JE2 BE2.png|32px]] [[File:Stone Pickaxe JE2 BE2.png|32px]] [[File:Iron Pickaxe JE3 BE2.png|32px]] [[File:Golden Pickaxe JE3 BE2.png|32px]] [[File:Diamond Pickaxe JE2 BE2.png|32px]] The textures of all pickaxes have been changed.}}{{History||1.11.0|snap=beta 1.11.0.1|Iron pickaxes can now be found in [[village]] toolsmiths [[chest]]s and in [[savanna]], [[taiga]], [[snowy taiga]] and [[desert]] village weaponsmith chests.}}{{History|||snap=beta 1.11.0.4|[[Trading]] has been changed, toolsmith [[villager]]s now have a 25% chance to [[trading|sell]] an [[enchanting|enchanted]] iron pickaxe for 3 [[emerald]]s as part of their third tier trades, and an enchanted diamond pickaxe now costs 13 emeralds.|Stone pickaxes can now be bought from toolsmith villagers.}}{{History||1.16.0|snap=beta 1.16.0.51|[[File:Netherite Pickaxe JE2 BE1.png|32px]] Added netherite pickaxes.|Netherite pickaxes are obtained by combining one diamond pickaxe and one netherite ingot in a crafting table.|[[File:Wooden Pickaxe JE3 BE3.png|32px]] [[File:Golden Pickaxe JE4 BE3.png|32px]] [[File:Diamond Pickaxe JE3 BE3.png|32px]] The textures of wooden, golden, and diamond pickaxes have been changed.}}{{History|||snap=beta 1.16.0.57|Netherite pickaxes can no longer be crafted.|Netherite pickaxes are now obtained by combining one diamond pickaxe and one netherite ingot in a smithing table.|Stone pickaxes can now be crafted using [[blackstone]].|Golden pickaxes now generate randomly enchanted in[[ruined portal]]chests.|Netherite pickaxe now generate randomly enchanted in [[bastion remnant]] chest.}}{{History||1.17.10|snap=beta 1.17.10.20|[[File:Netherite Pickaxe JE3.png|32px]] Changed a pixel of the texture of netherite pickaxes to match ''Java Edition''.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Wooden Pickaxe JE1 BE1.png|32px]] [[File:Stone Pickaxe JE1 BE1.png|32px]] [[File:Iron Pickaxe JE2 BE1.png|32px]] [[File:Golden Pickaxe JE2 BE1.png|32px]] [[File:Diamond Pickaxe JE1 BE1.png|32px]] Added pickaxes (all five types).}}{{History||xbox=TU53|xbone=CU43|ps=1.49|wiiu=Patch 23|switch=1.0.3|Iron and golden pickaxes are now [[smelting|smeltable]].}}{{History|Ps4}}{{History||1.90|[[File:Wooden Pickaxe JE2 BE2.png|32px]] [[File:Stone Pickaxe JE2 BE2.png|32px]] [[File:Iron Pickaxe JE3 BE2.png|32px]] [[File:Golden Pickaxe JE3 BE2.png|32px]] [[File:Diamond Pickaxe JE2 BE2.png|32px]] The textures of all pickaxes have been changed.}}{{History|New Nintendo 3DS Edition}}{{History||0.1.0|[[File:Wooden Pickaxe JE1 BE1.png|32px]] [[File:Stone Pickaxe JE1 BE1.png|32px]] [[File:Iron Pickaxe JE2 BE1.png|32px]] [[File:Golden Pickaxe JE2 BE1.png|32px]] [[File:Diamond Pickaxe JE1 BE1.png|32px]] Added pickaxes.}}{{History|foot}}== Issues =={{issue list}}== Trivia ==*The golden pickaxe is the only pickaxe that is unable to harvest the material it is made from.*The pickaxe is the only block-breaking tool without a {{control|use}} (right-click) function.=== Publicity ===*Plastic diamond pickaxes are official ''[[Minecraft]]'' merchandise.<ref>https://shop.minecraft.net/products/minecraft-pickaxe?_pos=3&_psq=pickaxe&_ss=e&_v=1.0</ref>*In the game [[wikipedia:Naughty Bear: Panic in Paradise|''Naughty Bear: Panic in Paradise'']], the player can buy a diamond pickaxe which, according to the game, is made by "Kick it up a Notch Pickaxes", referring to [[Notch]].*In mobile game ''[https://play.google.com/store/apps/details?id=br.com.tapps.vloggergoviral Vlogger Go Viral]'' clicker game, after buying the figurine shelf, there is a model of a diamond pickaxe stuck to a [[grass block]].*In the game [[wikipedia:The Elder Scrolls V: Skyrim|''The Elder Scrolls V: Skyrim'']], the player can find a pickaxe called the "Notched Pickaxe", evidently an [[easter egg]].*In the game [[wikipedia:Offensive Combat|''Offensive Combat'']], a stone pickaxe can be used as a melee weapon with the name of "The Notch Carver".*In the game [[wikipedia:The Binding of Isaac (video game)|''The Binding of Isaac'']], an obtainable item named "Notched Axe", also with a drawn 8-bit look, can be used to destroy rocks. The Notched Axe also makes a return in the game's remake, [[wikipedia:The Binding of Isaac: Rebirth|''The Binding of Isaac: Rebirth'']].*In the game [[wikipedia:Borderlands 2|''Borderlands 2'']], the player can find a secret area hidden away by blocks resembling Minecraft [[dirt]], also once inside the player can fight Creeper and the Mother Creeper to get rare Minecraft-related skins.*In the game [[wikipedia:Octodad: Dadliest Catch|''Octodad: Dadliest Catch'']], the supermarket level has a "Mintcraft" display, an obvious parody of Minecraft, even including toy pickaxes and a creeper head.*In the game [[wikipedia:Transformice|''Transformice'']], a diamond pickaxe can be found in the shop.== Gallery ==<gallery>File:Pickaxe in Mineshaft Chest.png|A naturally generated pickaxe.Live in Your World JINX.jpg|Official T-shirt artwork "Live in Your World" featuring an iron pickaxe made by [https://www.jinx.com JINX].Pickaxe JINX.jpg|Official T-shirt artwork of a pickaxe made by JINX.Stone Pickaxe SDGP.png|Stone pickaxe in the [[Super Duper Graphics Pack]].Iron Pickaxe SDGP.png|Iron pickaxe in the [[Super Duper Graphics Pack]].</gallery>=== Enchanted pickaxes ===<gallery>Enchanted Wooden Pickaxe.gifEnchanted Stone Pickaxe.gifEnchanted Iron Pickaxe.gifEnchanted Golden Pickaxe.gifEnchanted Diamond Pickaxe.gifEnchanted Netherite Pickaxe.gif</gallery>== References =={{reflist}}== External Links ==*[https://www.minecraft.net/en-us/article/taking-inventory-pickaxe Taking Inventory: Pickaxe] – Minecraft.net on May 10, 2018{{items}}[[Category:Combat]][[cs:Krumpáč]][[de:Spitzhacke]][[es:Pico]][[fr:Pioche]][[hu:Csákány]][[it:Piccone]][[ja:ツルハシ]][[ko:곡괭이]][[nl:Houweel]][[pl:Kilof]][[pt:Picareta]][[ru:Кирка]][[th:อีเต้อ]][[uk:Кайло]][[zh:镐]]</li><li>[[Head|Head]]<br/>{{Block| image = <gallery>Skeleton Skull.png | SkeletonWither Skeleton Skull.png | Wither Skeleton Player Head.png | PlayerZombie Head.png| ZombieCreeper Head.png | CreeperDragon Head.png | DragonPiglin Head.png | Piglin</gallery>| transparent = Yes| light = No| tool = any| renewable = * '''Skeleton, Wither Skeleton, Zombie, Creeper, Piglin:''' * Yes* '''Dragon, Player:'''* No| stackable = Yes (64)| flammable = No| lavasusceptible = No| rarity = Uncommon}}A '''head''' or '''skull''' is a [[block]] modeled after the head of a specific [[entity]]. There are seven types of heads: [[player]] ([[Steve]]'s head by default), [[zombie]], [[skeleton]], [[wither skeleton]], [[creeper]], [[piglin]], and [[dragon]].== Obtaining ===== Breaking ===A mob head can be mined using any item,<ref>{{bug|MC-192905||Heads & Skulls have no assigned tool}}</ref> and drops itself when broken.{{breaking row|horizontal=1|Mob Head|sprite=Heads}}If a head is pushed by a [[piston]] or comes in contact with [[water]] or [[lava]], it breaks off as an [[item (entity)|item]].When destroyed by an [[explosion]], the head ''always'' drops as an item.===Natural generation===Dragon heads generate on [[end ships]] found in [[End City|end cities]].Skeleton skulls can generate in [[ancient cities]], which sometimes generate in the [[deep dark]].=== Mob loot ===A [[wither skeleton]] has a 2.5% chance of dropping a wither skeleton skull when killed by a player or a tamed [[wolf]]. The chance is increased by 1% per level of [[Looting]], for a maximum of 5.5% with Looting III. {{IN|bedrock}}, the chance is increased by 2% per level of [[Looting]], for a maximum of 8.5% with Looting III.[[Skeleton]], [[wither skeleton]], [[zombie]], [[creeper]] and [[piglin]] heads are always dropped by the respective mob if it dies due to a [[charged creeper]]'s explosion. {{IN|bedrock}}, if multiple mobs are killed by the same charged creeper, all of them drop their heads, however {{in|java}} only one mob selected at random drops its head.<ref>{{bug|MC-63534|||WAI}}</ref> If an [[ender dragon]] or a [[player]] is killed by a charged creeper, it does not drop its head.<ref name=":0">{{bug|MC-132933|||WAI}}</ref>==Usage =====Decoration===Mob heads can be oriented in 16 different directions on top of a block, and 4 directions on the sides of blocks, similar to [[sign]]s. They can be placed on top of, or beside each other by shift clicking.When placed and powered by redstone, the piglin and dragon heads plays an animation. The piglin head flaps its ears (2 times per second for the right ear and 2.5 times per second for the left ear) while the dragon head opens and closes its mouth repeatedly (2 times per second). The same animation occurs when worn by a (horizontally) moving player, zombie, skeleton, or [[armor stand]] (note: the animation does not play if the <code>NoGravity</code> tag is set to 1)=== Wearing ==={{See also|#Renders}}The player can wear heads, similarly to [[pumpkin]]s or helmets. This overlays the second layer of the player's [[skin]].====Disguise====Wearing the corresponding mob head reduces the detection range for [[skeleton]]s (but not [[wither skeleton]]s), [[creeper]]s, [[zombie]]s, and [[piglin]]s to 50% of the normal range. This is similar to (and stacks with) the reductions in detection range from [[sneaking]] and from the [[Invisibility]] status effect.{{IN|bedrock}}, wearing any mob head or carved pumpkin makes the player invisible to other players on a locator [[map]].=== Withers==={{FakeImage|{{BlockGrid|scale=2|w=Wither Skeleton Skull|s=Soul Sand|www|sss| s }}|Wither build configuration}}[[Wither]]s can be spawned by placing soul sand or soul soil in a T shape, and putting 3 wither skeleton skulls on top of the T. The T can be horizontal or vertical. The last block placed must be one of the three wither skeleton skulls. A dispenser can also create a wither, by placing the final skull onto soul sand directly in front of and below it.===Dispensers===A [[dispenser]] can equip a mob head on a player, mob, or armor stand with an empty helmet slot, within the block the dispenser is facing.[[Dispenser]]s can also complete the construction of a wither.=== Crafting ingredient==={{crafting usage|Wither Skeleton Skull,Creeper Head|continue=1}}{{Crafting |ignoreusage=1 |ingredients=Any '''Mob head''' +<br>[[Gunpowder]] +<br>Any [[Dye]] |Gunpowder |Wither Skeleton Skull;Skeleton Skull;Zombie Head;Head;Creeper Head;Dragon Head;Player Head |Matching Dye |Output= Matching Firework Star |description=Forms Creeper shape |foot=1}}===Enchantments===Mob heads can receive the following enchantments, but only through an [[anvil]].{| class="wikitable col-2-center col-3-right"|+!Name!Max Level![[Enchanting|Method]]|-|[[Curse of Binding]]|I|{{Inventory slot|Anvil}}|-|[[Curse of Vanishing]]|I|{{Inventory slot|Anvil}}|-|}=== Note blocks ===Placing a head above a [[note block]] causes the note block to play the corresponding mob's {{cd|ambient}} sound when activated. The only exception is the creeper head; as creepers don't make {{cd|ambient}} sounds, the note block plays the {{cd|primed}} (hissing) sound instead.The block below the note block does not affect the mob sound it creates.==Player skins=={{exclusive|java|section=1}}Human heads have an extra usage for map makers, they can be given [[Chunk format#Entity Format|NBT data]] so that they appear with the skin of any ''Minecraft'' account. This means if a player knows that a specific account has a head that is desired to display, the NBT data can be edited to make it appear.The command to give the player a head with the skin of another player is {{cmd|give @s minecraft:player_head{SkullOwner:"<''PlayerName''>"} }}. Commonly, this kind of head is called a custom head. Another command to give the player a head with another player's skin is {{cmd|give @s minecraft:player_head{SkullOwner:{Id:"<''PlayerUUID''>",Properties:{textures:[{Value:"<''SkinURL''>"}]} } } }}. ''SkinURL'' is a string encoded in [https://en.wikipedia.org/wiki/Base64 Base64] containing the URL of the player's skin.<ref>Example: {"textures":{"SKIN":{"url":"<nowiki>http://textures.minecraft.net/texture/292009a4925b58f02c77dadc3ecef07ea4c7472f64e0fdc32ce5522489362680"}}}</ref> A player head saves the skin of the player from the time it was created, meaning if the player changes their skin, the head still displays the original texture.<ref>{{tweet|Dinnerbone|464414369452142592|Skulls are a snapshot of the skin as it was made; just change your skin, make a skull, and change your skin back. That's intended behaviour.|May 8, 2014}}</ref>Note that it is therefore necessary to be connected to the internet to load the texture of a skin, whatever the property used.When they are loaded for the first time by the client, the skins textures are cached in {{code|[[.minecraft]]\assets\skins\(subfolders)\(files)}}.If the client does not have access to the internet when it first loads, the player's head displays a regular head (Steve's skin) which is also cached.Afterwards, even if the client reconnects to the internet, in order to display the skin correctly, it is necessary to clear the cache manually by deleting the recently created files in {{code|[[.minecraft]]\assets\skins\(subfolder)}}, then restarting the game.When NBT-customized heads (with names and lores) are placed on the ground, they lose their names and given lores upon picking up. Therefore, using Ctrl + {{ctrl|pick block}} on a custom player head gives the player a head that still retains its textures, but with no lores and its name is reset to either {{code|[PlayerName]'s Head}} (heads obtained by MHF-Marc's Head Format or existing players in the world) or {{code|Player Head}} (heads obtained by using skin URLs).=== Marc's Head Format===[[File:Allmobheads.png|thumb|right|Most of the MHF mob heads provided.]]{{exclusive|Java|section=1}}[[Marc Watson]] created a number of accounts with specific skins so map makers could use common heads without the risk of someone changing their skins.<ref>{{reddit|1m0itx/twitter_marc_irl_mapmakers_would_it_be_useful|cc4m1cq|I'm here to make it so that people don't have to worry about having a consistent account whose skin might change.|Marc_IRL|September 9, 2013}}</ref> Nowadays, since heads do not update the skin if a player changes their skin, this is not something map-makers need to worry about, though these skins are still useful. These accounts have names in the format <code>MHF_<''Name''></code>, for example <code>MHF_PigZombie</code> is the name of a ''Minecraft'' user with a [[zombified piglin]] head. MHF stands for "Marc's Head Format".<ref>{{tweet|Marc_IRL|377453670410891264|head format. I needed to pick a prefix that was short and not already taken by other usernames.|September 10, 2013}}</ref> There are also a few blocks and "bonus" heads, for more variety. These player heads have not been updated in compliance with the [[Texture Update]], and are outdated.Because these are names of player accounts, these heads are obtained or placed using the <code>SkullOwner</code> tag, for instance: {{cmd|/give @s minecraft:player_head{SkullOwner:"MHF_''<Name>''"}<nowiki />}}.The following names/heads have been made available:<ref>{{tweet|Marc_IRL|542330244473311232|For those following the MHF list, I have presents for you. Full list of accounts I've made: http://pastebin.com/5mug6EBu|December 9, 2014}}</ref> <!--DO NOT add ANY skull to this list without a source that it is made by Mojang; unsourced additions will be reverted!In particular:* MHF_Apple, MHF_Wither and MHF_Tree are not made by Mojang, see {{tweet|Marc_IRL|542599419678707714}} and {{tweet|Marc_IRL|590522239616954369}}* MHF_Guardian is unofficial, see http://redd.it/3439u0-->;Mobs<div class="list-style-none" style="-moz-column-width:15em;-webkit-column-width:15em;column-width:15em">*{{InvSprite|MHF Alex}} MHF_Alex*{{InvSprite|MHF Blaze}} MHF_Blaze*{{InvSprite|MHF CaveSpider}} MHF_CaveSpider*{{InvSprite|MHF Chicken}} MHF_Chicken*{{InvSprite|MHF Cow}} MHF_Cow*{{InvSprite|MHF Creeper}} MHF_Creeper*{{InvSprite|MHF Enderman}} MHF_Enderman*{{InvSprite|MHF Ghast}} MHF_Ghast*{{InvSprite|MHF Golem}} MHF_Golem*{{InvSprite|MHF Herobrine}} MHF_Herobrine*{{InvSprite|MHF LavaSlime}} MHF_LavaSlime*{{InvSprite|MHF MushroomCow}} MHF_MushroomCow*{{InvSprite|MHF Ocelot}} MHF_Ocelot*{{InvSprite|MHF Pig}} MHF_Pig*{{InvSprite|MHF PigZombie}} MHF_PigZombie*{{InvSprite|MHF Sheep}} MHF_Sheep*{{InvSprite|MHF Skeleton}} MHF_Skeleton*{{InvSprite|MHF Slime}} MHF_Slime*{{InvSprite|MHF Spider}} MHF_Spider*{{InvSprite|MHF Squid}} MHF_Squid*{{InvSprite|MHF Steve}} MHF_Steve*{{InvSprite|MHF Villager}} MHF_Villager*{{InvSprite|MHF WSkeleton}} MHF_WSkeleton*{{InvSprite|MHF Zombie}} MHF_Zombie</div>;Blocks<div class="list-style-none" style="-moz-column-width:15em;-webkit-column-width:15em;column-width:15em">*{{InvSprite|MHF Cactus}} MHF_Cactus*{{InvSprite|MHF Cake}} MHF_Cake*{{InvSprite|MHF Chest}} MHF_Chest*{{InvSprite|MHF CoconutB}} MHF_CoconutB*{{InvSprite|MHF CoconutG}} MHF_CoconutG*{{InvSprite|MHF Melon}} MHF_Melon*{{InvSprite|MHF OakLog}} MHF_OakLog*{{InvSprite|MHF Present1}} MHF_Present1*{{InvSprite|MHF Present2}} MHF_Present2*{{InvSprite|MHF Pumpkin}} MHF_Pumpkin*{{InvSprite|MHF TNT}} MHF_TNT*{{InvSprite|MHF TNT2}} MHF_TNT2</div>;Bonus<div class="list-style-none" style="-moz-column-width:15em;-webkit-column-width:15em;column-width:15em">*{{InvSprite|MHF ArrowUp}} MHF_ArrowUp*{{InvSprite|MHF ArrowDown}} MHF_ArrowDown*{{InvSprite|MHF ArrowLeft}} MHF_ArrowLeft*{{InvSprite|MHF ArrowRight}} MHF_ArrowRight*{{InvSprite|MHF Exclamation}} MHF_Exclamation*{{InvSprite|MHF Question}} MHF_Question</div>==Sounds=====Generic==={{Sound table/Block/Stone}}===Unique==={{Edition|Java}}:{{Sound table|sound=Zombie idle1.ogg|sound2=Zombie idle2.ogg|sound3=Zombie idle3.ogg|subtitle=Zombie groans|source=record|description=When a zombie head is played using a note block|id=block.note_block.imitate.zombie|translationkey=subtitles.entity.zombie.ambient|volume=3.0|pitch=1.0|distance=16}}{{Sound table|sound=Skeleton idle1.ogg|sound2=Skeleton idle2.ogg|sound3=Skeleton idle3.ogg|subtitle=Skeleton rattles|source=record|description=When a skeleton skull is played using a note block|id=block.note_block.imitate.skeleton|translationkey=subtitles.entity.skeleton.ambient|volume=3.0|pitch=1.0|distance=16}}{{Sound table|sound=Creeper fuse.ogg|subtitle=Creeper hisses|source=record|description=When a creeper head is played using a note block|id=block.note_block.imitate.creeper|translationkey=subtitles.entity.creeper.primed|volume=3.0|pitch=0.5|distance=16}}{{Sound table|sound=Ender dragon idle1.ogg|sound2=Ender dragon idle2.ogg|sound3=Ender dragon idle3.ogg|sound4=Ender dragon idle4.ogg|subtitle=Dragon roars|source=record|description=When an ender dragon head is played using a note block|id=block.note_block.imitate.ender_dragon|translationkey=subtitles.entity.ender_dragon.ambient|volume=3.0|pitch=1.0|distance=16}}{{Sound table|sound=Wither skeleton idle1.ogg|sound2=Wither skeleton idle2.ogg|sound3=Wither skeleton idle3.ogg|subtitle=Wither Skeleton rattles|source=record|description=When a wither skeleton skull is played using a note block|id=block.note_block.imitate.wither_skeleton|translationkey=subtitles.entity.wither_skeleton.ambient|volume=3.0|pitch=1.0|distance=16}}{{Sound table|sound=Piglin idle1.ogg|sound2=Piglin idle2.ogg|sound3=Piglin idle3.ogg|sound4=Piglin idle4.ogg|sound5=Piglin idle5.ogg|subtitle=Piglin snorts|source=record|description=When a piglin head is played using a note block|id=block.note_block.imitate.piglin|translationkey=subtitles.entity.piglin.ambient|volume=1.98|pitch=1.0|distance=16}}{{Sound table|sound=Equip generic1.ogg|sound2=Equip generic2.ogg|sound3=Equip generic3.ogg|sound4=Equip generic4.ogg|sound5=Equip generic5.ogg|sound6=Equip generic6.ogg|subtitle=Gear equips|source=player|description=When a carved pumpkin is equipped|id=item.armor.equip_generic|translationkey=subtitles.item.armor.equip|volume=1.0|pitch=1.0|distance=16|foot=1}}<!--volumes and pitches seem to be approximately v=0.9 p=0.84, but those values are approximate and are not in the files. They are probably inside of the code.-->{{Edition|Bedrock}}:{{Sound table|type=bedrock|sound=Zombie idle1.ogg|sound2=Zombie idle2.ogg|sound3=Zombie idle3.ogg|source=record|description=When a zombie head is played using a note block|id=note.zombie|pitch=0.84 <ref group=sound name=pitch>Actually equal to <math>\frac{1}{\sqrt[4]{2}}</math>, which is about 0.8409</ref>}}{{Sound table|sound=Skeleton step1.ogg|sound2=Skeleton step2.ogg|sound3=Skeleton step3.ogg|sound4=Skeleton step4.ogg|source=record|description=When a skeleton skull is played using a note block<wbr><ref group=sound name=skeletoncreeper>{{Bug|MCPE-164530}}</ref>|id=note.skeleton|pitch=0.84 <ref group=sound name=pitch/>}}{{Sound table|sound=Fuse.ogg|source=record|description=When a creeper head is played using a note block<wbr><ref group=sound name=skeletoncreeper/>|id=note.creeper|pitch=0.84 <ref group=sound name=pitch/>}}{{Sound table|sound=Ender dragon idle1.ogg|sound2=Ender dragon idle2.ogg|sound3=Ender dragon idle3.ogg|sound4=Ender dragon idle4.ogg|source=record|description=When a dragon head is played using a note block|id=note.enderdragon|pitch=0.84 <ref group=sound name=pitch/>}}{{Sound table|sound=Skeleton step1.ogg|sound2=Skeleton step2.ogg|sound3=Skeleton step3.ogg|sound4=Skeleton step4.ogg|source=record|description=When a wither skeleton skull is played using a note block<wbr>{{Until|BE 1.20.40}}<wbr><ref group=sound name=skeletoncreeper/>|id=note.witherskeleton|pitch=0.84 <ref group=sound name=pitch/>}}{{Sound table|sound=Wither skeleton step1.ogg|sound2=Wither skeleton step2.ogg|sound3=Wither skeleton step3.ogg|sound4=Wither skeleton step4.ogg|source=record|description=When a wither skeleton skull is played using a note block<wbr>{{Upcoming|BE 1.20.40}}<wbr><ref group=sound name=skeletoncreeper/>|id=note.witherskeleton|pitch=0.84 <ref group=sound name=pitch/>}}{{Sound table|sound=Piglin angry1.ogg|sound2=Piglin angry2.ogg|sound3=Piglin angry3.ogg|sound4=Piglin angry4.ogg|source=record|description=When a piglin head is played using a note block<wbr><ref group=sound>{{Bug|MCPE-164710}}</ref>|id=note.piglin|pitch=0.84 <ref group=sound name=pitch/>}}{{Sound table|sound=Equip generic1.ogg|sound2=Equip generic2.ogg|sound3=Equip generic3.ogg|sound4=Equip generic4.ogg|sound5=Equip generic5.ogg|sound6=Equip generic6.ogg|source=player|description=When a carved pumpkin is equipped|id=armor.equip_generic|volume=1.0|pitch=1.0|foot=1}}==Data values=====ID==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Skeleton Skull|spritetype=block|nameid=skeleton_skull}}{{ID table|displayname=Wither Skeleton Skull|spritetype=block|nameid=wither_skeleton_skull}}{{ID table|displayname=Zombie Head|spritetype=block|nameid=zombie_head}}{{ID table|displayname=Player Head|spritetype=block|nameid=player_head}}{{ID table|displayname=Creeper Head|spritetype=block|nameid=creeper_head}}{{ID table|displayname=Dragon Head|spritetype=block|nameid=dragon_head}}{{ID table|displayname=Piglin Head|spritetype=block|nameid=piglin_head}}{{ID table|displayname=Skeleton Wall Skull|spritetype=block|nameid=skeleton_wall_skull|form=block}}{{ID table|displayname=Wither Skeleton Wall Skull|spritetype=block|nameid=wither_skeleton_wall_skull|form=block}}{{ID table|displayname=Zombie Wall Head|spritetype=block|nameid=zombie_wall_head|form=block}}{{ID table|displayname=Player Wall Head|spritetype=block|nameid=player_wall_head|form=block}}{{ID table|displayname=Creeper Wall Head|spritetype=block|nameid=creeper_wall_head|form=block}}{{ID table|displayname=Dragon Wall Head|spritetype=block|nameid=dragon_wall_head|form=block}}{{ID table|displayname=Piglin Wall Head|spritetype=block|nameid=piglin_wall_head|foot=1}}{{ID table|displayname=Block entity|spritename=heads|spritetype=block|nameid=skull|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|firstcolumnname=Head|shownumericids=y|showforms=y|generatetranslationkeys=y|displayname=Block|spritename=skulls|spritetype=block|nameid=skull|id=144|form=block|itemform=item.skull|translationkey=-}}{{ID table|displayname=Item|spritename=skulls|spritetype=item|nameid=skull|id=516|form=item|translationkey=item.skull.skeleton.name, item.skull.wither.name, item.skull.zombie.name, item.skull.char.name, item.skull.creeper.name, item.skull.dragon.name, item.skull.piglin.name|foot=1}}{{ID table|notnamespaced=y|displayname=Block entity|spritename=heads|spritetype=block|nameid=Skull|foot=1}}===Metadata==={{see also|Data values}}{{IN|bedrock}}, mob heads use the following data values:{{/DV}}===Item data==={{el|java}}:{{main|Player.dat format}}Player heads use item NBT to save the owner.<div class="treeview">* {{nbt|compound|tag}}: The item's '''tag''' tag.{{:Player.dat_format/Player Heads}}</div>{{el|bedrock}}::{{IN|bedrock}}, heads have no additional item tag.:See [[Bedrock Edition level format/Item format]].===Block states==={{see also|Block states}}{{/BS}}===Block data===A mob head has a block entity associated with it that holds additional data about the block.{{el|java}}:{{see also|Block entity format}}{{/BE}}{{el|bedrock}}::See [[Bedrock Edition level format/Block entity format]].== Achievements=={{load achievements|Camouflage;The Beginning?}}==Advancements=={{load advancements|Spooky Scary Skeleton;Withering Heights}}==History==''For a more in-depth breakdown of changes to textures and models, including a set of renders for each state combination, see [[/Asset history]]''{{History|java}}{{History||August 28, 2012|link={{tweet|jeb|240383066831462401}}|[[Jeb]] released images of the skeleton head, hinting of more types to come.}}{{History||PAX 2012|link={{ytl|IqciEbjYd-I|t=03m21s}}|At [[wikipedia:PAX (event)|PAX]], [[Dinnerbone]] revealed that there would be rare [[drops]] of these [[mob]]s.<ref>http://www.twitch.tv/pax2/b/330745811 (at 3:59:00)</ref>}}{{History||1.4.2|snap=12w36a|[[File:Skeleton Skull (item) JE1.png|32px]] [[File:Wither Skeleton Skull (item) JE1.png|32px]] [[File:Zombie Head (item) JE1.png|32px]] [[File:Player Head (item) JE1.png|32px]] [[File:Creeper Head (item) JE1.png|32px]] Added skeleton, wither skeleton, zombie, player, and creeper heads.|Wither skeleton skulls are rarely [[drops|dropped]] by the [[wither skeleton]] upon [[death]] (2.5% chance), while the other four are obtainable only from the [[creative]] [[inventory]].}}{{History|||snap=12w37a|[[File:Skeleton Skull (item) JE1 BE1.png|32px]] [[File:Wither Skeleton Skull (item) JE1 BE1.png|32px]] [[File:Zombie Head (item) JE1 BE1.png|32px]] [[File:Player Head (item) JE1 BE1.png|32px]] [[File:Creeper Head (item) JE1 BE1.png|32px]] Changed item textures.|Added as a hidden and disabled feature, player heads can now have the [[skin]] of a specific [[player]]. A line in the language file implies that there either used to be, or in a future update, the possibility of obtaining a specific player's head.<ref name="en_US 12w21">Snapshot 12w37a {{cd|lang/en_US.lang}}: <code>item.skull.player.name=%s's Head</code></ref> |Player heads do not [[drops|drop]] in vanilla, but mapmakers/modders/etc. can make them by adding an [[NBT format|NBT]] string tag <code>{"SkullOwner":"''player_name''"}</code> on the skull [[item]]s.<ref name="playerheads">{{reddit|zxn7u/its_apparently_my_cakeday_so_lets_cash_in_this}}</ref>}}{{History||November 7, 2012|link=https://www.reddit.com/r/minecraftsuggestions/comments/12qtbz/killing_other_players_with_a_sword_should_drop/c6xqpym/?context=3|[[Jeb]] states that the official opinion is that "[dropping] player heads [on player kills] are a bit too gory for [[Minecraft]], so it's better suited for a plugin or mod."}}{{History||1.4.6|snap=12w49a|Any kind of [[mob]] head can now be used to [[crafting|craft]] a [[firework star]] with [[creeper]]-face effect.}}{{History||1.7.2|snap=13w36a|Custom heads can now be obtained without third party programs via {{cmd|give}}.}}{{History||1.8|snap=14w03a|Player heads now show the [[skin]]'s hat layer (this also works when a [[mob]]/player wears the head).}}{{History|||snap=14w29a|Heads now display a cracking animation.}}{{History|||snap=14w30a|[[File:Skeleton Skull (item) JE2.png|32px]] [[File:Wither Skeleton Skull (item) JE2.png|32px]] [[File:Zombie Head (item) JE2.png|32px]] [[File:Player Head (item) JE2.png|32px]] [[File:Creeper Head (item) JE2.png|32px]] Player and mob heads in [[inventory|inventories]] and held by mobs/players now display as [[block]]s. |Skulls worn by [[mob]]s and [[player]]s are now displayed on the armor layer. Previously, the skull replaced the mob/player's head texture; the hat layer appeared over the skull.|Skeleton, zombie, and creeper heads are now available in [[survival]]. The player can obtain them by killing the appropriate mob with a charged [[creeper]].|Creeper heads and wither skeleton skulls are now used in [[crafting]] specific [[banner]] patterns.}}{{History|||snap=14w30b|A single charged creeper explosion no longer yields more than one [[mob]] head. The mob head that drops is chosen randomly.}}{{History||1.8.4|snap=release|For security reasons, custom heads can now have textures only from [[mojang.com]] and [[minecraft.net]].}}{{History||1.9|snap=15w31a|[[File:Dragon Head (8) JE2.png|32px]] Added dragon heads.|Dragon heads are currently available only in [[creative]] mode.|[[Mob]] heads now appear larger in the [[inventory]].}}{{History|||snap=15w32a|Creeper, zombie, and skeleton heads can now be worn to reduce detection by the corresponding mobs by 50%.}}{{History|||snap=15w32c|Dragon heads now generate on [[end ship]]s, meaning they are now obtainable in [[survival]].}}{{History|||snap=15w33c|The disguise that is given by mob heads now reduces detection range to 37.5% of normal.}}{{History|||snap=15w36a|The disguise that is given by mob heads now reduces detection range to 50% of normal again.}}{{History|||snap=15w39a|[[Dispenser]]s can now equip mob heads onto [[player]]s, [[mob]]s and [[armor stand]]s.}}{{History||1.13|snap=17w47a|The ID of heads have been split into 12; one of each available standard head, as well as a wall counterpart of each.|<code>skeleton_skull</code>, <code>wither_skeleton_skull</code>, <code>player_head</code>, <code>zombie_head</code>, <code>creeper_head</code> and <code>dragon_head</code> are now available as [[item]]s and placed [[block]]s with a <code>rotation</code> block state of 0-15.|<code>skeleton_wall_skull</code>, <code>wither_skeleton_wall_skull</code>, <code>player_wall_head</code>, <code>zombie_wall_head</code>, <code>creeper_wall_head</code> and <code>dragon_wall_head</code> are available only as placed blocks with a <code>facing</code> block state of north, south, east or west.|Prior to [[1.13/Flattening|''The Flattening'']], this [[block]]'s numeral ID was 144, and the [[item]]'s 397.}}{{History||1.19|snap=Deep Dark Experimental Snapshot 1|Skeleton skulls now generate as part of [[ancient cities]].}}{{History||November 14, 2022|link=https://www.minecraft.net/en-us/article/playable-mob-sounds-coming-minecraft-1-20|Piglin heads are announced to be added in [[Java Edition 1.20]] on the Minecraft website.}}{{History||1.19.3|snap=22w45a|[[File:Player Head (8) JE5.png|32px]] The texture of the player head has been changed.}}{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w46a|[[File:Piglin Head (8) JE1.png|32px]] Added piglin heads behind the [[Java Edition 1.20|Update 1.20 experimental datapack]].}}{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w03a|Heads can now be placed on top of note blocks without sneaking.}}<!-- {{History||1.19.4|snap=23w05a|Heads can now be swapped by let [[helmet]]s {{ctrl|using}} in the hotbar.<ref>{{bug|MC-216270|||Fixed}}</ref>}}{{History||?|Head can now be swapped in [[armor stand]]s by {{ctrl|using}} them/[[helmet]]s/[[carved pumpkin]]s in the armor stand's slot.}}RE-ADD WHEN THE WORDING IS BETTER -->{{History||1.20|snap=23w12a|Piglin heads are now available without using the "Update 1.20" experimental datapack.}}{{History|pocket alpha}}{{History||v0.12.1|snap=build 1|[[File:Skeleton Skull (item) JE1 BE1.png|32px]] [[File:Wither Skeleton Skull (item) JE1 BE1.png|32px]] [[File:Zombie Head (item) JE1 BE1.png|32px]] [[File:Player Head (item) JE1 BE1.png|32px]] [[File:Creeper Head (item) JE1 BE1.png|32px]] Added skeleton, wither skeleton, zombie, player, and creeper heads. |The skeleton, wither skeleton, zombie, player and creeper heads use the [[Java Edition|Java]] textures prior to [[Java Edition 14w30a|14w30a]].}} {{History||v0.14.0|snap=build 1|Mob heads can now be worn as armor.}}{{History||v0.16.0|snap=build 4|Wither skeleton skulls can now be used to spawn the [[wither]].}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|[[File:Dragon Head (item) BE1.png|32px]] Added dragon heads. |Dragon heads use a two-dimensional sprite, unlike [[Java Edition|Java]] does.}}{{History|bedrock}}{{History||1.2.0|snap=beta 1.2.0.2|Mob heads can now be used to craft [[firework star]]s.|Creeper heads and wither skeleton skulls are now used to [[crafting|craft]] specific patterns on [[banner]]s.}}{{History|||snap=beta 1.2.0.11|[[File:Skeleton Skull (item) BE2.png|32px]] [[File:Wither Skeleton Skull (item) BE2.png|32px]] [[File:Zombie Head (item) BE2.png|32px]] [[File:Head (item) BE2.png|32px]] [[File:Creeper Head (item) BE2.png|32px]] [[File:Dragon Head (item) BE2.png|32px]] [[Player]] and [[mob]] heads in [[inventory|inventories]] and when held by mobs/players now display as [[block]]s.}}{{History||1.10.0|snap=beta 1.10.0.3|Wither skeleton skulls and creeper heads can now be used to craft [[banner pattern]]s.}}{{History||November 14, 2022|link=https://www.minecraft.net/en-us/article/playable-mob-sounds-coming-minecraft-1-20|Piglin heads are announced to be added in [[Bedrock Edition 1.20.0]] on the Minecraft website.}}{{History||Next Major Update<br>(Experimental)|link=1.19.60|snap=beta 1.19.60.20|[[File:Piglin Head (item) BE1.png|32px]] Added piglin heads behind the "[[Bedrock Edition 1.20.0|Next Major Update]]" [[experimental]] toggle.}}{{History|||snap=beta 1.19.60.25|Heads can now be placed on top of note blocks without sneaking.}}{{History||1.20.0|snap=beta 1.20.0.21|Piglin heads are now available without using the "Next Major Update" experimental toggle.}}{{History||1.20.40|snap=beta 1.20.40.20|Wither skeleton skulls now make their respective step sounds when played by a note block.}}{{History|console}}{{History||xbox=TU12|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Skeleton Skull (item) JE1 BE1.png|32px]] [[File:Wither Skeleton Skull (item) JE1 BE1.png|32px]] [[File:Zombie Head (item) JE1 BE1.png|32px]] [[File:Player Head (item) JE1 BE1.png|32px]] [[File:Creeper Head (item) JE1 BE1.png|32px]] Added skeleton, wither skeleton, zombie, player, and creeper heads to the [[creative inventory]]. |Wither skeleton skulls currently do not have a use.}}{{History||xbox=TU19|xbone=CU7|ps=1.12|Wither skeleton skulls can now be obtained by killing [[wither skeleton]]s.|Wither skeleton skulls can now be used to build the [[wither]].}}{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|Skeleton, zombie, and creeper heads are now available in [[survival]]. The [[player]] can obtain them by killing the appropriate [[mob]] with a charged [[creeper]].}}{{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|[[File:Dragon Head (item) JE1.png|32px]] Added dragon heads.}}{{History|new 3ds}}{{History||0.1.0|[[File:Skeleton Skull (item) JE1 BE1.png|32px]] [[File:Wither Skeleton Skull (item) JE1 BE1.png|32px]] [[File:Zombie Head (item) JE1 BE1.png|32px]] [[File:Player Head (item) JE1 BE1.png|32px]] [[File:Creeper Head (item) JE1 BE1.png|32px]] Added skeleton, wither skeleton, zombie, player, and creeper heads.}}{{History||1.7.10|[[File:Dragon Head (item) BE1.png|32px]] Added dragon heads.}}{{History|foot}}===Skull "item"==={{:Technical blocks/Skull}}==Issues=={{issue list}}== Trivia==* Despite there being a default Steve head, heads for the other protagonist skins cannot be obtained without using custom names.*{{IN|be}}, the skull variant for the item is stored under the {{cd|damage}} component, normally used for items with [[durability]].*The head item's model when wore on a player is slightly larger than its placed block counterpart in the world, which in turn is also slightly larger than the actual player's head. Therefore, a player who wears their own head appears with a larger head.==Gallery=====Renders===<gallery>Steve wearing Skeleton Skull.png|Steve wearing Wither Skeleton Skull.png|Steve wearing Creeper Head.png|Steve wearing Zombie Head.png|Steve wearing Dragon Head.png|Alex wearing Skeleton Skull.png|Alex wearing Wither Skeleton Skull.png|Alex wearing Creeper Head.png|Alex wearing Zombie Head.png|Alex wearing Dragon Head.png|Dragon Head.gif|An animation of the dragon head when redstone power is supplied.</gallery>===Screenshots===<gallery>All The Heads.png|All of the heads.Headsrotation.png|Heads oriented in different directions.HeadsOnAFence.png|Heads are the same scale as [[cobblestone wall]] posts.Playerheads.png|A picture of player heads, including some Mojang characters.EndShipBow.png|A dragon head found at the bow of an end ship.</gallery>====Development====<gallery>1st image Mob Head.png|First screenshot released of heads.Minecart with chest and head thing.png|Notch's head in a [[minecart with chest]].PauseUnpause's Head 1.png|First image of held heads rendering as blocks.PauseUnpause's Head 2.png|Second image of held heads rendering as blocks.Pocket Edition Heads.jpg|First image of a head being worn in bedrock edition.1.16 Dev failed head holding.jpg|First attempt to fix {{bug|MC-91869}} by [[Xilefian]].1.16 Dev failed head holding 2.jpg|Second attempt.</gallery>===In other media===<gallery>Efe Looking at Makena Napping on a Note Block.jpg|[[Efe]] looking at [[Makena]] napping on a Note blockEfe Placing a Zombie Head on a Note Block.jpg|Efe placing a zombie head sneakily on the note block.Makena Waking up Startled by the Zombie Noise.jpg|Makena waking up startled at the sound of zombies being played on the note block.File:Piglin Head Animation.jpg|[[Sunny]] using a piglin head to make noise in a [[Crimson Forest]].<ref>https://www.instagram.com/p/Ct7CfOBplrG/</ref></gallery>==References=={{reflist}}{{blocks|Utility}}{{items}}[[Category:Utility blocks]][[Category:Manufactured blocks]][[Category:Generated structure blocks]][[Category:Block entities]][[Category:Non-solid blocks]][[cs:Hlava]][[de:Kopf]][[es:Cabeza]][[fr:Tête]][[hu:Mob fejek]][[it:Testa di creatura]][[ja:Mobの頭]][[ko:몹 머리]][[nl:Wezenhoofd]][[pl:Głowa]][[pt:Cabeça de criatura]][[ru:Голова]][[uk:Голова]][[zh:生物头颅]]</li></ul></nowiki>
23w14aTorchflower seeds can now be picked up by farmer villagers.
23w16aFarmer villagers can now plant torchflower seeds and pitcher pods.
1.20.2
{{Extension DPL}}<ul><li>[[Green Dye|Green Dye]]<br/>{{redirect|Cactus Green|the plant|Cactus}}{{Item| title = Green Dye| renewable = Yes| stackable = Yes (64)}}'''Green dye''' is a [[primary color dye]].== Obtaining ===== Chest loot ==={{LootChestItem|green-dye}}=== Smelting ==={{Smelting|head=1|showdescription=1|Cactus|Green Dye|1|description={{only|Java}}<ref>{{bug|MC-210211||Smelting cactus gives too much experience since 1.13}}</ref>}}{{Smelting|head=0|showdescription=1|Cactus|Green Dye|0,2|description={{only|Bedrock}}|foot=1}}=== Trading ===[[Wandering trader]]s sell 3 green dye for an [[emerald]].== Usage =={{dye usage}}=== Crafting ingredient ==={{crafting usage|ignore=Banner|continue=1}}{{banner crafting usage}}=== Loom ingredient ==={{Banner loom usage|Green Dye}}=== Trading ===Expert level shepherd villagers have {{frac|1|6}} chance to buy 12 green dye for an emerald.{{only|bedrock}} Expert level shepherds have a {{frac|2|7}} chance to buy 12 green dye for 1 emerald.{{only|java}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Green Dye|spritetype=item|nameid=green_dye|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|showaliasids=y|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Green Dye|spritetype=item|nameid=green_dye|aliasid=dye / 2|id=397|form=item|translationkey=item.dye.green.name|foot=1}}== Video ==<div style="text-align:center">{{yt|O4KVTPI4qIc}}</div>== History =={{History|java beta}}{{History||1.2|[[File:Green Dye JE1 BE1.png|32px]] Added cactus green, together with all other dyes.}}{{History|java}}{{History||1.3.1|snap=1.3|[[File:Green Dye JE2 BE2.png|32px]] The texture of cactus green has been changed.}}{{History||1.4.2|snap=12w34a|Added the ability to [[Armor#Dyeing|dye]] leather [[armor]] and [[wolf]] collars.}}{{History||1.4.6|snap=12w49a|Cactus green can be crafted with [[gunpowder]] to create a [[firework star]].}} {{History||1.6.1|snap=13w19a|[[Stained clay]] can now be [[crafting|crafted]].}}{{History||1.7.2|snap=13w41a|[[Stained glass]] can now be crafted.}}{{History||1.8|snap=14w30a|Added [[banner]]s, which can be dyed.}}{{History||1.11|snap=16w39a|Added the ability to dye [[shulker box]]es.}}{{History||1.12|snap=17w06a|Cactus green can now be used to craft green [[concrete powder]].}}{{History||1.12|snap=17w15a|Added the ability to dye [[bed]]s.}}{{History||1.13|snap=17w47a|The different data values for the <code>dye</code> ID have now been split up into their own IDs.|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 351.}}{{History||1.14|snap=18w43a|"Cactus Green" has been renamed to "Green Dye".|[[File:Green Dye JE3 BE3.png|32px]] The texture of green dye has been changed.}}{{History|||snap=18w44a|Green dye can now change the text color on [[sign]]s to green.}}{{History|||snap=18w50a|Green dye can now be found in [[chest]]s in [[desert]] [[village]] houses.}}{{History|||snap=19w05a|Added the [[wandering trader]], which sells green dye.}}{{History|||snap=19w11a|Green dye can now be [[trading|bought]] by shepherd villagers.}}{{History||1.17|snap=20w45a|Green dye can now be used to craft [[green candle]]s.}}{{History|||snap=21w19a|Green dye can no longer be used to craft green candles.}}{{History|||snap=Pre-release 1|Green dye can once again be used to craft green candles.}}{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Green dye can now change the text color on [[hanging sign]]s to green.}}{{History|pocket alpha}}{{History||v0.3.0|[[File:Green Dye JE1 BE1.png|32px]] Added cactus green. It is currently unobtainable and has no usage.}}{{History||v0.3.2|Cactus green is now obtainable by [[smelting]] cacti in a [[furnace]]. It still has no usage.}}{{History||v0.4.0|Cactus green can now be used to craft [[cyan dye]], [[lime dye]], and [[green wool]].}}{{History||v0.8.0|snap=build 1|[[File:Green Dye JE2 BE2.png|32px]] The texture of cactus green has been changed.}}{{History||v0.14.0|snap=build 1|Cactus green can now be used to dye [[water]] in [[cauldron]]s.}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|Cactus green can now be used to dye [[shulker]]s.}}{{History||1.1.0|snap=alpha 1.1.0.0|Cactus green can now be used to dye [[bed]]s, [[shulker box]]es, and craft [[concrete powder]].}}{{History|bedrock}}{{History||1.2.0|snap=beta 1.2.0.2|Cactus green can now be used to craft [[stained glass]], patterns on [[banner]]s, and [[firework star]]s.}}{{History||1.4.0|snap=beta 1.2.20.1|Cactus green can now be used to craft [[balloon]]s and [[glow stick]]s.}}{{History||1.8.0|snap=beta 1.8.0.10|"Cactus Green" has been renamed to "Green Dye".}}{{History||1.10.0|snap=beta 1.10.0.3|Green dye is now sold by [[wandering trader]]s.|[[File:Green Dye JE3 BE3.png|32px]] The texture of green dye has been changed.}}{{History||1.11.0|snap=beta 1.11.0.1|Green dye can now be found in [[desert]] [[village]] house [[chest]]s.}}{{History|||snap=beta 1.11.0.4|Green dye can now be [[trading|sold]] to shepherd [[villager]]s.}}{{History||1.16.100|snap=beta 1.16.100.56|The ID of green dye has been changed from <code>dye/2</code> to <code>green_dye</code>.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.00|wiiu=Patch 1|[[File:Green Dye JE1 BE1.png|32px]] Added cactus green.}}{{History|PS4}}{{History||1.83|"Cactus Green" has been renamed to "Green Dye".}}{{History||1.90|[[File:Green Dye JE3 BE3.png|32px]] The texture of green dye has been changed.}}{{History|new 3ds}}{{History||0.1.0|[[File:Green Dye JE1 BE1.png|32px]] Added cactus green.}}{{History|foot}}== Issues =={{issue list}}{{Items}}[[cs:Kaktusová zeleň]][[de:Grüner Farbstoff]][[es:Tinte verde]][[fr:Teinture verte]][[hu:Kaktuszzöld]][[ja:緑色の染料]][[ko:초록색 염료]][[nl:Cactusgroen]][[pl:Zielony barwnik]][[pt:Corante verde]][[ru:Зелёный краситель]][[Category:Items]][[Category:Dyes]][[Category:Renewable resources]]</li><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></ul>
23w31aVillagers now only give a big discount the first time they're cured from a zombie villager. There are no longer multiple stacked discounts if a villager is zombified and cured multiple times.[12]
Existing villagers with multiple curing discounts keep their lowered prices when updating to the new version.
Villager Trade Rebalance
(Experimental)
23w31aLibrarians from different biomes now sell different Enchanted Books.
Each village biome has one special enchantment that is only available from Master Librarians with full XP and players must visit all seven village biomes to get the full set of villager enchantments.
The player must build two secret villages in biomes where villages do not generate to access their trades.
Some enchantments have been removed from village trading and must be found in other ways.
Bedrock Edition
1.9.0
{{Extension DPL}}<ul><li>[[Block Inspector|Block Inspector]]<br/>{{MinecraftEdu feature}}{{stub}}{{Item| image = BlockInspector.png| stackable = No {{verify}}}}'''Block Inspector''' is an item used to display the name of the block the player is looking at on screen.== Data values =={{ID table|generatetranslationkeys=java|displayname=Block Inspector|spritetype=item|nameid=block_inspector|foot=1}}==History=={{History|MinecraftEDU}}{{History||0.9848|[[File:BlockInspector.png|32px]] Added block inspectors.}}{{History|foot}}{{Items}}</li><li>[[Beetroot Seeds|Beetroot Seeds]]<br/>{{Block| group = Age 0| 1-1 = Beetroots Age 0.png| 1-2 = Beetroots Age 0 BE.png| group2 = Age 1| 2-1 = Beetroots Age 1.png| 2-2 = Beetroots Age 1 BE.png| group3 = Age 2| 3-1 = Beetroots Age 2.png| 3-2 = Beetroots Age 2 BE.png| group4 = Age 3| 4-1 = Beetroots Age 3.png| 4-2 = Beetroots Age 3 BE.png|image=Beetroot Seeds JE2 BE2.png|transparent=Yes|light=No|tool=Any|renewable=Yes|stackable=Yes (64)|flammable=No|lavasusceptible=No}}'''Beetroot seeds''' are items that can be used to plant beetroot crops.'''Beetroot crops''' are planted in [[farmland]] and used to grow [[beetroot]] and beetroot seeds.== Obtaining ===== Natural generation ===[[Village]] farms have a chance of growing beetroot. The exact chance depends on the village:{| class="wikitable"! Village style!! Chance|-| {{EnvSprite|desert-village}} Desert || 20%|-| {{EnvSprite|plains-village}} Plains || 5%|}=== Breaking ===Harvesting fully-grown beetroot yields from 1 to 4 seeds per crop harvested ({{frac|2|5|7}} seeds per crop harvested on average). The [[Fortune]] enchantment can be used to improve the drop rate.=== Chest loot ==={{LootChestItem|beetroot-seeds}}=== Trading ===Beetroot seeds are sold by [[wandering trader]]s for one [[emerald]].== Usage ===== Farming ===Beetroot seeds can be placed on [[farmland]]. After being placed, it goes through four stages of growth. When fully grown it can be broken to produce beetroot seeds and beetroots.<!-- Java Edition only? -->While beetroot crops have only four growth stages compared to eight for [[wheat]], [[carrot]]s, and [[potato]]es, each growth tick has a {{frac|1|3}} chance of not advancing the growth stage and therefore beetroot grows slightly faster than other crops.Crops grow faster if the farmland they are planted in is [[Farmland#Hydration|hydrated]]. One application of [[bonemeal]] has a 75% chance of advancing growth by one stage. This is less effective than for other crops: an average of {{frac|5|1|3}} are needed to fully grow beetroot compared to {{frac|2|2|7}} for other crops.=== Breeding ===Like other [[seeds]], beetroot seeds can be used to [[breed]] [[chicken]]s, lead chickens around, and make baby chickens grow up faster by 10% of the remaining time.=== Taming ===Like other seeds, beetroot seeds can be used to tame [[parrot]]s.=== Composting ===Placing beetroot seeds into a [[composter]] has a 30% chance of raising the compost level by 1.=== Trading ===[[Wandering trader]]s may offer to sell beetroot seeds for one emerald.== Sounds =={{Edition|Java}}:{{Sound table/Block/Crop/JE}}{{Edition|Bedrock}}:{{Sound table/Block/Wood/BE}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showblocktags=y|showforms=y|generatetranslationkeys=y|displayname=Beetroots|spritetype=block|nameid=beetroots|blocktags=bee_growables, crops|form=block}}{{ID table|displayname=Beetroot Seeds|spritetype=item|nameid=beetroot_seeds|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|generatetranslationkeys=y|displayname=Beetroots|spritetype=block|nameid=beetroot|id=244|form=block|itemform=item.beetroot}}{{ID table|displayname=Beetroot Seeds|spritetype=item|nameid=beetroot_seeds|id=295|form=item|foot=1}}=== Block states ==={{see also|Block states}}{{/BS}}== Advancements =={{load advancements|A Seedy Place}}== History =={{History|java}}{{History||1.9|snap=15w31a|[[File:Beetroot Seeds JE1 BE1.png|32px]] Added beetroot seeds.|[[File:Beetroots Age 0 JE1.png|32px]] [[File:Beetroots Age 1 JE1.png|32px]] [[File:Beetroots Age 2 JE1.png|32px]] [[File:Beetroots Age 3 JE1.png|32px]] Added beetroot crops.|Beetroot seeds can be found in [[end city]] [[chest]]s.|Beetroot plants naturally generate in [[village]] farms.|[[Villager]]s are able to harvest beetroot crops, but they are not yet able to pick up the seeds and plant them.}}{{History|||snap=15w38a|The [[drop]] chances have been greatly improved from the average {{frac|4|5}} per beetroot crop harvested to 2.|Villagers are now able to pick up and plant beetroot seeds.}}{{History|||snap=15w44a|Beetroots now generate in [[dungeon]] and [[mineshaft]] chests.}}{{History||1.11|snap=16w39a|Beetroot seeds are now found in the new [[woodland mansion]] chests.}}{{History||1.12|snap=17w18b|Placing a beetroot seeds in farmland now gives the player the "A Seedy Place" [[advancement]].{{verify}}}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this item's numeral ID was 458 and block's numeral ID was 244.}}{{History||1.14|snap=18w43a|[[File:Beetroot Seeds JE2 BE2.png|32px]] The texture of beetroot seeds has been changed.|[[File:Beetroots Age 0 JE2.png|32px]] [[File:Beetroots Age 1 JE2.png|32px]] [[File:Beetroots Age 2 JE2.png|32px]] [[File:Beetroots Age 3 JE2.png|32px]] The textures of beetroot crops have been changed.}}{{History|||snap=18w49a|Beetroot seeds can now be found in chests in [[snowy tundra]] village houses.}}{{History|||snap=19w03a|Placing beetroot seeds into the new [[composter]] has a 10% chance of raising the compost level by 1.}}{{History|||snap=19w05a|Beetroot seeds now have a 30% chance of increasing the compost level in a composter.|Added [[Wandering Trader|wandering trader]]s, which sell beetroot seeds.}}{{History||1.15|snap=19w34a|[[Bee]]s can now pollinate beetroot crops.}}{{History||1.17|snap=21w13a|[[File:Beetroots Age 0 JE3.png|32px]] [[File:Beetroots Age 1 JE3.png|32px]] [[File:Beetroots Age 2 JE3.png|32px]] [[File:Beetroots Age 3 JE3.png|32px]] The "crop" template model has changed such that pixels appear in the same physical positions on opposite sides of texture planes, changing the beetroot crop's appearance in the process.<ref>{{bug|MC-199242|||Fixed}}</ref>}}{{History||1.18|snap=Pre-release 5|[[File:Beetroot Seeds JE3.png|32px]] The texture of beetroot seeds has been changed.}}{{History||1.20|snap=23w12a|Beetroot seeds can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}{{History|||snap=23w16a|Beetroot seeds 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]]; beetroot seeds now are in the common loot.}}{{History|pocket alpha}}{{History||November 14, 2013|link=https://twitter.com/jbernhardsson/status/400902957782147072|[[Johan Bernhardsson]] previewed an image of beetroot seeds.}}{{History||v0.8.0|snap=build 2|[[File:Beetroot Seeds JE1 BE1.png|32px]] Added Beetroots seeds.|[[File:Beetroots Age 0 JE1 BE1.png|32px]] [[File:Beetroots Age 1 JE1 BE1.png|32px]] [[File:Beetroots Age 2 JE1 BE1.png|32px]] [[File:Beetroots Age 3 JE1 BE1.png|32px]]{{verify|Correct models?}} Added Beetroots crops.}}{{History|||snap=build 3|Beetroots seeds now have a chance of dropping when tilling [[grass block]]s.}}{{History||v0.11.0|snap=build 1|"Beetroots seeds" have been renamed to "Beetroot Seeds" and the capitalization has now also been fixed.<ref>{{bug|MCPE-7953|||Fixed}}</ref>}}{{History||v0.12.1|snap=build 1|Beetroot seeds no longer have a chance of dropping when tilling [[grass block]]s.}}{{History||v0.14.0|snap=build 1|Beetroot seeds can now be found in [[minecart with chest]]s inside of [[mineshaft]]s.}}{{History||v0.16.2|Beetroot seeds can now be found in [[chest]]s inside the large house in [[ice plains]] and [[cold taiga]] [[village]]s.}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|Beetroot seeds can now be found in the [[chest]]s of [[dungeon]]s and [[end city|end cities]].}}{{History||1.1.0|snap=alpha 1.1.0.0|Beetroot seeds can now be found in [[woodland mansion]] chests.}}{{History|bedrock}}{{History||1.2.0|snap=beta 1.2.0.2|Beetroot seeds can now be found inside [[bonus chest]]s.|Beetroot seeds can now be used to tame [[parrot]]s.}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Beetroot Seeds JE2 BE2.png|32px]] The texture of beetroot seeds has been changed.|[[File:Beetroots Age 0 JE2.png|32px]] [[File:Beetroots Age 1 JE2.png|32px]] [[File:Beetroots Age 2 JE2.png|32px]] [[File:Beetroots Age 3 JE2.png|32px]]{{verify|Correct models?}} The textures of beetroot crops have been changed.|Beetroot seeds are now [[trading|sold]] by the new [[wandering trader]]s.}}{{History||1.11.0|snap=beta 1.11.0.1|Beetroot seeds can now be used to fill the [[composter]].|Beetroot seeds can now be found in [[snowy tundra]] [[village]] house [[chest]]s.}}{{History||1.14.0|snap=beta 1.14.0.1|[[Bee]]s can now pollinate beetroot crops.}}{{History||?|[[File:Beetroots Age 0 BE.png|32px]] [[File:Beetroots Age 1 BE.png|32px]] [[File:Beetroots Age 2 BE.png|32px]] [[File:Beetroots Age 3 BE.png|32px]] Potato crop planes use a mapping that results in very unnatural mirroring when viewed from certain angles, such as northwest.<ref>{{bug|MCPE-146936}}</ref>}}{{History|console}}{{History||xbox=TU43|xbone=CU33|ps=1.36|wiiu=Patch 13|[[File:Beetroot Seeds JE1 BE1.png|32px]] Added beetroot seeds.|[[File:Beetroots Age 0 JE1 BE1.png|32px]] [[File:Beetroots Age 1 JE1 BE1.png|32px]] [[File:Beetroots Age 2 JE1 BE1.png|32px]] [[File:Beetroots Age 3 JE1 BE1.png|32px]]{{verify|Correct models?}} Added beetroot crops.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Beetroot Seeds JE2 BE2.png|32px]] The texture of beetroot seeds has been changed.|[[File:Beetroots Age 0 JE2.png|32px]] [[File:Beetroots Age 1 JE2.png|32px]] [[File:Beetroots Age 2 JE2.png|32px]] [[File:Beetroots Age 3 JE2.png|32px]]{{verify|Correct models?}} The textures of beetroot crops have been changed.}}{{History|New 3DS}}{{History||0.1.0|[[File:Beetroot Seeds JE1 BE1.png|32px]] Added beetroot seeds.|[[File:Beetroots Age 0 JE1 BE1.png|32px]] [[File:Beetroots Age 1 JE1 BE1.png|32px]] [[File:Beetroots Age 2 JE1 BE1.png|32px]] [[File:Beetroots Age 3 JE1 BE1.png|32px]]{{verify|Correct models?}} Added beetroot crops.}}{{History|foot}}== Issues =={{issue list}}== Gallery ==<gallery>Beetrootstwitpic.png|The first image released of beetroot seeds.Village Wheat Beetroot Farm.png|Beetroots generated in a [[village]].File:Beetroot farm.png|A beetroot garden.</gallery>== References ==<references />{{Blocks|vegetation}}{{Items}}[[Category:Plants]][[Category:Food]][[Category:Generated structure blocks]][[Category:Non-solid blocks]][[cs:Semínka červené řepy]][[es:Semillas de remolacha]][[fr:Graines de betterave]][[it:Semi di barbabietola]][[ja:ビートルートの種]][[ko:비트 씨앗]][[nl:Bietenzaden]][[pl:Nasiona buraka]][[pt:sem*ntes de beterraba]][[ru:Семена свёклы]][[th:เมล็ดบีตรูท]][[zh:甜菜种子]]</li></ul>
beta 1.9.0.0Villagers now run away from pillagers.
1.10.0
{{Extension DPL}}<ul><li>[[Prismarine Shard|Prismarine Shard]]<br/>{{Item| renewable = Yes| stackable = Yes (64)| type =}}A '''prismarine shard''' is an item obtained by defeating [[guardian]]s or [[elder guardian]]s. It can be used to craft various [[prismarine]] blocks as well as [[sea lantern]]s.== Obtaining ==Prismarine shards are dropped upon the death of [[guardian]]s and [[elder guardian]]s. From these mobs, 0–2 shards are dropped each time. This can be increased to a maximum of 5 with the [[Looting]] enchantment.== Usage ===== Crafting ingredient ==={{crafting usage}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Prismarine Shard|spritetype=item|nameid=prismarine_shard|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|showaliasids=y|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Prismarine Shard|spritetype=item|nameid=prismarine_shard|aliasid=prismarineshard|id=565|form=item|foot=1}}== History =={{History|java}}{{history||1.8|snap=14w25a|[[File:Prismarine Shard JE1 BE1.png|32px]] Added prismarine shards.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 409.}}{{History||1.14|snap=18w43a|[[File:Prismarine Shard JE2 BE2.png|32px]] The texture of prismarine shards has now been changed.}}{{History|pocket alpha}}{{History||v0.16.0|snap=build 1|[[File:Prismarine Shard JE1 BE1.png|32px]] Added prismarine shards.}}{{History|bedrock}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Prismarine Shard JE2 BE2.png|32px]] The texture of prismarine shards has now been changed.}}{{History|console}}{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|[[File:Prismarine Shard JE1 BE1.png|32px]] Added prismarine shards.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Prismarine Shard JE2 BE2.png|32px]] The texture of prismarine shards has now been changed.}}{{History|New 3DS}}{{History||1.3.12|[[File:Prismarine Shard JE1 BE1.png|32px]] Added prismarine shards.}}{{History|foot}}== Issues =={{issue list}}{{items}}[[de:Prismarinscherbe]][[es:Fragmento de prismarina]][[fr:Éclat de prismarine]][[ja:プリズマリンの欠片]][[ko:프리즈머린 조각]][[nl:Prismarienscherf]][[pl:Odłamek pryzmarynu]][[pt:Pedaço de prismarinho]][[ru:Призмариновый осколок]][[uk:Призмариновий уламок]][[zh:海晶碎片]][[Category:Renewable resources]]</li><li>[[Lingering Potion|Lingering Potion]]<br/>{{about|throwable potions that leave a lingering area of effect|the throwable potions without a lingering effect|Splash Potion|the drinkable potions|Potion}}{{Item| image = <gallery>Lingering Water Bottle.png | Water BottleUncraftable Lingering Potion.png | Uncraftable</gallery>| extratext = View [[#Gallery|all renders]]| renewable = Uncraftable, Luck{{only|java|short=1}}, Decay{{only|bedrock|short=1}}: No<br>All others: Yes| stackable = No}}'''Lingering potions''' are variants of [[splash potion]]s that can be thrown to leave clouds with [[status effect]]s that linger on the ground in an area. == Obtaining ===== Brewing ==={{main|Brewing}}{{brewing |Dragon's Breath |Any Lingering Potion |ingredients=[[Dragon's Breath]] + <br>Any [[Splash Potion]]}}== Usage ===== Creating area effect clouds ===Lingering potions are thrown, like [[splash potion]]s, by {{control|using}} them. On impact they explode, creating a cloud. The cloud is made of the potion particles corresponding to the potion that was thrown. The cloud starts with a radius of 3 blocks, decreasing to 0 over the course of 30 seconds. During the cloud's existence, any player or mob that walks into it after the first second gets the corresponding status effect; this decreases the radius by a {{frac|1|2}} block immediately, reducing the cloud's lifespan by 5 seconds.For effects with duration, the duration applied by the cloud is {{frac|1|4}} that of the corresponding [[potion]]. For effects without duration such as healing or harming, the potency of the effect is {{frac|1|2}} that of the corresponding potion.The effect may be applied consecutively if the player or mob remains in the cloud. For example, a player throwing the Lingering Potion of Healing II straight down consumes the cloud within a few seconds while being healed 5 times for a total of {{hp|20}} health. As far as healing is concerned, this makes the lingering potion much more powerful than the regular or splash potion, provided that the player is away from other mobs or players.Lingering potions can also be thrown out of [[dispenser]]s like splash potions.=== Lingering water bottle ===Like the [[Splash potion#Splash water bottles|splash water bottle]], a lingering water bottle puts out fire and damages endermen and blazes by {{hp|1}}. It creates no effect cloud.==== Mud ====Lingering water bottles can be {{control|used}} on [[dirt]], [[coarse dirt]], or [[rooted dirt]] to turn it into [[mud]].=== Crafting ingredient ==={{crafting usage|Lingering Potion, Lingering Water Bottle|match=any}}=== Filling cauldrons ==={{IN|bedrock}}, using a lingering potion on a cauldron adds one level of that potion to the cauldron. Attempting to add a lingering potion to a cauldron with water, dyed water or a non-matching potion empties the cauldron and creates an explosion sound (but no actual explosion).=== Uncraftable lingering potion ==={{IN|java}}, the uncraftable potion is a splash potion with no effect that is unobtainable in regular gameplay. It is also available in potion and splash potion forms, as well as for tipped arrows.It can be obtained using the following command: {{cmd|give @s minecraft:lingering_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|-| {{Slot|Uncraftable Lingering Potion|link=none}}! Uncraftable Lingering Potion|}== Custom effects =={{IN|java}}, lingering potions can be obtained with any status effect using {{cmd|give}} and the tag {{code|CustomPotionEffects}}, 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}}:<br>Lingering potions use the Friendly Creatures sound category for entity-dependent sound events.{{Sound table|sound=Glass dig1.ogg|sound2=Glass dig2.ogg|sound3=Glass dig3.ogg|subtitle=Bottle smashes|source=neutral|description=When a lingering potion impacts something|id=entity.splash_potion.break|translationkey=subtitles.entity.potion.splash|volume=1.0|pitch=0.9-1.0|distance=16}}{{Sound table|rowspan=2|sound=Bow shoot.ogg|subtitle=Bottle thrown|source=neutral|description=When a lingering potion is thrown by a player|id=entity.lingering_potion.throw|translationkey=subtitles.entity.potion.throw|volume=0.5|pitch={{frac|1|3}}-0.5|distance=16}}{{Sound table|subtitle=Dispensed item|source=block|description=When a lingering potion is dispensed by a [[dispenser]]|id=block.dispenser.launch|translationkey=subtitles.block.dispenser.dispense|volume=1.0|pitch=1.2|distance=16|foot=1}}{{edition|bedrock}}:{{Sound table|type=bedrock|sound=Glass dig1.ogg|sound2=Glass dig2.ogg|sound3=Glass dig3.ogg|source=block|description=When a splash potion impacts something|id=random.glass|volume=1.0|pitch=1.0}}{{Sound table|rowspan=2|sound=Bow shoot.ogg|source=player|description=When a splash potion is thrown by a player|id=random.bow|volume=0.5|pitch=0.33-0.5}}{{Sound table|source=player|description=When a splash potion is dispensed from a dispenser|id=random.bow|volume=1.0|pitch=0.83-1.25|foot=1}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Lingering Potion|spritetype=item|nameid=lingering_potion|form=item|translationkey=item.minecraft.lingering_potion,item.minecraft.lingering_potion.effect.empty,item.minecraft.lingering_potion.effect.water,item.minecraft.lingering_potion.effect.mundane,item.minecraft.lingering_potion.effect.thick,item.minecraft.lingering_potion.effect.awkward,item.minecraft.lingering_potion.effect.night_vision,item.minecraft.lingering_potion.effect.invisibility,item.minecraft.lingering_potion.effect.leaping,item.minecraft.lingering_potion.effect.fire_resistance,item.minecraft.lingering_potion.effect.swiftness,item.minecraft.lingering_potion.effect.slowness,item.minecraft.lingering_potion.effect.water_breathing,item.minecraft.lingering_potion.effect.healing,item.minecraft.lingering_potion.effect.harming,item.minecraft.lingering_potion.effect.poison,item.minecraft.lingering_potion.effect.regeneration,item.minecraft.lingering_potion.effect.strength,item.minecraft.lingering_potion.effect.weakness,item.minecraft.lingering_potion.effect.levitation,item.minecraft.lingering_potion.effect.luck,item.minecraft.lingering_potion.effect.turtle_master,item.minecraft.lingering_potion.effect.slow_falling|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Lingering Potion|spritetype=item|nameid=lingering_potion|id=562|form=item|translationkey=potion.emptyPotion.linger.name,potion.mundane.linger.name,potion.mundane.extended.linger.name,potion.thick.linger.name,potion.awkward.linger.name,potion.nightVision.linger.name,potion.invisibility.linger.name,potion.jump.linger.name,potion.fireResistance.linger.name,potion.moveSpeed.linger.name,potion.moveSlowdown.linger.name,potion.heal.linger.name,potion.harm.linger.name,potion.poison.linger.name,potion.regeneration.linger.name,potion.damageBoost.linger.name,potion.weakness.linger.name,potion.wither.linger.name,potion.turtleMaster.linger.name,potion.slowFalling.linger.name|foot=1}}=== Item data ===<div class="treeview">* {{nbt|compound|tag}}: The item's '''tag''' tag.{{:Player.dat_format/Potion}}</div>=== Thrown potion ==={{Entity| title = Thrown lingering potion| networkid = '''[[JE]]''': 73}}==== ID ===={{edition|java}}:{{ID table|generatetranslationkeys=java|displayname=Lingering Potion|spritetype=entity|nameid=potion|foot=1}}{{edition|bedrock}}:{{ID table|shownumericids=y|generatetranslationkeys=bedrock|displayname=Lingering Potion|spritetype=entity|nameid=lingering_potion|id=101|foot=1}}==== Entity Data ===={{see also|Chunk format|Potions#Data values|title2=Potion data values}}Lingering potions when thrown have entity data that define various properties of the entity.{{:Splash Potion/ED}}=== Area Effect Cloud ==={{Entity| title = Area Effect Cloud| image = Area Effect Cloud.png |imagesize=290px}}==== ID ===={{edition|java}}:{{ID table|generatetranslationkeys=java|displayname=Area Effect Cloud|spritetype=entity|nameid=area_effect_cloud|foot=1}}{{edition|bedrock}}:{{ID table|shownumericids=y|generatetranslationkeys=bedrock|displayname=Area Effect Cloud|spritetype=entity|nameid=area_effect_cloud|id=95|foot=1}}==== Entity data ===={{see also|Chunk format}}The cloud that is created when: lingering potions are thrown; [[creeper]]s with potion effects explode; [[Ender Dragon#Dragon_Fireball|dragon fireballs]] hit the ground, is an entity, which has entity data that defines the properties of the entity.{{/ED}}==Advancements=={{Load advancements|Zombie Doctor;A Furious co*cktail;How Did We Get Here?;Bullseye}}== History =={{Info needed section|Lingering Potion of Decay; Lingering Potion of Weakness; Uncraftable Lingering Potion}}{{History|java}}{{History||1.9|snap=15w33a|[[File:Lingering Potion of Night Vision JE1 BE1.png|32px]] [[File:Lingering Potion of Invisibility JE1 BE1.png|32px]] [[File:Lingering Potion of Leaping JE1 BE1.png|32px]] [[File:Lingering Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Lingering Potion of Swiftness JE1 BE1.png|32px]] [[File:Lingering Potion of Slowness JE1 BE1.png|32px]] [[File:Lingering Potion of Water Breathing JE1 BE1.png|32px]] [[File:Lingering Potion of Healing JE1 BE1.png|32px]] [[File:Lingering Potion of Harming JE1 BE1.png|32px]] [[File:Lingering Potion of Poison JE1 BE1.png|32px]] [[File:Lingering Potion of Regeneration JE1 BE1.png|32px]] [[File:Lingering Potion of Strength JE1 BE1.png|32px]] [[File:Lingering Potion of Weakness JE1 BE1.png|32px]] [[File:Lingering Potion of Luck JE1.png|32px]] Added lingering potions.|[[File:Lingering Water Bottle JE1 BE1.png|32px]] [[File:Lingering Water Bottle JE1 BE1.png|32px]] [[File:Lingering Water Bottle JE1 BE1.png|32px]] [[File:Lingering Water Bottle JE1 BE1.png|32px]] Added lingering water bottle, and Mundane, Thick, and Awkward lingering potions.}}{{History|||snap=15w33c|The bug where the [[player]] could not place [[splash potion]]s in the [[brewing stand]] has been fixed. This now allows for easier creation of lingering potions.}}{{History|||snap=16w06a|Lingering potions can now be used to craft [[tipped arrow]]s.}}{{History||1.11|snap=16w32a|The [[entity]] ID has been changed from {{code|AreaEffectCloud}} to {{code|area_effect_cloud}}.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 441.}}{{History|||snap=18w07a|[[File:Lingering Potion of the Turtle Master JE1 BE1.png|32px]] Added the lingering potions of the Turtle Master.}}{{History|||snap=18w14a|[[File:Lingering Potion of Slow Falling JE1 BE1.png|32px]] Added lingering potions of [[Slow Falling]].}}{{History||1.14|snap=18w43a|[[File:Lingering Water Bottle JE2 BE2.png|32px]] [[File:Lingering Potion of Night Vision JE2 BE2.png|32px]] [[File:Lingering Potion of Invisibility JE2 BE2.png|32px]] [[File:Lingering Potion of Leaping JE2 BE2.png|32px]] [[File:Lingering Potion of Fire Resistance JE2 BE2.png|32px]] [[File:Lingering Potion of Swiftness JE2 BE2.png|32px]] [[File:Lingering Potion of Slowness JE2 BE2.png|32px]] [[File:Lingering Potion of the Turtle Master JE2 BE2.png|32px]] [[File:Lingering Potion of Water Breathing JE2 BE2.png|32px]] [[File:Lingering Potion of Healing JE2 BE2.png|32px]] [[File:Lingering Potion of Harming JE2 BE2.png|32px]] [[File:Lingering Potion of Poison JE2 BE2.png|32px]] [[File:Lingering Potion of Regeneration JE2 BE2.png|32px]] [[File:Lingering Potion of Strength JE2 BE2.png|32px]] [[File:Lingering Potion of Weakness JE2 BE2.png|32px]] [[File:Lingering Potion of Luck JE2.png|32px]] [[File:Lingering Potion of Slow Falling JE2 BE2.png|32px]] The textures of lingering potions have been changed.}}{{History||1.19|snap=22w11a|Lingering water bottles can be {{control|used}} on [[dirt]], [[coarse dirt]], or [[rooted dirt]] to turn it into [[mud]].}}{{History||1.19.3|snap=22w43a|Lingering water bottles can now extinguish burning entities.<ref>{{bug|MC-189911|||Fixed}}</ref>}}{{History||1.19.4|snap=Pre-release 1|Lingering potions no longer have an enchantment glint.}}{{History|||snap=Pre-release 3|[[File:Lingering Potion of Night Vision JE3.png|32px]] [[File:Lingering Potion of Invisibility JE3.png|32px]] [[File:Lingering Potion of Leaping JE3.png|32px]] [[File:Lingering Potion of Fire Resistance JE3.png|32px]] [[File:Lingering Potion of Swiftness JE3.png|32px]] [[File:Lingering Potion of Slowness JE3.png|32px]] [[File:Lingering Potion of the Turtle Master JE3.png|32px]] [[File:Lingering Potion of Water Breathing JE3.png|32px]] [[File:Lingering Potion of Harming JE3.png|32px]] [[File:Lingering Potion of Poison JE3.png|32px]] [[File:Lingering Potion of Strength JE3.png|32px]] Changed colors of the following lingering potions: 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 lingering potion of [[Slow Falling]] has had its color tweaked to make it more distinguishable from the lingering potion of [[Invisibility]].}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|[[File:Lingering Water Bottle JE1 BE1.png|32px]] [[File:Lingering Potion of Night Vision JE1 BE1.png|32px]] [[File:Lingering Potion of Invisibility JE1 BE1.png|32px]] [[File:Lingering Potion of Leaping JE1 BE1.png|32px]] [[File:Lingering Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Lingering Potion of Swiftness JE1 BE1.png|32px]] [[File:Lingering Potion of Slowness JE1 BE1.png|32px]] [[File:Lingering Potion of Water Breathing JE1 BE1.png|32px]] [[File:Lingering Potion of Healing JE1 BE1.png|32px]] [[File:Lingering Potion of Harming JE1 BE1.png|32px]] [[File:Lingering Potion of Poison JE1 BE1.png|32px]] [[File:Lingering Potion of Regeneration JE1 BE1.png|32px]] [[File:Lingering Potion of Strength JE1 BE1.png|32px]] [[File:Lingering Potion of Weakness JE1 BE1.png|32px]] [[File:Lingering Potion of Decay BE1.png|32px]] Added lingering potions.|Lingering water bottles, mundane, long mundane, thick, and awkward lingering potions are all available in the Creative inventory.}}{{History|bedrock}}{{History||1.5.0|snap=beta 1.5.0.4|[[File:Lingering Potion of the Turtle Master JE1 BE1.png|32px]] Added lingering potions of the Turtle Master.}}{{History||1.6.0|snap=beta 1.6.0.5|[[File:Lingering Potion of Slow Falling JE1 BE1.png|32px]] Added lingering potions of [[Slow Falling]].}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Lingering Water Bottle JE2 BE2.png|32px]] [[File:Lingering Potion of Night Vision JE2 BE2.png|32px]] [[File:Lingering Potion of Invisibility JE2 BE2.png|32px]] [[File:Lingering Potion of Leaping JE2 BE2.png|32px]] [[File:Lingering Potion of Fire Resistance JE2 BE2.png|32px]] [[File:Lingering Potion of Swiftness JE2 BE2.png|32px]] [[File:Lingering Potion of Slowness JE2 BE2.png|32px]] [[File:Lingering Potion of Water Breathing JE2 BE2.png|32px]] [[File:Lingering Potion of Healing JE2 BE2.png|32px]] [[File:Lingering Potion of Harming JE2 BE2.png|32px]] [[File:Lingering Potion of Poison JE2 BE2.png|32px]] [[File:Lingering Potion of Regeneration JE2 BE2.png|32px]] [[File:Lingering Potion of Strength JE2 BE2.png|32px]] [[File:Lingering Potion of Weakness JE2 BE2.png|32px]] [[File:Lingering Potion of Decay BE2.png|32px]] [[File:Lingering Potion of the Turtle Master JE2 BE2.png|32px]] [[File:Lingering Potion of Slow Falling JE2 BE2.png|32px]] The textures of lingering potions have been changed.}}{{History||1.19.80|snap=beta 1.19.80.21|Changed potion colors for the following lingering potions: Fire Resistance, Harming, Invisibility, Leaping, Night Vision, Poison, Slowness, Strength, Swiftness, Turtle Master, and Water Breathing.|Removed enchantment glint from lingering potions.}}{{History|console}}{{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|switch=1.0.1|[[File:Lingering Water Bottle JE1 BE1.png|32px]] [[File:Lingering Potion of Night Vision JE1 BE1.png|32px]] [[File:Lingering Potion of Invisibility JE1 BE1.png|32px]] [[File:Lingering Potion of Leaping JE1 BE1.png|32px]] [[File:Lingering Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Lingering Potion of Swiftness JE1 BE1.png|32px]] [[File:Lingering Potion of Slowness JE1 BE1.png|32px]] [[File:Lingering Potion of Water Breathing JE1 BE1.png|32px]] [[File:Lingering Potion of Healing JE1 BE1.png|32px]] [[File:Lingering Potion of Harming JE1 BE1.png|32px]] [[File:Lingering Potion of Poison JE1 BE1.png|32px]] [[File:Lingering Potion of Regeneration JE1 BE1.png|32px]] [[File:Lingering Potion of Strength JE1 BE1.png|32px]] [[File:Lingering Potion of Weakness JE1 BE1.png|32px]] [[File:Lingering Potion of Luck JE1.png|32px]] Added lingering potions.}}{{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|[[File:Lingering Potion of Decay BE1.png|32px]] [[File:Lingering Potion of the Turtle Master JE1 BE1.png|32px]] [[File:Lingering Potion of Slow Falling JE1 BE1.png|32px]] Added lingering potions of the [[Wither (effect)|Decay]], [[Slow Falling]], and Turtle Master.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Lingering Water Bottle JE2 BE2.png|32px]] [[File:Lingering Potion of Night Vision JE2 BE2.png|32px]] [[File:Lingering Potion of Invisibility JE2 BE2.png|32px]] [[File:Lingering Potion of Leaping JE2 BE2.png|32px]] [[File:Lingering Potion of Fire Resistance JE2 BE2.png|32px]] [[File:Lingering Potion of Swiftness JE2 BE2.png|32px]] [[File:Lingering Potion of Slowness JE2 BE2.png|32px]] [[File:Lingering Potion of Water Breathing JE2 BE2.png|32px]] [[File:Lingering Potion of Healing JE2 BE2.png|32px]] [[File:Lingering Potion of Harming JE2 BE2.png|32px]] [[File:Lingering Potion of Poison JE2 BE2.png|32px]] [[File:Lingering Potion of Regeneration JE2 BE2.png|32px]] [[File:Lingering Potion of Strength JE2 BE2.png|32px]] [[File:Lingering Potion of Weakness JE2 BE2.png|32px]] [[File:Lingering Potion of Luck JE2.png|32px]] [[File:Lingering Potion of Decay BE2.png|32px]] [[File:Lingering Potion of the Turtle Master JE2 BE2.png|32px]] [[File:Lingering Potion of Slow Falling JE2 BE2.png|32px]] The textures of lingering potions have been changed.}}{{History|new 3ds}}{{History||1.7.10|[[File:Lingering Water Bottle JE1 BE1.png|32px]] [[File:Lingering Potion of Night Vision JE1 BE1.png|32px]] [[File:Lingering Potion of Invisibility JE1 BE1.png|32px]] [[File:Lingering Potion of Leaping JE1 BE1.png|32px]] [[File:Lingering Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Lingering Potion of Swiftness JE1 BE1.png|32px]] [[File:Lingering Potion of Slowness JE1 BE1.png|32px]] [[File:Lingering Potion of Water Breathing JE1 BE1.png|32px]] [[File:Lingering Potion of Healing JE1 BE1.png|32px]] [[File:Lingering Potion of Harming JE1 BE1.png|32px]] [[File:Lingering Potion of Poison JE1 BE1.png|32px]] [[File:Lingering Potion of Regeneration JE1 BE1.png|32px]] [[File:Lingering Potion of Strength JE1 BE1.png|32px]] [[File:Lingering Potion of Weakness JE1 BE1.png|32px]] [[File:Lingering Potion of Decay BE1.png|32px]] Added lingering potions.|Lingering water bottles, mundane, long mundane, thick, and awkward lingering potions are all available in the Creative inventory.}}{{History|foot}}== Issues =={{issue list}}== Trivia ==* A thrown lingering potion 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 potions).== Gallery ==<gallery>Lingering Water Bottle.png|Water BottleLingering Potion of Night Vision.png|Night VisionLingering Potion of Invisibility.png|InvisibilityLingering Potion of Leaping.png|LeapingLingering Potion of Fire Resistance.png|Fire ResistanceLingering Potion of Swiftness.png|SwiftnessLingering Potion of Slowness.png|SlownessLingering Potion of the Turtle Master.png|Turtle MasterLingering Potion of Water Breathing.png|Water BreathingLingering Potion of Healing.png|HealingLingering Potion of Harming.png|HarmingLingering Potion of Poison.png|PoisonLingering Potion of Regeneration.png|RegenerationLingering Potion of Strength.png|StrengthLingering Potion of Weakness.png|WeaknessLingering Potion of Slow Falling.png|Slow FallingLingering Potion of Luck.png|LuckLingering Potion of Decay.png|DecayUncraftable Lingering Potion.png|Uncraftable</gallery>=== Screenshots ===<gallery>Transparent Area Effect Cloud Image.png|Just area affect cloud particles</gallery>== See also ==* {{ItemLink|Glass Bottle}}* {{ItemLink|Potion}}* {{ItemLink|Splash Potion}}{{Items}}{{Entities}}[[Category:Combat]][[de:Verweiltrank]][[fr:Potion persistante]][[ko:잔류형 물약]][[ja:残留ポーション]][[pl:Trwałe miotane mikstury]][[pt:Poção prolongada]][[ru:Оседающие зелья]][[uk:Осідаючі зілля]][[zh:滞留药水]]</li></ul>
beta 1.10.0.3Added nitwit and unemployed villagers.
Added mason profession, which can be traded with.
Villagers now run away from the new ravager.
Added a new type of villager. Both the old (pre-Village & Pillage) and new types of villagers are able to be spawned in-game and have different spawn eggs, although they have the same name and same spawn egg texture.
Villagers now have different skins based on biome (including swamps and jungles, which do not contain villages) as well as professions. However, villagers spawned in igloo basem*nts still use their old skin.
Villager (256) Villager (257) Villager (258) Villager (259) Villager (260) Villager (261) Villager (262) Villager (263) Villager (264) Villager (265) Villager (266) Villager (267) Villager (268) Villager (269) Villager (270) Added desert villagers, which all have unique textures for that biome. These villagers also spawn badlands biomes.
Villager (271) Villager (272) Villager (273) Villager (274) Villager (275) Villager (276) Villager (277) Villager (278) Villager (279) Villager (280) Villager (281) Villager (282) Villager (283) Villager (284) Villager (285) Added jungle villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them.
Villager (286) Villager (287) Villager (288) Villager (289) Villager (290) Villager (291) Villager (292) Villager (293) Villager (294) Villager (295) Villager (296) Villager (297) Villager (298) Villager (299) Villager (300) Added plains villagers, which all have unique textures for that biome.
Villager (301) Villager (302) Villager (303) Villager (304) Villager (305) Villager (306) Villager (307) Villager (308) Villager (309) Villager (310) Villager (311) Villager (312) Villager (313) Villager (314) Villager (315) Added savanna villagers, which all have unique textures for that biome.
Villager (316) Villager (317) Villager (318) Villager (319) Villager (320) Villager (321) Villager (322) Villager (323) Villager (324) Villager (325) Villager (326) Villager (327) Villager (328) Villager (329) Villager (330) Added snowy villagers, which all have unique textures in snowy biomes. These villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
Villager (331) Villager (332) Villager (333) Villager (334) Villager (335) Villager (336) Villager (337) Villager (338) Villager (339) Villager (340) Villager (341) Villager (342) Villager (343) Villager (344) Villager (345) Added swamp villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Villager (346) Villager (347) Villager (348) Villager (349) Villager (350) Villager (351) Villager (352) Villager (353) Villager (354) Villager (355) Villager (356) Villager (357) Villager (358) Villager (359) Villager (360) Added taiga villagers, which all have unique textures for the biome. These villagers also spawn in giant tree taiga and mountains biomes.
Villager (361) Villager (362) Villager (363) Villager (364) Villager (365) Villager (366) Villager (367) Added baby villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Villagers now have three tiers and show which trade tier they have unlocked, by a badge of a varying material on their suit. The first trade tier appears as an iron badge, then next gold and finally diamond.
Librarian villagers now inspect bookshelves.
Villagers can now occupy beds to sleep.
Villagers now have a schedule. Adult and child villagers have a different schedule and fishermen, farmers and librarians have special work schedules.
Villagers now hold the item they want to trade.
Villagers now have behavior to wander village outskirts.
Villagers can now mingle in gathering sites.
Villagers can now work in job sites with the corresponding job site block and can change professions depending on the available job site blocks in villages.
1.11.0
{{Extension DPL}}<ul><li>[[Paper|Paper]]<br/>{{Item| image = Paper.png| renewable = Yes| stackable = Yes (64)}}'''Paper''' is an item crafted from [[sugar cane]].== Obtaining ===== Chest loot ==={{LootChestItem|paper}}=== Crafting ==={{Crafting|A2= Sugar Cane |B2= Sugar Cane |C2= Sugar Cane|Output= Paper,3|type= Miscellaneous}}=== Villagers ==={{IN|java}}, cartographer [[Villager|villagers]] may give paper to players with the [[Hero of the Village]] effect.== Usage ===== Crafting ingredient ==={{crafting usage}}=== Anvil usage ==={{:Map/BE|zoom}}=== Trading ==={{IN|bedrock}}, novice-level librarian and cartographer villagers buy 24 paper for an [[emerald]] as part of their trades.{{IN|java}}, novice-level cartographer villagers always offer to buy 24 paper for an emerald, while novice-level librarians have a {{frac|2|3}} chance of offering the same trade.== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Paper|spritetype=item|nameid=paper|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Paper|spritetype=item|nameid=paper|id=386|form=item|foot=1}}==History=={{History|java alpha}}{{History||v1.0.11|[[File:Paper JE1 BE1.png|32px]] Added paper, which can be used to craft [[book]]s.}}{{History|java beta}}{{History||1.6|snap=Test Build 3|Paper can now be used to craft [[map]]s.}}{{History||1.8|snap=Pre-release|Paper can now be found in the new [[stronghold]] library [[chest]]s.}}{{History|java}}{{History||1.3.1|snap=12w21a|Paper can now be [[trading|sold]] to librarian [[villager]]s, at 24–35 paper for 1 [[emerald]].}}{{History||1.4.2|snap=12w34a|Paper can now be used to craft an empty [[map]].|Maps start out at their closest zoom level and can be extended by adding more paper.}}{{History||1.4.6|snap=12w49a|Paper can now be used to craft [[firework rocket]]s.}}{{History||1.8|snap=14w02a|[[Trading]] has been changed: librarian [[villager]]s now [[trading|buy]] 24–46 paper for 1 [[emerald]].}}{{History||1.9|snap=15w43a|The average yield of paper from [[stronghold]] library [[chest]]s has more than doubled.}}{{History||1.11|snap=16w39a|Added cartographer [[villager]]s, which [[trading|buy]] paper as their tier 1 trade.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 339.}}{{History|||snap=18w11a|Paper now generates in the [[chest]]s of some [[shipwreck]]s.}}{{History||1.14|snap=18w43a|[[File:Paper JE2 BE2.png|32px]] The texture of paper has now been changed.|Paper can now be used to craft [[banner pattern]]s.}}{{History|||snap=18w48a|Paper can now be found in chests in [[village]] cartographer houses.}}{{History|||snap=19w02a|Paper can now be used to craft a [[cartography table]].}}{{History|||snap=19w13a|Cartographer villagers now give paper to players under the [[Hero of the Village]] effect.}}{{History|pocket alpha}}{{History||v0.2.0|[[File:Paper JE1 BE1.png|32px]] Added paper. It is currently unobtainable and serves no purpose.}}{{History||v0.3.0|Paper is now [[craft]]able, and can be used to craft [[book]]s.}}{{History||v0.14.0|snap=build 1|Paper can now be used to craft empty [[map]]s and empty locator maps.|Paper can now be used to zoom in maps, using [[anvil]]s.}}{{History|pocket}}{{History||1.0.0|snap=?|The [[Windows 10 Edition]] can now use the [[anvil]], as well as the [[crafting table]], to zoom in [[map]]s, just as [[Pocket Edition]] in general can.}}{{History||1.0.4|snap=alpha 1.0.4.0|Librarian [[villager]]s now [[trading|buy]] 24–36 paper for 1 [[emerald]].}}{{History||1.1.0|snap=alpha 1.1.0.3|Added cartographer villagers, which [[trading|buy]] 24–36 paper as their tier 1 trade.}}{{History|bedrock}}{{History||1.2.0|snap=beta 1.2.0.2|Paper can now be used to craft [[firework rocket]]s.}}{{History||1.4.0|snap=beta 1.2.14.2|Paper can now be found inside [[chest]]s of some [[shipwreck]]s.}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Paper JE2 BE2.png|32px]] The texture of paper has now been changed.|Paper can now be found in cartographer house chests in [[village]]s.|Paper can now be used to craft [[banner pattern]]s and [[cartography table]]s.}}{{History||1.11.0|snap=beta 1.11.0.4|Librarian and cartographer villagers now buy 24 paper for an [[emerald]].}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Paper JE1 BE1.png|32px]] Added paper.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Paper JE2 BE2.png|32px]] The texture of paper has now been changed.}}{{History|New 3DS}}{{History||0.1.0|[[File:Paper JE1 BE1.png|32px]] Added paper.}}{{History|foot}}== Issues =={{issue list}}== References =={{Reflist}}==External Links==*[https://www.minecraft.net/en-us/article/paper Taking Inventory: Paper] – Minecraft.net on August 4, 2023{{Items}}[[cs:Papír]][[de:Papier]][[es:Papel]][[fr:Papier]][[hu:Papír]][[ja:紙]][[ko:종이]][[nl:Papier]][[pl:Papier]][[pt:Papel]][[ru:Бумага]][[th:กระดาษ]][[uk:Папір]][[zh:纸]][[Category:Renewable resources]]</li><li>[[Item (entity)|Item (entity)]]<br/>{{Entity| title = Item Entity| image = Item.gif| health = {{hp|5}}<ref>Items cannot be damaged by attacking them.</ref>| size = Height: 0.25 Blocks<br>Width: 0.25 Blocks}}'''Items''' are "dropped" [[block]]s or [[item]]s (non-block resources) that appear in the world, rather than being in the [[inventory]] of a [[player]] or [[block entity]]; they are a type of [[entity]].== Appearance ==[[File:Item entities.png|150px|thumb|3D dropped items, both blocks and strict items.]]Items have two possible appearances, generally corresponding to whether the item appears as a 3D or 2D shape in a player's inventory screens. 3D items appear as their 3D shape, miniaturized to about {{frac|1|4}} scale, while 2D items appear as {{frac|1|2}} scale with all the pixels extruded into a cube. Both types slowly rotate and bob up and down; this is merely a visual effect, the item itself does not actually rotate or bob up and down.Item entities that represent a stack of more than one item appear as several items stuck together. Stacks of 1 appear as one item, 2-16 as two items, 17–32 as three, 33-48 as four, and 49+ as five.The rotation rate of the item is approximately 2.87675 degrees per tick, or 57.595 degrees per second.== Behavior ==Item entities come from many sources. Some common ones are:* The death of a [[mob]] or [[player]].* A [[block]] that is mined by a player, destroyed by an [[explosion]], or washed away by [[water]].* An inventory item tossed by pressing the drop item key (default {{key|Q}} on PC, {{xbtn|dpad-down}} on Xbox, {{nsbtn|down}}/{{nsbtn|dpad-down}} on Nintendo Switch, {{psbtn|dpad-down}} on PlayStation) or dragging a stack outside of an inventory window.** In the mobile versions of {{el|be}}, items in the hotbar can be dropped by pressing on the item's slot. The entire stack is dropped.* A container (other than an {{BlockLink|ender chest}} or a {{BlockLink|shulker box}}) that is destroyed while holding items inside.The player may be thought of as having an "item pickup" box that surrounds their hitbox. This pickup box extends 1 additional block to the horizontal sides, and 0.5 additional blocks up and down. Any item whose hitbox intersects with the pickup box can be picked up. The pickup box is inclusive on the horizontal sides (distance less than or equal to 1 will count), and exclusive on the vertical sides (distance less than 0.5 will count, but not equal). When the player's hitbox size changes, such as when crouching{{only|java}} or sleeping, the pickup box size changes with it.Once an item entity's hitbox overlaps with the player's pickup box, it can transfer its items. As many items as can fit in the player inventory, excluding the armor slots and the [[dual wield|off-hand slot]], are transferred. If any item is transferred, [[Item (entity)#Sounds|a "plopping" sound]] is played. If all items are transferred, the items appear to move into the center of the player. The item entity never physically moves, however, which means it can appear to go through lava and blocks in its path. This can happen through blocks that are thinner than a full block, but also through the shared edge of two full blocks. Unlike [[experience orb]]s, multiple item entities can be picked up simultaneously. Dropped items have a delay of 10 [[tick]]s (half a second) between appearing and being able to be picked up, or 40 ticks (2 seconds) if thrown by a player, [[dolphin]], or [[fox]].When two stackable items of the same type come within 3/4 of a block of each other, they merge into a single stack if the resulting stack size does not exceed that item's maximum stack size.Items do not collide with other entities(except boats) and are only moved or stopped by blocks.Like other entities, items can be pushed by flowing water and [[bubble column]]s, pushed by a [[piston]], launched by a moving [[slime block]], stuck to a [[honey block]], or caught in a [[cobweb]]. Items move at faster speeds if [[ice]] is placed under the flowing water. When in still water, items float slowly up to the surface.Items can be reared by [[fishing rod]]s, costing 3 [[durability]].{{only|je}}If an item is within a [[solid block]], then it flies out one of the unobstructed sides, or out of the top of the block if surrounded by solid blocks on all sides. It does this even if the space below is unoccupied; therefore, it is possible to recover an item dropped by breaking a hole in a floor by quickly placing another block there.Items visually disappear when the player is about 16 blocks away from them, and reappear when they get closer. This distance can be adjusted by the "Entity Distance" slider in [[Options#Video Settings|video settings]].Unlike most entities, items cannot be spectated in [[Spectator]] mode without use of the {{cmd|spectate}} command.=== Damage ===Items cannot be attacked by players or mobs; attempting to do so simply hits through them. However, they take damage and disappear from environmental or block-based damage such as [[explosion]]s, [[fire]], [[lava]], and contact with [[cactus|cacti]]. Items have essentially no health, so they are destroyed by the slightest damage, though if set on fire they may remain for a few seconds before disappearing. [[Nether star]]s are immune to explosions, and [[netherite]]-based items and tools are immune to fire and float on top of lava. Also, some blocks that normally damage mobs, such as [[magma block]]s, [[campfire]]s, [[Sweet Berries|sweet berry bushes]], [[flower|wither rose]]s and [[powder snow]], do not damage items.=== Despawning ===Items despawn after 6000 game [[tick]]s (5 minutes) of being in a loaded, entity-ticking [[chunk]]; this is affected by the player's [[simulation distance]]. If two item stacks merge, the timer is set to the item that has more time remaining. The 5-minute timer is paused when the chunk is unloaded or no longer processing entities. Nether stars do not despawn{{only|bedrock}}.Items that fall into the [[void]] immediately despawn when they fall below Y=-128 in the [[Overworld]], or Y=-64 in [[the Nether]] and [[the End]].== Sounds =={{Edition|Java}}:<br>Item Entities use the Ambient/Environment sound category for entity-dependent sound events.{{Sound table|nocat=1|sound=Pop.ogg|subtitle=Item plops|source=player<!--Even when not picked up by player-->|description=When an item is picked up|id=entity.item.pickup|translationkey=subtitles.entity.item.pickup|volume=0.2|pitch=1.6-3.4 <ref group=sound>0.6-3.4 for using {{cmd|give}} and items from advancement rewards</ref>|distance=16}}{{Sound table|sound=fizz.ogg|nocat=1|subtitle=Burning|source=ambient|description=When an item is destroyed by [[lava]], but not [[fire]]<ref>{{bug|MC-36538}}</ref>|id=entity.generic.burn|translationkey=subtitles.entity.generic.burn|volume=0.4|pitch=2.0-2.4|distance=16|foot=1}}{{Edition|Bedrock}}:{{Sound table|type=bedrock|rowspan=2|sound=Pop.ogg|source=player|description=When an item is picked up|id=random.pop|volume=0.25|pitch=0.6-2.2}}{{Sound table|source=player|description=When an item is dropped|id=random.pop|volume=0.3|pitch=0.55-0.75}}{{Sound table|sound=fizz.ogg|source=block|description=When an item is destroyed by lava, but not fire|id=random.fizz|volume=0.5|pitch=1.8-2.4|foot=1}}== Data values ===== ID ==={{editions|java}}:{{ID table|generatetranslationkeys=java|displayname=Item|spritename=items|spritetype=env|translationtype=entity|nameid=item|foot=1}}{{editions|bedrock}}:{{ID table|shownumericids=y|generatetranslationkeys=bedrock|displayname=Item|spritename=items|spritetype=env|translationtype=entity|nameid=item|id=64|foot=1}}=== Entity data ==={{see also|Chunk format}}Dropped items 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 classic}}{{History||0.24 Resource Test|In the first public mention of item entities, {{ytl|OP3jzMWJmu8|this early video of Minecraft (Classic 0.24) by Notch}}, they were referred to as "resources".<ref name="resources">{{ytl|YIm_AKUbqh8}} Early video of Minecraft (Classic 0.24) by Notch referring to item entities as "resources"</ref>}}{{History||August 4, 2009|link=https://notch.tumblr.com/post/155882307/a-video-showing-what-i-did-today-are-vids-like|Items were showcased by [[Notch]] in a blog post.}}{{History||0.24_SURVIVAL_TEST|Added items to the game.|Items currently take the form of destroyed [[block]]s.|Items currently pulse white (similar to the selection cursor).<ref name="resources"/>|Instead of appearing as shrunken down blocks, items use pixels the same size as block pixels.}}{{History|java indev}}{{History||0.31|snap=20091231-2|Dropped items don't spin and don't glow white anymore.|Dropped items now appear as shrunken down blocks.|Items no longer prevent the placement of blocks but instead are moved to the nearest chunk. {{info needed}}|Non-block items added (as sprites); they now rotate to face the [[player]].}}{{History||?|Dropped items now spin again.}}{{History|java beta}}{{History||1.8|snap=Pre-release|[[File:Oversized items.png|100px|right]][[File:In awe at the size of these fluids.png|100px|right]] A bug causing many item forms of blocks to be displayed at the {{frac|1|2}} scale rather than {{frac|1|4}} was fixed. The following items were affected by this at least at one point:* [[Cactus]]* [[Oak Trapdoor]]* [[Oak Fence]]* [[Oak Pressure Plate]]* [[Stone Pressure Plate]]* [[Stone Button]]* [[Oak Stairs]]* [[Cobblestone Stairs]]* [[Snow]] (unobtainable at the time)* [[Farmland]] (unobtainable)* [[Cake]] ([[Technical blocks/Cake|unobtainable version]])* [[Nether Portal (block)|Nether Portal]] ([[Technical blocks/Nether Portal|unobtainable]])* [[Water]] ([[Technical blocks/Water|unobtainable]], before becoming 2D in [[Java Edition Infdev 20100615]])* [[Lava]] ([[Technical blocks/Lava|unobtainable]], before becoming 2D in [[Java Edition Infdev 20100615]])}}{{History|java}}{{History||1.3.1|snap=12w15a|Items that are moved into the same location now combine into stacks instead of remaining independent entities.}}{{History||1.4.2|snap=12w34a|Items, like other entities, can now travel through [[portal]]s.}}{{History|||snap=12w34b|Some [[zombie]]s, [[skeleton]]s and [[Zombified Piglin|zombie pigmen]] can now pick up items.}}{{History||1.4.4|snap=1.4.3|Items are now pushed out of transparent solid blocks as well as opaque ones.<ref>{{bug|MC-15}}</ref> Items can push into solid blocks while trying to escape a solid block instead of stopping (this has been used to create vertical transport of items). New feature: items are pushed out of the inside corner of stair blocks, causing "bouncing" effects.}}{{History||December 11, 2012|link=none|[[Dinnerbone]] tweeted a picture of [[diamond]]s being rendered in 3D as dropped items.<ref>{{tweet|dinner|278457679805030401|Diamonds are a miners best friend. It's only fair they get treated to some luxury rendering. http://dinnerbone.com/media/uploads/2012-12/screenshots/Minecraft_2012-12-11_12-13-11.png … #AndMaybeEverythingElseToo|December 11, 2012}}</ref> He also revealed that other items would rendered in this way, but only in [[fancy graphics]].<ref>{{tweet|dinner|278463997982949378|@PaymenowTV It's Fancy Rendering option, but really won't make much of a difference on even a slow pc.|December 11, 2012}}</ref>}}{{History||December 12, 2012|link=none|TeamMojang ([[wikipedia:Youtube|YouTube]]) posted a video showing off the new 3D items.<ref>{{ytl|tMOZLAxPWFE}}</ref>}}{{History||1.4.6|snap=12w49a|[[Nether star]]s are the first items to not be deleted by [[explosion]]s.}}{{History|||snap=12w50a|When dropped, items now render in the [[fancy graphics]] setting as 3D spinning animations (non-block items no longer display as [[Wikipedia:Sprite (computer graphics)|sprites]]).|Dropped items now merge with nearby items and be stacked.|Enchanted items now show the enchanted glow when dropped.}}{{History||1.5|snap=13w01a|Added [[hopper]]s, which can collect items.}}{{History|||snap=13w03a|Added [[Minecart with Hopper|hopper minecart]]s, which can collect items.}}{{History||1.8|snap=14w04a|Dropped items don't spin, and they are visible only from the south on fast graphics.}}{{History|||snap=14w04b|Dropped items are now completely invisible on fast graphics.}}{{History|||snap=14w05a|Dropped items on fast graphics now face the player on all three axes, and they spin again on fancy graphics.}}{{History|||snap=14w25a|Dropped items now render in 3D on fast graphics, instead of just on fancy graphics, likely due to item models being fully implemented and replacing the need for 2D items. However, they do not spin.}}{{History||1.8.1|snap=pre4|Dropped items now spin on fast graphics.}}{{History||1.10|snap=16w21a|Items can now be reared by [[fishing rod]]s.}}{{History||1.11|snap=16w32a|The entity ID of items has been changed from <code>Item</code> to <code>item</code>.}}{{History||1.13|snap=18w07a|Items in water now float up.}}{{History||1.16|snap=20w06a|Netherite items are the first items to not burn in [[lava]], and float in lava.}}{{History||1.20|snap=Pre-release 5|Item are no longer destroyed by falling [[anvil]]s.<ref>{{bug|MC-120158||Anvils and other falling_blocks with HurtEntities set to true kill items and xp orbs|Fixed}}</ref>}}{{History|pocket alpha}}{{History||v0.2.0|Added items to the game.}}{{History||?|Items now have improved graphics.{{more info|clarify}}}}{{History|Bedrock}}{{History||1.4.0|snap=beta 1.2.14.2|Items in [[water]] now float up.}}{{History||1.16.0|snap=beta 1.15.0.51|When dropped, items now render as 3D spinning animations (non-block items no longer display as [[Wikipedia:Sprite (computer graphics)|sprites]]).}}{{History|||snap=beta 1.16.0.51|Added [[netherite]] items, which float and do not burn in [[lava]].}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|Added items to the game.}}{{History||xbox=TU12|When dropped, items now render as 3D spinning animations (non-block items no longer display as [[Wikipedia:Sprite (computer graphics)|sprites]]).}}{{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|Items in [[water]] now float up.}}{{History|foot}}== Trivia ==* {{bug|MC-4}}, the oldest standing bug in the Minecraft [[bug tracker]], involves item entity positioning being incorrectly handled.==Gallery==<gallery>3D Diamonds.png|First image of 3D dropped items.</gallery>== See also ==* [[Drops]] — items dropped by [[mobs]] when killed.* [[Chunk format#Items|Chunk format]] for more information about the attributes of items.== References =={{Reflist}}{{entities}}{{items}}[[Category:Items| ]][[de:Drop]][[es:Objeto (entidad)]][[fr:Objet (entité)]][[ja:アイテム (エンティティ)]][[ko:아이템 (개체)]][[nl:Voorwerp (entiteit)]][[pt:Drops]][[ru:Предмет (сущность)]][[zh:物品(实体)]]</li></ul>
beta 1.11.0.1The farmer job site block has been changed from farmland to composters.
Added economic trades, which makes villagers level up and require experience to unlock next tiers, which makes it possible to instantly change their tiers from iron to diamond.
Villager trades are no longer instantly refreshed as it now requires to resupply, which can be activated only by using /resupply.
Old villagers now convert to villager_v2 .
Baby villagers are now ignored by illagers, including ravagers and vexes.
beta 1.11.0.3Villager now heal themselves upon waking up at dawn.
beta 1.11.0.4Villagers now hide in houses during raids.
The villager economy trades have been changed.
The supply and demand feature for villagers now works properly.
Villagers now make sounds when they work.
1.13.0
{{Extension DPL}}<ul><li>[[Name Tag|Name Tag]]<br/>{{about|the item that gives names to mobs|the nameplate above a player's head|Player#Username}}{{Item| image = Name Tag.png| renewable = Yes| stackable = Yes (64)}}A '''name tag''' is an [[item]] used to name [[mob]]s in the world and prevent them from despawning naturally.== Obtaining ===== Chest loot ==={{LootChestItem|name-tag}}=== Fishing ===Name tags can be caught from [[fishing]] as part of the treasure category with a {{frac|1|6}} chance after the 5% chance of being a treasure catch. The chance of catching treasure increases with the [[Luck of the Sea]] enchantment.=== Trading ===Master-level librarian [[villagers]] offer to sell a name tag for 20 [[emerald]]s as one of their available trades.== Usage ==To use a name tag, it must first be renamed with an [[anvil]], costing 1 [[experience]] level. If it is not renamed, it has no effect when used on a mob. After the name tag is renamed, the player can {{control|use}} it on a mob to give it the name given to the name tag from the anvil. Mobs and name tags can be renamed any number of times. Name tags with the same name are stackable. Once a mob is named, it keeps its name, and the name tag is consumed.When a mob is named, it is excluded from the mob cap count.Effects on various mobs:* A named [[silverfish]] that goes into a block appears to lose its name because it is replaced by a newly generated unnamed silverfish when the block is broken.* A baby (animal or villager) keeps its name when becoming an adult.** A named [[villager]] keeps its name when transformed into a [[Zombie Villager|zombie villager]].** A named zombie villager keeps its name when cured.* [[Wandering Trader|Wandering trader]]s still despawn even if they are named, or in a [[minecart]] or [[boat]].* A named [[wither]]'s boss bar displays its name instead of "Wither".* Naming an [[ender dragon]] with commands also displays the name in the boss bar.=== Limitations ===Any mob can be named except for the [[ender dragon]] and [[player]]s.A name tag can rename an [[armor stand]], though it does not show the nameplate above its head until <code>CustomNameVisible:1b</code> is set as an extra step.{{control|Using|use}} a name tag on a villager renames the villager instead of opening the trading interface. A saddled pig is renamed instead of being ridden. Using a name tag on any other mob that can be interacted with performs the {{control|use}} action instead of being named. These mobs can be renamed if the player uses the name tag while crouching or standing in a [[nether portal]] because the portal suppresses the {{control|use}} action.Once a name tag is used on a mob, it is impossible to remove the name of that mob without the use of commands or external modifications.=== Behavior ===Renamed mobs have their name displayed over their head in the same fashion as a mob named through a renamed [[spawn egg]]. Their names can be seen only if they are aimed at from four or fewer blocks away.Mobs that are named using the name tag never despawn in the world, similar to tamed mobs.<ref>{{tweet|dinnerbone|327485109940916226}}</ref> The exceptions are [[wandering trader]]s or if the mob is hostile and the difficulty is switched to "[[Peaceful]]", causing any hostile mobs or any named hostile mobs to despawn immediately. If a renamed mob kills a player, the custom name is used in the death message in place of the mob type name. For instance, if a vindicator named "Johnny" kills a player, the death message is "Player was slain by Johnny". A renamed [[wither]] also has a renamed health bar, and the boss bar doesn't regenerate{{verify}}.=== Easter eggs ===* Any mob that receives the name "[[Easter eggs#Upside-down mobs|Dinnerbone]]" or "[[Easter eggs#Upside-down mobs|Grumm]]" is rendered upside down. This even includes the player in early versions of Bedrock Edition if the username is set to either of these and you are not signed into Xbox Live.* Naming a [[sheep]] "[[Easter eggs#Jeb sheep|jeb_]]" causes its wool to fade between the dye colors, producing a rainbow effect. The [[wool]] that drops when the sheep is [[shear]]ed or killed is the original color of the sheep before the sheep was named.* Naming a [[rabbit]] "[[Rabbit#Toast|Toast]]" causes it to have a special memorial skin of user xyzen420's girlfriend's [http://www.reddit.com/r/minecraftsuggestions/comments/27hjog/to_themogminer_my_bunny_is_missing_please_help_me/ missing rabbit].* Naming a [[vindicator]] "Johnny" causes it to be aggressive and attack all [[mob]]s including the wither (except [[ghast]]s and other [[illager]]s). The hostility even extends to [[Ravager|ravagers]] in [[Java Edition|''Java Edition'']], as the "Johnny" vindicator can also attack the ravager while it's riding it.== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Name Tag|spritetype=item|nameid=name_tag|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Name Tag|spritetype=item|nameid=name_tag|id=548|form=item|foot=1}}== History =={{History|java}}{{History||1.6.1|snap=13w16b|[[File:Name Tag JE1 BE1.png|32px]] Added name tags. They can now be found in [[dungeon]] [[chest]]s.}}{{History|||snap=13w25a|A [[mob]] named "Dinnerbone" or "Grumm" now renders upside down.}}{{History||1.7.2|snap=13w36a|Name tags can now rarely be acquired by [[fishing]], making them [[renewable resource|renewable]].}}{{History||1.7.4|snap=13w48b|A sheep named "jeb_" now fades between the [[dye]] colors.}}{{History||1.8|snap=14w02a|Name tags can now be [[trading|bought]] from librarian [[villager]]s, at 20–22 [[emerald]]s for 1 name tag.}}{{History|||snap=14w27a|[[Rabbit]]s have been added and naming one "Toast" gives it a special memorial skin.}}{{History||1.9|snap=15w44a|Added name tags to [[mineshaft]] [[chest]]s.|The average yield of name tags in [[dungeon]] chests has been decreased.}}{{History||1.11|snap=16w39a|Name tags can now be found in the new [[woodland mansion]] chests.|Added [[vindicator]]s, which attack almost all mobs if named "Johnny".}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 421.}}{{History||1.14|snap=18w43a|[[File:Name Tag JE2 BE2.png|32px]] The texture of name tags has been changed.}}{{History||1.19|snap=Deep Dark Experimental Snapshot 1|Name tags now generate in [[ancient city]] chests.}}{{History|pocket alpha}}{{History||v0.15.0|snap=build 1|[[File:Name Tag JE1 BE1.png|32px]] Added name tags, and a new "Name" Interact button.|A [[mob]] named "Dinnerbone" or "Grumm" renders upside down.|A [[sheep]] named "jeb_" fades between the [[dye]] colors.|Naming a [[rabbit]] "Toast" gives it a special memorial skin.}}{{History|pocket}}{{History||1.0.4|snap=alpha 1.0.4.0|Name tags can now be [[trading|bought]] from librarian [[villager]]s for 20-22 [[emerald]]s as their last tier trade.}}{{History||1.1.0|snap=alpha 1.1.0.0|Naming a [[vindicator]] "Johnny" now makes it hostile to any [[mob]], except other [[illager]]s.|Name tags can now be found in [[woodland mansion]]s.}}{{History|bedrock}}{{History||1.4.0|snap=beta 1.2.14.2|Name tags can now be found in buried treasure [[chest]]s.}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Name Tag JE2 BE2.png|32px]] The texture of name tags has been changed.}}{{History||1.11.0|snap=beta 1.11.0.4|Name tags [[trading|sold]] by librarian [[villager]]s now cost 20 [[emerald]]s.}}{{History|console}}{{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|[[File:Name Tag JE1 BE1.png|32px]] Added name tags.}}{{History|PS4}}{{History||1.90|[[File:Name Tag JE2 BE2.png|32px]] The texture of name tags has been changed.}}{{History|3ds}}{{History||0.1.0|[[File:Name Tag JE1 BE1.png|32px]] Added name tags.}}{{History|foot}}== Issues =={{issue list}}== Trivia ==* Name tags were added at the request of [https://www.youtube.com/user/paulsoaresjr/ Paulsoaresjr].<ref>{{tweet|paulsoaresjr|326865482839883777}}</ref><ref>{{tweet|Dinnerbone|326812168630722561}}</ref>* A stack of up to 64 name tags can be renamed at once. The cost is 1 [[experience]] level per stack, regardless of how many name tags were stacked.* To name a [[mob]] “Name Tag” the player must give the name tag a random name, then rename it back to “Name Tag”.* A [[villager]] with a name tag turned into a [[zombie villager]] by a [[zombie]] with a name tag does not despawn, but a villager with a name tag turned into a zombie by a zombie without a name tag does despawn.* It is impossible to have a rainbow [[sheep]] upside-down, because it is impossible for it to be named “Jeb_” and “Dinnerbone” at the same time.== Gallery ==<gallery>NameTag2.png|To use a name tag, the [[player]] must first rename it using an [[anvil]].NameTag1.png|A [[wolf]] that has been renamed using a name tag.RenamedCreeper.png|A [[creeper]] renamed using the name tag.RenamedWither.png|A [[Wither Boss|wither]] renamed using a name tag. The custom name takes place of "Wither" over the [[health bar]] as well.YoYo.png|How to use "Grumm" and "Dinnerbone" name tag [[easter egg]] and [[lead]] to make another animal Yo-yo.Grumm Horse.png|A [[horse]] using the "Grumm" or "Dinnerbone" easter egg to be rendered upside-down.MineshaftNameTag.png|Name Tag found in a mineshaft chest.Pocket Edition Name Tag.jpg|First image of a name tag in bedrock edition.</gallery>== See also ==* [[Spawn Egg]]== References =={{reflist}}== External Links ==*[https://www.minecraft.net/en-us/article/taking-inventory--name-tag Taking Inventory: Name Tag] – Minecraft.net on March 15, 2019{{items}}[[de:Namensschild]][[es:Etiqueta]][[fr:Étiquette]][[it:Targhetta]][[ja:名札]][[ko:이름표]][[nl:Naamkaartje]][[pl:Znacznik]][[pt:Etiqueta]][[ru:Бирка]][[zh:命名牌]][[Category:Renewable resources]]</li><li>[[Brush|Brush]]<br/>{{Item|image=Brush.png|rarity=Common|renewable=Yes|durability=64|stackable=No}}A '''brush''' is a [[tool]] used in [[archaeology]] to excavate [[suspicious block]]s for different items.==Obtaining=====Crafting==={{Crafting|head=1|showname=0|showdescription=1|B1=Feather|B2=Copper Ingot|B3=Stick|Output=Brush|type=Tool}}{{crafting|foot=1|ignoreusage=1|Damaged Brush|Damaged Brush|Output=Brush|description=The durability of the two brushes is added together, plus an extra 5% durability.|type=Tool}}==Usage=={{Main|Suspicious Block}}{{Control|Using}} the brush on any block displays a brushing animation, slowing down the player and creating breaking [[particles]], but not actually damaging the block or brush. When continuously brushing a [[suspicious block]], a random item slowly emerges from it until it drops out, and the block turns into regular [[sand]] or regular [[gravel]], depleting 1 [[durability]] point on the brush. It takes 96 [[game tick]]s (4.8 seconds) to brush a single suspicious block. === Enchantments ===A brush can receive the following [[enchantment]]s:{|class="wikitable col-2-center col-3-right"|+!Name!Max Level![[Enchanting|Method]]|-|[[Unbreaking]]|III|{{Inventory slot|Anvil}} |-|[[Mending]]|I|{{Inventory slot|Anvil}} |-|[[Curse of Vanishing]]|I|{{Inventory slot|Anvil}} |}== Sounds =={{Edition|Java}}:{{Sound table<!--All of these sounds are, in fact, different-->|sound=Brushing sand1.ogg|sound2=Brushing sand2.ogg|sound3=Brushing sand3.ogg|sound4=Brushing sand4.ogg|subtitle=Brushing Sand|source=block|description=While a brush is brushing suspicious sand|id=item.brush.brushing.sand|translationkey=subtitles.item.brush.brushing.sand|volume=0.6|pitch=0.6|distance=16}}{{Sound table|sound=Brushing gravel1.ogg|sound2=Brushing gravel2.ogg|sound3=Brushing gravel3.ogg|sound4=Brushing gravel4.ogg|subtitle=Brushing Gravel|source=block|description=While a brush is brushing suspicious gravel|id=item.brush.brushing.gravel|translationkey=subtitles.item.brush.brushing.gravel|volume=0.6|pitch=0.6|distance=16}}{{Sound table|sound=Brushing generic1.ogg|sound2=Brushing generic2.ogg|sound3=Brushing generic3.ogg|sound4=Brushing generic4.ogg|subtitle=Brushing|source=block|description=While a brush is brushing any other block|id=item.brush.brushing.generic|translationkey=subtitles.item.brush.brushing.generic|volume=0.6|pitch=0.6|distance=16}}{{Sound table|sound=Brushing sand completed1.ogg|sound2=Brushing sand completed2.ogg|sound3=Brushing sand completed3.ogg|sound4=Brushing sand completed4.ogg|sound5=Brushing sand completed5.ogg|subtitle=Brushing Sand completed|source=Players<ref group=sound name=badsource>{{Bug|MC-260202}}</ref>|overridesource=1|description=When a brush finishes brushing suspicious sand|id=item.brush.brushing.sand.complete|translationkey=subtitles.item.brush.brushing.sand.complete|volume=1.0|pitch=1.0|distance=16}}{{Sound table|sound=Brushing gravel completed1.ogg|sound2=Brushing gravel completed2.ogg|sound3=Brushing gravel completed3.ogg|sound4=Brushing gravel completed4.ogg|subtitle=Brushing Gravel completed|source=Players<ref group=sound name=badsource/>|overridesource=1|description=When a brush finishes brushing suspicious gravel|id=item.brush.brushing.gravel.complete|translationkey=subtitles.item.brush.brushing.gravel.complete|volume=1.0|pitch=1.0|distance=16|foot=1}}{{Edition|Bedrock}}:{{Sound table|type=bedrock|sound=Brushing sand1.ogg|sound2=Brushing sand2.ogg|sound3=Brushing sand3.ogg|sound4=Brushing sand4.ogg|source=player|description=While a brush is brushing suspicious sand|id=brush.suspicious_sand|volume=1.0|pitch=0.8-1.0}}{{Sound table|sound=Brushing gravel1.ogg|sound2=Brushing gravel2.ogg|sound3=Brushing gravel3.ogg|sound4=Brushing gravel4.ogg|source=player|description=While a brush is brushing suspicious gravel|id=brush.suspicious_gravel|volume=1.0|pitch=0.8-1.0}}{{Sound table|sound=Brushing generic1.ogg|sound2=Brushing generic2.ogg|sound3=Brushing generic3.ogg|sound4=Brushing generic4.ogg|source=player|description=While a brush is brushing any other block|id=brush.generic|volume=1.0|pitch=0.8-1.0}}{{Sound table|sound=Brushing sand completed1.ogg|sound2=Brushing sand completed2.ogg|sound3=Brushing sand completed3.ogg|sound4=Brushing sand completed4.ogg|sound5=Brushing sand completed5.ogg|source=player|description=When a brush finishes brushing suspicious sand|id=brush_completed.suspicious_sand|volume=1.0|pitch=0.8-1.0}}{{Sound table|sound=Brushing gravel completed1.ogg|sound2=Brushing gravel completed2.ogg|sound3=Brushing gravel completed3.ogg|sound4=Brushing gravel completed4.ogg|source=player|description=When a brush finishes brushing suspicious gravel|id=brush_completed.suspicious_gravel|volume=1.0|pitch=0.8-1.0|foot=1}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Brush|spritetype=item|nameid=brush|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Brush|spritetype=item|nameid=brush|id=684|form=item|foot=1}}== Advancements =={{load advancements|Respecting the Remnants}}== History =={{History||October 3, 2020|link=https://youtu.be/DBvZ2Iqmm3M?t=2178|[[File:Brush (pre-release 1).png|32px]][[File:Brush 2.png|32px]] Brushes were announced at [[Minecraft Live 2020]] with two variants.}}{{History||?|link=https://youtu.be/klP9SrJFDU8?t=206|[[File:Brush (pre-release 2).png|32px]] Changed the brush's item texture.}}{{History||February 10, 2023|[[File:Brush JE1 BE1.png|32px]] [[Sofia Dankis]] posted an article about upcoming archaeology features, including brushes.|link=https://www.minecraft.net/en-us/article/archeology-coming-minecraft-120}}{{History|java}}{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[File:Brush JE1 BE1.png|32px]] Added brushes with an updated texture behind the [[Java Edition 1.20|Update 1.20 experimental datapack]].|The crafting recipe was originally three [[string]] and two [[stick]]s.{{{!}} class{{=}}"collapsible collapsed" data-description{{=}}"Recipe"! Recipe{{!}}-{{!}}{{Crafting Table|A1 = String|B1 = String|C1 = String|B2 = Stick|B3 = Stick|Output = Brush|type = Tool|ignoreusage=1}}{{!}}}}}{{History|||snap=1.19.4 Pre-release 1|The crafting recipe for brushes has been changed:{{{!}} class{{=}}"collapsible collapsed" data-description{{=}}"Recipe"! Recipe{{!}}-{{!}}{{Crafting Table|B1 = Feather|B2 = Copper Ingot|B3 = Stick|Output = Brush|type = Tool|ignoreusage=1}}{{!}}}}}{{History||1.20|snap=23w12a|Brushes are now available without using the "Update 1.20" experimental data pack.|Brushes can now brush [[suspicious gravel]].}}{{History|||snap=23w14a|The brushing sound of brush is now controlled by the "Blocks" sound slider instead of the "Players" sound slider.}}{{History|||snap=23w17a|The player now gets the [[advancement]] "Respecting the Remnants" when they use a brush on a [[suspicious block]] to obtain a [[pottery sherd]].}}{{History|bedrock}}{{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.70|snap=beta 1.19.70.23|[[File:Brush JE1 BE1.png|32px]] Added brushes behind the "[[Bedrock Edition 1.20.0|Next Major Update]]" [[experimental]] toggle.|The crafting recipe is originally three [[string]] and two [[stick]]s.{{{!}} class{{=}}"collapsible collapsed" data-description{{=}}"Recipe"! Recipe{{!}}-{{!}}{{Crafting Table|A1 = String|B1 = String|C1 = String|B2 = Stick|B3 = Stick|Output = Brush|type = Tool|ignoreusage=1}}{{!}}}}}{{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.80|snap=beta 1.19.80.20|The crafting recipe for brushes has been changed:{{{!}} class{{=}}"collapsible collapsed" data-description{{=}}"Recipe"! Recipe{{!}}-{{!}}{{Crafting Table|B1 = Feather|B2 = Copper Ingot|B3 = Stick|Output = Brush|type = Tool|ignoreusage=1}}{{!}}}}}{{History||1.20.0|snap=beta 1.20.0.21|Brushes are now available without using the "Next Major Update" experimental toggle.}}{{History|foot}}== Issues =={{Issue list}}== References =={{Reflist}}==External Links==*[https://www.minecraft.net/en-us/article/brush Taking Inventory: Brush] – Minecraft.net on July 6, 2023{{Items}}[[Category:Renewable resources]][[de:Pinsel]][[es:Pincel]][[ja:ブラシ]][[pt:Pincel]][[pl:Pędzel]][[uk:Щітка]][[zh:刷子]]</li></ul>
beta 1.13.0.9Villagers can now heal if they have bread in their inventory.
1.17.0
{{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>[[Heart of the Sea|Heart of the Sea]]<br/>{{Item| image = Heart of the Sea.png| stackable = Yes (64)| rarity = Uncommon| renewable = No}}A '''heart of the sea''' is a rare [[item]] that can be crafted into a [[conduit]].== Obtaining ==The heart of the sea must be found. It cannot be crafted or obtained by trading, making it a [[non-renewable resource]].A heart of the sea is obtained from a [[buried treasure]]. The location is marked with a noticeable red X on a [[Explorer Map|buried treasure map]], which is found in [[Ocean_Ruins|ocean ruins]] and [[Shipwreck|shipwrecks]]. Feeding [[raw cod]] or [[raw salmon]] to a [[dolphin]] causes the dolphin to swim toward the nearest [[buried treasure]], [[shipwreck]], or [[ocean ruins]].=== Chest loot ==={{LootChestItem|heart-of-the-sea}}== Usage ===== Crafting==={{crafting usage}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Heart of the Sea|spritetype=item|nameid=heart_of_the_sea|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Heart of the Sea|spritetype=item|nameid=heart_of_the_sea|id=571|form=item|foot=1}}== History =={{History|java}}{{History||1.13|snap=18w15a|[[File:Heart of the Sea JE1 BE2.png|32px]] Added heart of the sea.}}{{History|||snap=18w19a|Heart of the sea now generates in all [[buried treasure]] [[chest]]s in a stack of 1.}}{{History|bedrock}}{{History||1.4.0|snap=beta 1.2.14.2|An entry in the [[buried treasure]] loot table has been added named <code>nautilus_core</code>. It is unobtainable though since the <code>nautilus_core</code> has not been added into the game yet.}}{{History|||snap=beta 1.2.20.1|[[File:Heart of the Sea BE1.png|32px]] Added heart of the sea as an [[item]] obtainable in buried treasure [[chest]]s. It cannot be used to craft [[conduit]]s yet.}}{{History|||snap=beta 1.2.20.2|[[File:Heart of the Sea JE1 BE2.png|32px]] The texture of heart of the sea has been changed.}}{{History||1.5.0|snap=beta 1.5.0.1|Heart of the sea can now be used to craft [[conduit]]s.}}{{History|console}}{{History||xbox=TU69|ps=1.76|wiiu=Patch 38|[[File:Heart of the Sea JE1 BE2.png|32px]] Added heart of the sea.}}{{History|education}}{{History||1.4.0|[[File:Heart of the Sea JE1 BE2.png|32px]] Added heart of the sea. It generates in all [[buried treasure]] [[chest]]s in a stack of 1.}}{{History|foot}}== Issues =={{issue list}}== Trivia ==* Before the heart of the sea was added to {{el|be}}, there was an entry found in the buried treasure chest loot table named <code>nautilus_core</code>, which was later revealed to be the heart of the sea. Despite the name change, the heart of the sea continues to be referred to as the <code>nautilus_core</code> in most game files.== External Links ==*[https://www.minecraft.net/en-us/article/heart-sea Taking Inventory: Heart of the Sea] – Minecraft.net on August 31, 2023{{items}}[[Category:Non-renewable resources]][[de:Herz des Meeres]][[fr:Cœur de la mer]][[es:Corazón del mar]][[it:Cuore del mare]][[ja:海洋の心]][[ko:바다의 심장]][[nl:Hart van de zee]][[pl:Serce oceanu]][[pt:Coração do mar]][[ru:Сердце моря]][[uk:Серце моря]][[zh:海洋之心]]</li></ul>
beta 1.16.230.54Mason villagers can now sell 4 dripstone blocks for an emerald.
1.18.10
{{Extension DPL}}<ul><li>[[Campfire|Campfire]]<br/>{{Block| image = <gallery>Campfire.gif|CampfireSoul Campfire.gif|Soul CampfireUnlit Campfire.png|Unlit</gallery>| image2 = <gallery>Campfire (item) JE2.png|CampfireSoul Campfire (item) JE2.png|Soul Campfire</gallery>| invimage = Campfire| invimage2 = Soul Campfire| transparent = No| light = '''Campfire''': <br>Yes (15) when lit<br>'''Soul Campfire''': <br>Yes (10) when lit| tool = axe| renewable = Yes| stackable = Yes (64)| flammable = No| lavasusceptible = Yes}}A '''campfire''' is a block that can be used to cook [[food]], pacify [[bee]]s, act as a spread-proof [[light source]], smoke signal or damaging trap block.A '''soul campfire''' is a dimmer variant of the campfire with turquoise flames. Soul campfires deal more damage than normal campfires.== Obtaining ===== Breaking ===Campfires can be mined with any tool, or without a tool, but [[axe]]s are the fastest. A regular campfire drops 2{{only|java|short=1}} or 4{{only|bedrock|short=1}} [[charcoal]], a soul campfire drops [[soul soil]], and either one also drops any items placed on it. If mined with a tool enchanted with [[Silk Touch]], the campfire instead drops itself as an item.{{IN|BE}}, either kind of campfire can also be broken by pushing it with a [[piston]] or [[sticky piston]]. Pistons cannot move or break campfires {{in|je}}.{{breaking row|Campfire, Soul Campfire|axe|horizontal=1}}=== Natural generation ===Campfires can generate in {{BiomeLink|taiga}} and {{BiomeLink|snowy taiga}}{{only|be}} [[village]]s.Campfires also generate in camps inside [[ancient city|ancient cities]], beneath a pile of blue, light blue and cyan [[wool]] blocks.=== Crafting ==={{Crafting|head=1|B1= Stick|A2= Stick|B2= Coal; Charcoal|C2= Stick|A3= Any Log or Stem; Any Stripped Log or Stem; Any Wood or Hyphae; Any Stripped Wood or Hyphae|B3= Any Log or Stem; Any Stripped Log or Stem; Any Wood or Hyphae; Any Stripped Wood or Hyphae|C3= Any Log or Stem; Any Stripped Log or Stem; Any Wood or Hyphae; Any Stripped Wood or Hyphae|Output= Campfire|type= Decoration block}}{{Crafting|foot=1|B1= Stick|A2= Stick|B2= Soul Sand; Soul Soil|C2= Stick|A3= Any Log or Stem; Any Stripped Log or Stem; Any Wood or Hyphae; Any Stripped Wood or Hyphae|B3= Any Log or Stem; Any Stripped Log or Stem; Any Wood or Hyphae; Any Stripped Wood or Hyphae|C3= Any Log or Stem; Any Stripped Log or Stem; Any Wood or Hyphae; Any Stripped Wood or Hyphae|Output= Soul Campfire|type= Decoration block}}=== Trading ==={{IN|bedrock}}, apprentice-level fisherman [[villager]]s have a 50% chance of selling a campfire for 5 [[emerald]]s.{{IN|java}}, apprentice-level fisherman villagers have a {{frac|2|3}} chance of selling a campfire for 2 [[emerald]]s.== Usage ==Lit campfires emit a light level of 15 and lit soul campfires emit a light level of 10. Unlike [[fire]], campfires do not spread under any circ*mstances.Campfires are lit by default when placed. Campfires can be manually lit by {{control|using}} or [[Dispenser|dispensing]] [[flint and steel]] on them, shooting it with a flaming arrow, or using or dispensing fire charges, blaze fireballs, and ghast fireballs when {{cmd|gamerule|mobGriefing}} is true. {{IN|bedrock}}, campfires can also be lit by {{control|using}} an item enchanted with [[fire aspect]], or stepping on it while burning. Campfires can be extinguished by [[waterlogging]] it (placing [[water]] in the same block space), throwing a [[splash water bottle]] on it, or {{control|using}} a [[shovel]] on it. {{IN|bedrock}}, campfires can also be extinguished by placing a water source or allowing water to flow in the space above the campfire. As with [[torches]], rain does not extinguish campfires.<ref>{{bug|MC-141920||Rain doesn't put out campfire|Works as Intended}}</ref>Using [[flint and steel]] on the side of a waterlogged or lit campfire sets the adjacent air block on fire instead.Any items cooking on a campfire always drop when the campfire block is broken.=== Particles and smoke signals ===[[File:Campfire with smoke.gif|thumb|Campfire emitting smoke.]]Campfires produce smoke particles that float up around 10 blocks before disappearing. If a [[hay bale]] is placed below, the campfire becomes a signal fire and the smoke floats up 24 blocks instead.Campfire smoke particles can partially pass through a block directly above it, but do not pass through blocks more than one block directly above it.Although a trap door is thinner than a slab, a trap door can block the smoke completely, preventing the smoke from floating up.Campfires emit extra smoke particles during rain, similar to [[lava]].Campfires also emit occasional ember particles, similar to lava. Soul campfires, however, do not emit embers.<ref>{{bug|MC-185482||Soul campfires do not emit ember particles|Works as Intended}}</ref>=== Damage ===Campfires damage [[mob]]s standing on top of them even if underwater (with exceptions such as [[shulker]]s, [[zombified piglin]]s or [[guardian]]s), but only if lit. Campfires deal {{hp|1}} and soul campfires deal {{hp|2}} of damage every tick (although [[damage immunity]] reduces this to once every half-second) Campfires do not cause lasting burning or destroy items. Damage taken is considered [[Damage#Fire|fire damage]] and is reduced by [[armor]] (which loses [[Item durability#Armor durability|durability]]), the [[Resistance]] potion effects, and the [[Protection]] and [[Fire Protection]] enchantments. The player can avoid being damaged at all, either by using a [[potion of fire resistance]] or wearing [[Frost Walker]] boots.Regardless of [[Solid block#Height|height]], all blocks prevent damage done to mobs or players above campfires. The campfire deals damage only to entities occupying its block.=== Cooking ===[[File:Campfire (Cooking).gif|thumb]]The player can place {{tooltip|raw food|raw beef, raw chicken, raw rabbit, raw porkchop, raw mutton, raw cod, raw salmon, potato, kelp}} on a lit campfire by {{control|using}} the food item on it. Up to four food items can be placed on a single campfire, which cooks the items simultaneously. Unlike other blocks that can cook food, campfires do not require any kind of fuel to cook. On a campfire, foods produce small smoke particles, indicating they are being cooked. Food items take 30 seconds (600 [[tick]]s) to cook, compared to 10 seconds for [[furnace]]s or 5 seconds for [[smoker]]s. Assuming that one uses all four slots to cook at once, the Campfire is, therefore, more efficient than furnaces (taking 10 seconds less per four items and no fuel) for cooking, but must be watched so as to pick up the food and refill it once it is done. It is slower than a smoker by about ten seconds, but its lack of fuel consumption could be seen as a worthwhile trade-off. Once finished cooking, items pop off the campfire. If the campfire is extinguished while cooking food, it resets as if it had not been cooked at all. Food items can be placed on an unlit campfire. Other items can be placed on campfires using external editors, mods or add-ons.=== Hoppers ===Campfires do not have an [[Inventory#External inventories|external inventory]]. Raw food cannot be loaded into the campfire with a [[hopper]].A hopper placed directly underneath a campfire pulls through any items dropped into the campfire. Any drops from a mob that dies in the campfire get pulled into the hopper.=== Bees ===Placing a campfire under a [[beehive]] or [[bee nest]] allows players to harvest [[honey bottle]]s or [[honeycomb]] without provoking the [[bee]]s.There must be unobstructed air between the campfire and the beehive or bee nest. [[Carpet]]s are an exception.{{only|JE}}=== Piglins ===Lit soul campfires repel [[piglin]]s that are not currently attacking. This occurs when the [[piglin]] is within an 8 block radius of the soul campfire.=== Light source ===Standard lit campfires emit a light level of 15, while soul campfires emit a light level of 10. Like most other sources of light, campfires melt nearby [[snow]] and [[ice]]. Due to their lower light level, soul campfires do not melt snow or ice.=== Note blocks ===Campfires can be placed under [[note block]]s to produce "bass" sounds.=== Converting soul sand to soul soil ===Soul campfires can be used to convert [[soul sand]] into [[soul soil]]. If a soul campfire is crafted using soul sand, placed, and then broken without [[Silk Touch]], that soul campfire drops soul soil.<ref>{{bug|MC-178579||Soul campfires can be used to convert soul sand into soul soil|Works as Intended}}</ref>=== Piston interactivity ==={{IN|BE}}, pushing a campfire or soul campfire with a [[piston]] or [[sticky piston]] breaks it. Unlike other methods, breaking with a piston drops only one [[charcoal]] instead of two. Campfires cannot be pulled by sticky pistons.{{IN|JE}}, pistons do not interact with campfires. Campfires neither move nor break when pushed or pulled by pistons.== Sounds ===== Generic ==={{Sound table/Block/Wood}}=== Unique ==={{edition|java}}:{{Sound table|sound=Campfire crackle1.ogg|sound2=Campfire crackle2.ogg|sound3=Campfire crackle3.ogg|sound4=Campfire crackle4.ogg|sound5=Campfire crackle5.ogg|sound6=Campfire crackle6.ogg|subtitle=Campfire crackles|source=block|description=Randomly while lit|id=block.campfire.crackle|translationkey=subtitles.block.campfire.crackle|volume=0.5-1.5|pitch=0.6-1.3|distance=16}}{{Sound table|sound=Flint and steel click.ogg|subtitle=Flint and steel click|source=block|description=When a campfire is lit with a flint and steel|id=item.flintandsteel.use|translationkey=subtitles.item.flintandsteel.use|volume=1.0|pitch=0.8-1.2|distance=16}}{{Sound table|sound=Ghast fireball4.ogg|subtitle=Fireball whooshes|source=block|description=When a campfire is lit with a fire charge|id=item.firecharge.use|translationkey=subtitles.item.firecharge.use|volume=1.0|pitch=0.8-1.2|distance=16}}{{Sound table|rowspan=2|sound=Fizz.ogg|subtitle=Fire extinguishes|source=block|description=When a campfire is extinguished with water|id=entity.generic.extinguish_fire|translationkey=subtitles.entity.generic.extinguish_fire|volume=1.0|pitch=1.0|distance=16}}{{Sound table|subtitle=Fire extinguished|source=block|description=When a campfire is extinguished|id=block.fire.extinguish|translationkey=subtitles.block.fire.extinguish|volume=0.5|pitch=2.0|distance=16|foot=1}}{{edition|bedrock}}:{{Sound table|type=bedrock|sound=Campfire crackle1.ogg|sound2=Campfire crackle2.ogg|sound3=Campfire crackle3.ogg|sound4=Campfire crackle4.ogg|sound5=Campfire crackle5.ogg|sound6=Campfire crackle6.ogg|source=block|description=Randomly while lit|id=block.campfire.crackle|volume=1.0 {{Until|BE 1.19.80}}<br>0.5-1.5 {{Upcoming|BE 1.19.80}}|pitch=1.0 {{Until|BE 1.19.80}}<br>0.6-1.3 {{Upcoming|BE 1.19.80}}}}{{Sound table|sound=Flint and steel click.ogg|source=block|description=When a campfire is lit|id=fire.ignite|volume=1.0|pitch=0.8-1.2}}{{Sound table|sound=Ghast fireball4.ogg|source=hostile|description=When a campfire is lit with a fire charge|id=mob.ghast.fireball|volume=1.0|pitch=1.0}}{{Sound table|sound=Fizz.ogg|source=block|description=When a campfire is extinguished|id=random.fizz|volume=0.5|pitch=1.8-2.4|foot=1}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showblocktags=y|showforms=y|generatetranslationkeys=y|displayname=Campfire|spritetype=block|nameid=campfire|blocktags=campfires}}{{ID table|displayname=Soul Campfire|spritetype=block|nameid=soul_campfire|blocktags=campfires, piglin_repellents|itemtags=piglin_repellents|foot=1}}{{ID table|displayname=Block entity|spritename=campfire|spritetype=block|nameid=campfire|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|firstcolumnname=Campfire|shownumericids=y|showforms=y|generatetranslationkeys=y|displayname=Normal block|spritename=campfire|spritetype=block|nameid=campfire|id=464|form=block|itemform=item.campfire}}{{ID table|displayname=Normal item|spritename=campfire|spritetype=item|nameid=campfire|id=589|form=item|translationkey=tile.campfire.name}}{{ID table|displayname=Soul block|spritename=soul-campfire|spritetype=block|nameid=soul_campfire|id=545|form=block|itemform=item.soul_campfire}}{{ID table|displayname=Soul item|spritename=soul-campfire|spritetype=item|nameid=soul_campfire|id=622|form=item|translationkey=tile.soul_campfire.name|foot=1}}{{ID table|notnamespaced=y|displayname=Block entity|spritename=campfire|spritetype=block|nameid=Campfire|foot=1}}=== Block states ==={{see also|Block states}}{{/BS}}=== Block data ===A campfire has a [[block entity]] associated with it that holds additional data about the [[block]].{{el|java}}:{{see also|Block entity format}}{{/BE}}{{el|bedrock}}:: See [[Bedrock Edition level format/Block entity format]].== Achievements =={{load achievements|Bee our guest}}== Advancements =={{Load advancements|Bee Our Guest}}== History =={{History||September 26, 2018|link={{tweet|minecraft|1044587405779451906}}|Campfires are announced to be part of the [[biome]] vote at [[MINECON Earth 2018]].}}{{History||September 29, 2018|link={{ytl|HoMDyRqMNMA}}|Campfires are showcased at [[MINECON Earth 2018]].}}{{History||September 29, 2018|link={{tweet|minecraft|1046097775199498325}}|[[Taiga]] wins the [[biome]] vote, meaning campfires are to be added to the game in [[Java Edition 1.14|1.14]].}}{{History|java}}{{History||1.14|snap=19w02a|[[File:Campfire JE1 BE1.gif|32px]] [[File:Unlit Campfire JE1 BE1.png|32px]] Added campfires.}}{{History|||snap=19w03a|[[File:Campfire (item) JE1 BE1.png|32px]] [[File:Campfire JE2 BE2.gif|32px]] [[File:Unlit Campfire JE2 BE2.png|32px]] The [[model]] and texture of the campfire have been changed.|Lit campfires now produce spark [[particles]].|The [[light]] level of campfires has been changed from 9 to 15.|Campfires are now directionally placed.|Lit campfires produce smoke plume [[particles]] more often.}}{{History|||snap=19w04a|Campfires now spawn in [[taiga]] [[village]]s on the ground and inside chimneys.|Crouching on a campfire no longer prevents the player from taking damage from it.<ref>{{Bug|MC-141913||Sneaking on a campfire prevents damage|Fixed}}</ref>}}{{History|||snap=19w08a|Campfires can now be extinguished by [[splash water bottle]]s.}}{{History|||snap=19w11a|Fisherman [[villager]]s now [[trading|sell]] campfires.}}{{History||1.14.1|snap=Pre-Release 2|Campfires can now be lit by flaming [[arrow]]s.}}{{History||1.14.2|snap=Pre-Release 1|Flaming arrows can no longer light [[waterlogging|waterlogged]] campfires.}}{{History||1.15|snap=19w34a|Campfires under [[bee nest]]s and [[bee hive]]s now prevent [[bee]]s from aggravating toward [[player]]s who harvest them.}}{{History|||snap=19w37a|Campfires can now be extinguished using a [[shovel]].}}{{History|||snap=19w42a|Campfires can now be lit by small [[fireball]]s.}}{{History||1.16|snap=20w11a|Campfires can now be lit by any burning [[projectile]].}}{{History|||snap=20w13a|Campfires can now be [[crafting|crafted]] using [[stems]] and [[hyphae]].}}{{History|||snap=20w15a|[[File:Soul Campfire (item) JE1 BE1.png|32px]] [[File:Soul Campfire.gif|32px]] Added soul campfires.}}{{History|||snap=20w22a|Campfires now [[drops|drop]] the [[food]] being cooked when they are put out with a [[shovel]] or [[water bottle]].}}{{History|||snap=Pre-release 3|[[File:Unlit Campfire with foods on it.png|32px]] Food can now be placed on unlit campfires. However, due to a bug,<ref>{{Bug|MC-188448||Food pops off of campfire when extinguished|Fixed}}</ref> food pops off of campfires when extinguished.}}{{History||1.17|snap=20w46a|Food no longer pops off of campfires when extinguished.}}{{History||1.18|snap=21w41a|[[File:Campfire (item) JE2.png|32px]] [[File:Soul Campfire (item) JE2.png|32px]] Changed campfire and soul campfire textures as items.}}{{History||1.19|snap=22w13a|Campfires now generate in camps inside [[ancient city|ancient cities]].}}{{History||1.19.4|snap=23w07a|The soul campfire recipes are no longer unlocked by [[stick]]s.<ref>{{bug|MC-238920}}</ref>}}{{History||1.20<br>(Experimental)|link=1.19.4|snap=1.19.4-pre1|Cherry logs, wood, and their stripped variations can now used to craft campfire and soul campfire.<ref>{{bug|MC-260149}}</ref>}}{{History|bedrock}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Campfire JE1 BE1.gif|32px]] [[File:Unlit Campfire JE1 BE1.png|32px]] Added campfires.|Campfires are available only through [[Experimental Gameplay]].}}{{History||1.11.0|snap=beta 1.11.0.1|Campfires have been fully implemented.|[[File:Campfire_(item)_JE1_BE1.png|32px]] [[File:Campfire JE2 BE2.gif|32px]] [[File:Unlit Campfire JE2 BE2.png|32px]] The [[model]] and texture of the campfire have been changed.}}{{History|||snap=beta 1.11.0.4|Campfires can now be [[trading|bought]] from fishermen [[villager]]s.}}{{History||1.13.0|snap=?|Campfires now emit embers similar to [[lava]].}}{{History||1.14.0|snap=beta 1.14.0.1|Campfires under [[bee nest]]s and [[beehive]]s now prevent [[bee]]s from aggravating toward [[player]]s who harvest them.}}{{History||1.16.0|snap=beta 1.16.0.57|[[File:Soul_Campfire_(item)_JE1_BE1.png|32px]] [[File:Soul Campfire.gif|32px]] Added soul campfires.}}{{History||1.16.20|snap=beta 1.16.20.50|Soul campfires now emit [[light]] level of 10.}}{{History||1.16.100|snap=beta 1.16.100.54|Soul campfires now deal double the damage that normal campfires deal.|Soul campfires now drop [[Soul Soil]] instead of [[Charcoal]] when mined.}}{{History||1.17.30|snap=beta 1.17.30.23|Campfires are now stackable in the inventory.}}{{History||1.18.10|snap=beta 1.18.10.20|[[File:Campfire (item) JE2.png|32px]] [[File:Soul Campfire (item) JE2.png|32px]] Changed campfire and soul campfire textures as items.}}{{History||1.19.60|snap=beta 1.19.60.23|Campfires no longer set players and mobs on fire.}}{{History||1.19.80|snap=beta 1.19.80.22|Campfires now damage mobs standing on top of them.}}{{History||1.20.30|snap=beta 1.20.30.20|Campfires now use the <code>minecraft:cardinal_direction</code> [[block state]] instead of <code>direction</code>.}}{{History|console}}{{History||ps=1.91|[[File:Campfire_(item)_JE1_BE1.png|32px]] [[File:Campfire JE2 BE2.gif|32px]] [[File:Unlit Campfire JE2 BE2.png|32px]] Added campfires.}}{{History|foot}}== Issues =={{Issue list}}== Gallery ==<gallery>Cozy Cabin Smoke.jpg|Campfire smoke coming out of a cozy cabin.Cozy Cabin Campfire.jpg|Campfire near a cozy cabin.1.14 Dev Campfire.jpg|Dev screenshot.Campfire in taiga village.png|A few naturally generating campfires in a [[taiga]] biome [[village]].Campfire with hay bale vs without.png|A comparison between a campfire with a [[hay bale]] below it (left) and one without (right).Campfire Particles.png|The number of particles depends on the height of the top block.Campfire cooking.png|Cooking porkchops with a campfire.Campfire (cooking) JE1 BE1.gif|Cooking with a campfire in [[Java Edition 19w02a]].</gallery>== References =={{reflist}}{{Blocks|Utility}}{{Items}}[[Category:Utility blocks]][[Category:Manufactured blocks]][[Category:Generated structure blocks]][[Category:Block entities]][[Category:Storage]][[Category:Light sources]][[de:Lagerfeuer]][[fr:Feu de camp]][[ja:焚き火]][[ko:모닥불]][[pl:Ognisko]][[pt:Fogueira]][[ru:Костёр]][[th:แคมป์ไฟ]][[zh:营火]]</li><li>[[Bone|Bone]]<br/>{{about|the item|the block|Bone Block|other uses|Bone (disambiguation)}}{{Item| image = Bone.png| renewable = Yes| stackable = Yes (64)}} A '''bone''' is an [[item]] primarily obtained from [[skeleton]]s and similar mobs. It can be crafted into [[Bone Meal|bone meal]] or used to tame wild [[Wolf|wolves]].== Obtaining ===== Chest loot ==={{LootChestItem|bone}}=== Mob loot ===Skeletons, [[wither skeleton]]s, [[skeleton horse]]s, and [[stray]]s may drop 0–2 bones upon death. The maximum drop is increased by 1 per level of Looting, for a maximum of 0-5 bones with Looting III.{{IN|bedrock}}, [[salmon]], [[cod]], [[pufferfish]], and [[tropical fish]] have 25% chance to drop 1-2 bones upon death. The maximum drop is increased by 1 to 2 per level of Looting, for a maximum of 2-8 bones with Looting III.Salmon (small and medium size) have 25% chance to drop 1 bone upon death, The maximum drop is increased by 1 to 2 per level of [[Looting]], for a maximum of 2-7 bones with Looting III. The chance of dropping bones increases by 1% per looting level, so with Looting III there is up to a 28% chance of bones dropping.=== Fishing ===Bones can also be obtained by [[fishing]] as part of the junk category. The best chance of catching a bone is achieved without the [[Luck of the Sea]] enchantment, yielding a 1.1% chance.== Usage ===== Helmet ===[[File:Steve wearing Bone.png|thumb|right|75px]][[File:Alex wearing Bone.png|thumb|right|75px]]While a bone cannot be equipped in the head slot in Survival mode, equipping it using commands causes it to appear in the player's mouth.=== Taming ===Using a bone on a wild [[wolf]] has a {{frac|1|3}} chance of [[taming]] it. Bones cannot tame a hostile wolf or a wolf that has already been tamed. However, bones can be used to attract the attention of the tamed ones.=== Crafting ingredient ===A bone can be crafted into 3 bone meal.{{crafting usage}}== Achievements =={{load achievements|Leader of the pack}}== Advancements =={{load advancements|Best Friends Forever}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Bone|spritetype=item|nameid=bone|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Bone|spritetype=item|nameid=bone|id=415|form=item|foot=1}}== History =={{History|java beta}}{{History||1.2|[[File:Bone JE1 BE1.png|32px]] Added bones.|Bones can be [[crafting|crafted]] into [[bone meal]].}}{{History||1.4|Bones can now be used to tame [[wolves]].}}{{History|java}}{{History||1.3.1|snap=12w21a|Bones can now be found within [[desert temple]]s, allowing bones to be obtainable on Peaceful difficulty.}}{{History||1.4.2|snap=12w36a|Added [[wither skeleton]]s, which has a chance to [[drops|drop]] bones when killed.}}{{History||1.6.1|snap=13w16a|Added [[skeleton horse]]s, which drop bones when killed.}}{{History||1.7.2|snap=13w36a|Bones can now be more easily obtained in Peaceful difficulty by [[fishing]]. Although, they are considered a "junk" [[item]].}}{{History||1.9|snap=15w44a|The average yield of bones in [[desert temple]]s has been slightly decreased.|Bones can now be found in [[dungeon]] [[chest]]s.}}{{History||1.10|snap=16w20a|Added [[stray]]s, which [[drops|drop]] bones when killed.}}{{History||1.11|snap=16w39a|Bones can now found in the new [[woodland mansion]] chests.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 352.}}{{History||1.14|snap=18w43a|[[File:Bone JE2.png|32px]] The texture of bones has now been changed.}}{{History|||snap=18w44a|[[File:Bone JE3 BE2.png|32px]] The texture of bones has now been slightly changed.}}{{History||1.19|snap=Deep Dark Experimental Snapshot 1|Bones now generate in [[ancient city]] chests.}}{{History|pocket alpha}}{{History||v0.2.0|[[File:Bone JE1 BE1.png|32px]] Added bones. They are currently unobtainable and serve no purpose.}}{{History||v0.3.3|Added skeletons, which drop bones when they die.|Bones can now be used to craft [[bone meal]].}}{{History||v0.5.0|Bones can now be obtained after activating the [[nether reactor]].}}{{History||v0.9.0|snap=build 1|Added bones to [[Creative]] mode.}}{{History||v0.11.0|snap=build 1|Bones can now be more easily obtained in Peaceful difficulty by [[fishing]]. Although, they are considered a "junk" [[item]].}}{{History||v0.12.1|snap=build 1|Added [[wither skeleton]]s, which have a chance to [[drops|drop]] bones when killed.|Bones are no longer available from the [[nether reactor]].}}{{History||v0.13.0|snap=build 1|Bones can now be found inside of the [[desert temple]] hidden [[chest]] room.}}{{History||v0.15.0|snap=build 1|Added [[stray]]s and [[skeleton horse]]s, which drop bones when killed.|Bones can now be found in [[jungle temple]] [[chest]]s.}}{{History|pocket}}{{History||1.1.0|snap=alpha 1.1.0.0|Bone can now be found inside [[woodland mansion]] chests.}}{{History|bedrock}}{{History||1.4.0|snap=beta 1.2.14.2|Bones now [[drops|drop]] from [[fish]] mobs.}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Bone JE3 BE2.png|32px]] The texture of bones has now been changed.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.00|wiiu=Patch 1|[[File:Bone JE1 BE1.png|32px]] Added bones.}}{{History||xbox=TU5|Bones can be found in the Miscellaneous tab in the [[Creative inventory]].}}{{History||xbox=TU12|Moved bones to the Materials tab in the Creative inventory.}}{{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|Added [[wither skeleton]]s, which have a chance to [[drops|drop]] bones when killed.}}{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|Bones can now be obtained from [[fishing]].}}{{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|Added [[stray]]s and [[skeleton horse]]s, which drop bones when killed.}}{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Bone JE3 BE2.png|32px]] The texture of bones has now been changed.}}{{History|new 3ds}}{{History||0.1.0|[[File:Bone JE1 BE1.png|32px]] Added bones.}}{{History|foot}}== Issues =={{issue list}}== See also ==* [[Bone meal]]* [[Wolf]]* [[Dyeing]]{{Items}}[[Category:Renewable resources]][[de:Knochen]][[es:Hueso]][[fr:Os]][[hu:Csont]][[it:Osso]][[ja:骨]][[ko:뼈]][[nl:Bot]][[pl:Kość]][[pt:Osso]][[ru:Кость]][[th:กระดูก]][[tr:Kemik]][[uk:Кістка]][[zh:骨头]]</li></ul>
beta 1.18.10.20Villagers spawning in the grove biome are now the snowy variant.[13]
1.19.40
{{Extension DPL}}<ul><li>[[Kelp|Kelp]]<br/>{{About|the plant|the dried variant|Dried Kelp}}{{For}}{{Block|image=Kelp.gif|invimage=Kelp|transparent=Yes|tool=Any|renewable=Yes|stackable=Yes (64)|flammable=No|lavasusceptible=No|light=No|hardness=0}}'''Kelp''' is an underwater plant that generates in most [[ocean]]s.== Obtaining ===== Natural generation ===Kelp naturally generates in any [[ocean]] [[biome]]s (except in [[Frozen Ocean|frozen]], [[Deep Frozen Ocean|deep frozen]] and [[Warm Ocean|warm]]), near and around [[seagrass]]. Each chunk has {{frac|1|18}} chance to generate a [[vegetation]] of kelp.=== Breaking ===Kelp can be mined instantly with any [[tool]] or with the player's fist. Removing water from the kelp block destroys the kelp. Breaking one part of a kelp stalk destroys all kelp [[block]]s above it. Each block drops a kelp [[item (entity)|item]].=== Trading ===Kelp can be bought from [[wandering trader]]s for 3 emeralds.== Usage ==Kelp can be placed underwater by hand, or anywhere by the use of [[commands]] such as {{cmd|setblock}}. Placing it by hand gives it a random {{code|age}} value between 0 and 24. Kelp can be placed only in [[water]] source blocks or downward-flowing water, not horizontally flowing water.When placed in downward-flowing water, the flowing water transforms into a water source block,<ref>{{bug|MC-134229}}</ref> which is useful for faster [[bubble column]] elevator creation.Any building block can be placed on top of a kelp plant, which is useful for building structures over a deep ocean without needing to build from the ocean floor (see also [[lily pad]]).=== Cooking ingredient ==={{smelting| showname = 1| Kelp| Dried Kelp| 0.1}}=== Composting ===Placing kelp into a [[composter]] has a 30% chance of raising the compost level by 1.=== Growth mechanics ===Kelp can be planted on a broad variety of blocks. It grows underwater if it has either a source block of water or, {{in|Java}}, flowing water above it.<ref>{{bug|MC-133354}}</ref> Neither [[player]]s nor [[dispenser]]s can remove the water source block that kelp grows in without breaking the kelp first.Kelp does not require any [[light]] level to grow. Kelp also grows without having [[sky]] access. [[Bone meal]] can be used to grow kelp by 1 block on each use.Kelp, when planted, is generated with a randomly chosen age value, which can be checked when pressing [[Debug screen|<kbd>F3</kbd>]]{{only|java}}. The age value of a newly planted kelp plant varies randomly from 0 to 24. Each time the kelp grows in height by one block, the newly generated top of the kelp plant increases its age by 1. When the top block of the kelp plant reaches an age of 25, it stops growing. This means that kelp can naturally grow to a height between 2 (if the first kelp plant had an age of 24) and 26 blocks (if the first kelp plant had an age of 0). When a kelp plant block is broken, the age of the kelp plant block underneath is randomized to a value from 0 to 24 and the kelp continues growing until it reaches age 25. It is possible to use this mechanic to cultivate a kelp plant to increase its growth height beyond its natural maximum height of 26 blocks. This can be done by breaking the top-most block of the kelp plant each time it reaches age 25. A kelp plant cultivated by a player in this way repeatedly grows until it reaches the water surface.Each time it receives a [[random tick]], kelp has a 14% chance of growing.If [[shears]] are used on the topmost block of kelp, that block automatically sets its {{cd|age}} value to {{cd|25}} and stop growing.{{only|JE}}=== Farming ==={{Main|Tutorials/Kelp farming}}Kelp farming is similar to farming [[sugar cane]], although kelp must be placed underwater. Automation of harvest is easier because items float up in water.== Sounds ===== Generic ==={{Sound table/Block/Wet grass}}=== Unique ==={{edition|java}}:{{Sound table|sound=Shear.ogg|subtitle=Plant cropped|source=block|description=When the tip of kelp is cropped with [[Shears#Cropping growing plants|shears]]|id=block.growing_plant.crop|translationkey=subtitles.block.growing_plant.crop|volume=1.0|pitch=1.0|distance=16|foot=1}}{{edition|bedrock}}: ''None''== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Kelp|spritetype=block|nameid=kelp}}{{ID table|displayname=Kelp Plant|spritetype=block|nameid=kelp_plant|form=block|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|firstcolumnname=Kelp|shownumericids=y|showforms=y|generatetranslationkeys=y|displayname=Item|spritename=kelp|spritetype=item|nameid=kelp|id=382|form=item}}{{ID table|displayname=Block|spritename=kelp|spritetype=block|nameid=kelp|id=393|form=block|itemform=item.kelp|translationkey=-|foot=1}}=== Block states ==={{see also|Block states}}{{/BS}}== History =={{History|java classic}}{{History||May 21, 2009|link=https://web.archive.org/web/0/http://notch.tumblr.com/post/110762705/my-list-on-tile-types-so-far|[[Notch]] shows interest in adding a "[[seaweed]]" [[block]].}}{{History|java}}{{History||November 18, 2017|link={{YouTubeLink|mAapz_nIC_Y}}|Kelp plants were shown in a clip of [[MineCon Earth]].}}{{History||1.13|snap=18w07a|[[File:Kelp JE1 BE1.gif|32px]] [[File:Kelp (item) JE1 BE2.png|32px]] Added kelp.}}{{History|||snap=18w07b|Kelp now behaves more like [[water]], meaning [[mob]]s can no longer spawn within the plant under water nor can they replenish their breath by [[swimming]] through it.}}{{History|||snap=18w10a|[[File:Kelp JE2.gif|32px]] The texture for kelp has been overhauled.}}{{History|||snap=18w14a|[[File:Kelp.gif|32px]] Top of the kelp textures have been shifted slightly downward.|The generation rules for kelp have been changed, it now mainly generates in [[cold ocean]] [[biome]]s and can no longer generate in [[warm ocean]]s.}}{{History|||snap=18w20a|The {{cd|kelp_top}} has been changed ID to {{cd|kelp}} and {{cd|kelp}} has been changed to {{cd|kelp_plant}}, for both the [[block]] and [[item]] forms.}}{{History|||snap=pre2|Kelp is now destroyed by [[sponge]]s.<ref>{{bug|MC-127111}}</ref>}}{{History|||snap=pre6|Added 5 new [[sound]] events that apply to kelp: <code>block.wet_grass.break</code>, <code>block.wet_grass.fall</code>, <code>block.wet_grass.hit</code>, <code>block.wet_grass.place</code>, and <code>block.wet_grass.step</code>.}}{{History||1.14|snap=19w03a|Placing kelp into the new [[composter]] has a 10% chance of raising the compost level by 1.}}{{History|||snap=19w05a|Kelp now has a 30% chance of increasing the compost level in a composter by 1.|Added [[Wandering Trader|wandering trader]]s, which sell kelp.}}{{History||1.16|snap=20w11a|Kelp can now be grown with [[bone meal]].}}{{History|||snap=20w13a|Kelp 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=20w46a|Kelp no longer generates on magma blocks.<ref>{{Bug|MC-185605|resolution=Fixed}}</ref>}}{{History||1.18|snap=21w37a|Kelp now stops growing if [[shears]] are used on the tip.}}{{History|bedrock}}{{History||1.4.0|snap=beta 1.2.14.2|[[File:Kelp JE1 BE1.gif|32px]] [[File:Kelp (item) BE1.png|32px]] Added kelp.}}{{History|||snap=beta 1.2.20.1|[[File:Kelp (item) JE1 BE2.png|32px]] The kelp [[item]] texture has been updated to the {{el|je}}'s.}}{{History||1.5.0|snap=beta 1.5.0.4|[[File:Kelp.gif|32px]] The texture of the kelp plant has been updated.}}{{History||1.10.0|snap=beta 1.10.0.3|Kelp can now be bought from [[wandering trader]]s for 3 [[emerald]]s.}}{{History||1.11.0|snap=beta 1.11.0.1|Kelp can now be used to fill [[composter]]s.}}{{History|console}}{{History||xbox=TU69|ps=1.76|wiiu=Patch 38|[[File:Kelp.gif|32px]] [[File:Kelp (item) JE1 BE2.png|32px]] Added kelp.}}{{History|foot}}== Issues =={{issue list}}== Trivia ==* In real life, [[wikipedia:kelp|kelp]] is not considered a [[wikipedia:plant|plant]]. It is classified by scientists as a [[wikipedia:Brown algae|brown algae]].** Kelp in real life absorbs nutrients directly from the water, instead of through its root-like structure, [[wikipedia:Holdfast (biology)|holdfast]], which merely attaches it to the seabed. This is in accordance with kelp being able to grow on almost any solid block in ''Minecraft''.== Gallery ==<gallery heights="60">SeaPlantsMineConEarth2017.jpg|Kelp shown in a clip from MINECON Earth 2017. Kelp in ocean with Jappa textures.jpg|Naturally generated kelp in an [[ocean]] biome.Kelp on shoreline.png|Naturally generated kelp near the shore.Ocean life.png|An ocean with kelp visible in the far distance.Kelp on Land.png|Kelp placed outside of [[water]] using the {{cmd|setblock}} command before 18w07b.Waterless kelp.png|What kelp looks like without water (water removed using a [[resource pack]]).Coral reef at night.png|Kelp within a [[coral reef]].Floating Kelp.png|Kelp that generated in mid-air due to an [[ocean monument]]'s water cutting through it.Kelp in ocean.jpg|Multiple kelps.Kelp 255 blocks tall.png|Without obstacles, kelp can grow all the way to building limit.ArgoMajor Kelp.jpg|First image of kelp in ''Bedrock Edition''.</gallery>== References =={{reflist}}{{Blocks|vegetation}}{{Items}}[[Category:Plants]][[Category:Natural blocks]][[Category:Non-solid blocks]][[de:Seetang]][[es:Alga]][[fr:Algue]][[ja:コンブ]][[ko:켈프]][[pl:Wodorosty]][[pt:Alga]][[ru:Ламинария]][[th:สาหร่ายทะเล]][[zh:海带]]</li><li>[[Pink Dye|Pink Dye]]<br/>{{Item| image = Pink Dye.png| renewable = Yes| stackable = Yes (64)}}'''Pink dye''' is a [[Dyeing#Quasi-Primary|quasi-primary color dye]].== Obtaining ===== Crafting ==={{Crafting |head=1 |showname=0 |showdescription=1 |Peony;Pink Tulip;Pink Petals |Output=Pink Dye,2;Pink Dye;Pink Dye |type=Material}}{{Crafting |Red Dye |White Dye |Output=Pink Dye,2 |type=Material}}{{Crafting |Red Dye |Bone Meal |Output=Pink Dye,2 |type=Material |foot=1 |description={{only|bedrock|education}}}}=== Trading ===[[Wandering trader]]s sell 3 pink dye for an [[emerald]].== Usage =={{dye usage}}=== Crafting ingredient ==={{crafting usage|ignore=Banner|continue=1}}{{banner crafting usage}}=== Loom ingredient ==={{Banner loom usage|Pink Dye}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Pink Dye|spritetype=item|nameid=pink_dye|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|showaliasids=y|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Pink Dye|spritetype=item|nameid=pink_dye|aliasid=dye / 9|id=404|form=item|translationkey=item.dye.pink.name|foot=1}}== Video =={{yt|pPq-Hs9ZPx4}}== History =={{History|java beta}}{{History||1.2|[[File:Pink Dye JE1 BE1.png|32px]] Added pink dye.}}{{History|java}}{{History||1.4.2|snap=12w34a|Added the ability to [[Armor#Dyeing|dye]] leather [[armor]] and [[wolf]] collars.}}{{History||1.4.6|snap=12w49a|Pink dye can now be [[crafting|crafted]] with [[gunpowder]] to create a [[firework star]].}} {{History||1.6.1|snap=13w19a|[[Stained clay]] can now be crafted.}}{{history||1.7.2|snap=13w36a|With the addition of new [[flower]]s, many secondary and tertiary dyes are now primary [[dye]]s.}}{{History|||snap=13w41a|[[Stained glass]] can now be crafted.}}{{History||1.8|snap=14w30a|Added [[banner]]s, which can be dyed.}}{{History||1.11|snap=16w39a|Added the ability to dye [[shulker box]]es.}}{{History||1.12|snap=17w15a|Added the ability to dye [[bed]]s.}}{{History||1.13|snap=17w47a|The different data values for the <code>dye</code> ID have now been split up into their own IDs.|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 351.}}{{History||1.14|snap=18w43a|Pink dye is now crafted using [[white dye]], instead of [[bone meal]].|[[File:Pink Dye JE2 BE2.png|32px]] The texture of pink dye has now been changed.}}{{History|||snap=18w44a|Pink dye can now change the text color on [[sign]]s to pink.}}{{History|||snap=19w05a|Added the [[wandering trader]], which sells pink dye.}}{{History|||snap=19w11a|Pink dye can now be [[trading|bought]] by shepherd villagers.}}{{History||1.17|snap=20w45a|Pink dye can now be used to craft [[pink candle]]s.}}{{History|||snap=21w19a|Pink dye can no longer be used to craft pink candles.}}{{History|||snap=Pre-release 1|Pink dye can now once again be used to craft pink candles.}}{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Pink dye can now change the text color on [[hanging sign]]s to pink.}}{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[Pink petals]] can now be crafted into pink dye.}}{{History|pocket alpha}}{{History||v0.3.0|[[File:Pink Dye JE1 BE1.png|32px]] Added pink dye.}}{{History||v0.4.0|Pink dye is now craftable with [[rose red]] and [[bone meal]].|Pink dye can now be used to craft pink wool.}}{{History||v0.6.0|Pink dye can now be used to dye [[sheep]].}}{{History||v0.8.0|snap=build 1|Pink dye can now be used to craft [[magenta dye]].}}{{History||v0.9.0|snap=build 11|Pink dye can now be used to craft colored [[terracotta]].}}{{History||v0.11.0|snap=build 1|Pink dye can now be used to dye tamed [[wolf]] collars.}}{{History||v0.14.0|snap=build 1|Pink dye can now be used to dye [[water]] in [[cauldron]]s.}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|Pink dye can now be used to dye [[shulker]]s.}}{{History||1.1.0|snap=alpha 1.1.0.0|Pink dye can now be used to craft [[concrete powder]], colored [[bed]]s and dyed [[shulker box]]es.}}{{History|bedrock}}{{History||1.2.0|snap=beta 1.2.0.2|Pink dye can now be used to craft [[firework star]]s, [[stained glass]] and patterns on [[banner]]s.}}{{History||1.4.0|snap=beta 1.2.20.1|Pink dye can now be used to craft [[balloon]]s and [[glow stick]]s.}}{{History||1.8.0|snap=beta 1.8.0.8|Pink dye can now be used to dye tamed [[cat]] collars.}}{{History||1.10.0|snap=beta 1.10.0.3|Pink dye is now [[trading|sold]] by [[wandering trader]]s.|Pink dye can now be used to dye white [[carpet]]s and undyed [[glass pane]]s.|[[File:Pink Dye JE2 BE2.png|32px]] The texture of pink dye has now been changed.}}{{History||1.16.100|snap=beta 1.16.100.56|The ID of pink dye has been changed from <code>dye/9</code> to <code>pink_dye</code>.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.00|switch=1.0.1|wiiu=Patch 1|[[File:Pink Dye JE1 BE1.png|32px]] Added pink dye.}}{{History|PS4}}{{History||1.90|[[File:Pink Dye JE2 BE2.png|32px]] The texture of pink dye has now been changed.}}{{History|new 3ds}}{{History||0.1.0|[[File:Pink Dye JE1 BE1.png|32px]] Added pink dye.}}{{History|foot}}== Issues =={{issue list}}{{Items}}[[Category:Dyes]][[cs:Růžové barvivo]][[de:Rosa Farbstoff]][[es:Tinte rosa]][[fr:Teinture rose]][[hu:Rózsaszín festék]][[ja:桃色の染料]][[ko:분홍색 염료]][[nl:Roze kleurstof]][[pl:Różowy barwnik]][[pt:Corante rosa]][[ru:Розовый краситель]][[zh:粉红色染料]][[Category:Renewable resources]]</li></ul>
beta 1.19.40.20Baby villagers again accept flowers from iron golems.
beta 1.19.50.21While playing tag, baby villagers now run at a quicker speed that matches Java Edition.
1.19.60
{{Extension DPL}}<ul><li>[[Minecart with Command Block|Minecart with Command Block]]<br/>{{ItemEntity|renewable=No|stackable=No|size=Height: 0.7 Blocks<br>Width: 0.98 Blocks|image=Minecart with Command Block.gif|image2=Minecart with Command Block BE.gif|invimage1=Minecart with Command Block|networkid=10|drops={{drop|Item|Minecart|1}}|health={{hp|6}}|rarity=Epic}}A '''minecart with command block''' is an impulse{{only|java|short=y}} or repeating{{only|bedrock|education|short=y}} [[command block]] inside a [[minecart]].== Obtaining ==The minecart with command block is obtainable only using the [[command]] {{cmd|give @s command_block_minecart}}, as it does not appear in the creative inventory{{only|BE}} and has no [[crafting]] recipe. It can also be summoned using the command {{cmd|summon command_block_minecart}}. It can be broken like any other minecart, but only the minecart is retained, while the command block is lost.== Usage =={{main|Command Block}}The minecart with command block combines the functionalities of both minecarts and command blocks. Although the minecart visually contains an impulse command block, it functions more similarly to a repeating command block, and runs its command once every four game [[tick]]s when on an active [[activator rail]]. When it passes over a [[detector rail]] with a [[comparator]] connected next to it, it outputs the command block's result.== Sounds =={{Edition|Java}}:<br>Minecarts with command blocks 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 command block 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 command block is moving|id=minecart.base|foot=1}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|firstcolumnname=Item|showforms=y|generatetranslationkeys=y|displayname=Minecart with Command Block|spritetype=item|nameid=command_block_minecart|form=item|foot=1}}{{ID table|edition=java|firstcolumnname=Entity|generatetranslationkeys=y|displayname=Minecart with Command Block|spritetype=entity|nameid=command_block_minecart|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|firstcolumnname=Item|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Minecart with Command Block|spritetype=item|nameid=command_block_minecart|id=563|form=item|foot=1}}{{ID table|edition=bedrock|firstcolumnname=Entity|shownumericids=y|generatetranslationkeys=y|displayname=Minecart with Command Block|spritename=minecart-with-repeating-command-block|spritetype=entity|nameid=command_block_minecart|id=100|foot=1}}=== Entity data ===Minecarts with command blocks 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}}{{History||1.7.2|snap=13w39a|[[File:Minecart with Command Block JE1.png|32px]] [[File:Minecart with Command Block (item) JE1 BE2.png|32px]] Added minecart with command block.}}{{History||1.9|snap=15w34a|[[File:Minecart with Command Block JE2.png|32px]] The texture of the [[command block]] in the [[minecart]] has been removed due to the new texture and types for the command block.}}{{History|||snap=15w35a|[[File:Minecart with Command Block JE3.png|32px]] The texture of the command block has been changed.}}{{History||1.11|snap=16w32a|The [[entity]] ID has been changed from <code>MinecartCommandBlock</code> to <code>commandblock_minecart</code>.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 422.}}{{History|||snap=pre5|The entity ID has been changed to <code>command_block_minecart</code>.}}{{History||1.14|snap=18w43a|[[File:Minecart with Command Block JE4.png|32px]] [[File:Minecart with Command Block (item) JE2 BE3.png|32px]] The textures of the minecart with command block has been changed.}}{{History||1.17|snap=21w20a|Minecart with command block [[Rarity|rarity color]] was changed from common to epic.}}{{History||1.19.3|snap=22w44a|Minecart with command block is now available in the creative inventory, but only if cheats are enabled.}}{{History|||snap=22w45a|Moved the minecart with command block behind the Operator Utilities tab in the creative inventory. The tab is only available if cheats are enabled and the "Operator Items Tab" option in the controls menu is turned on.}}{{History|pocket}}{{History||1.0.5|snap=alpha 1.0.5.0|[[File:Minecart with Command Block BE1.png|32px]] [[File:Minecart with Command Block (item) BE1.png|32px]] Added minecart with command block. The [[minecart]] has a [[repeating command block]] in it, instead of an impulse command block.}}{{History||1.1.0|snap=alpha 1.1.0.0|The entity ID has been changed from <code>minecartcommandblock</code> to <code>command_block_minecart</code>.}}{{History|bedrock}}{{History||1.10.0|snap=beta 1.10.0.3|[[File:Minecart with Command Block BE2.png|32px]] [[File:Minecart with Command Block (item) JE2 BE3.png|32px]] The texture of the minecart with command block has been changed. Also the item texture has been changed to match {{el|je}}'s.<ref>{{bug|MCPE-42990}}</ref>}}{{History|console}}{{History||xbox=?|xbone=?|ps=?|wiiu=?|switch=?|Added minecart with command blocks. This only exists as an item, as placing it will result in a normal minecart being placed. The command block in the minecart cannot be modified via NBT editing and it has an unused tooltip stating "Used to execute commands on the move!".}}{{History|foot}}== Issues =={{issue list}}== Gallery ==<gallery>File:Minecart with command block 13w39b.png|A minecart with command block in [[1.16.4]].File:A minecart command block testing the block in the red bucket with air.png|A minecart command block testing the block in the red area with [[air]].</gallery>==References=={{Reflist}}{{Items}}{{Entities}}[[de:Befehlsblocklore]][[fr:Wagonnet à bloc de commande]][[it:Carrello da miniera]][[ja:コマンドブロック付きのトロッコ]][[nl:Mijnkar met opdrachtblok]][[pl:Wagonik z blokiem poleceń]][[pt:Carrinho de mina com bloco de comando]][[ru:Вагонетка с командным блоком]][[uk:Вагонетка з командним блоком]][[zh:命令方块矿车]]</li><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></ul>
beta 1.19.60.20Villagers now take damage from lightning bolts on Peaceful difficulty, like other mobs.
Villagers now ensure that rain can pass through the block above them before launching fireworks when celebrating after a raid victory.[14]
beta 1.19.60.22Fixed an issue that prevented some tripwire hooks from being valid when trading with a fletcher villager.
1.19.80
{{Extension DPL}}<ul><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><li>[[Boat with Chest|Boat with Chest]]<br/>{{ItemEntity|image=Oak Boat with Chest.png|extratext = View [[#Gallery|all renders]]|stackable=No|renewable=Yes|flammable=Yes|size='''{{IN|Java}}:'''<br>Height: 0.5625 Blocks<br>Width: 1.375 Blocks<br>'''{{IN|Bedrock}}:'''<br>Height: 0.455 Blocks<br>Width: 1.4 Blocks|networkid='''[[JE]]''': 1}}{{for|other kinds of boats|Boat (disambiguation)}}A '''boat with chest''' is a single [[chest]] occupying the passenger seat of a [[boat]], and functions as such. As it can still be driven it can be used to transport [[item]]s over bodies of water.== Obtaining ==A boat with chest can be directly retrieved by attacking it, as it drops itself in item form, along with its contents.[[Tool]]s and [[weapon]]s with damage above 4 can instantly destroy a boat with chest in one hit.{{only|Java}}=== Crafting ==={{Crafting|head= 1|Chest|Matching Boat|Output= Matching Boat with Chest|type= Transportation|foot= 1}}== Usage ==A boat with chest can be used for the transportation of players, mobs and items, or as fuel when [[smelting]].=== Fuel ===A boat with chest can be used as fuel in a [[furnace]], it lasts 60 seconds, smelting up to 6 items.=== Transportation ==={{main|Boat#Transportation}}Boats with chests can carry only one entity while regular boats can carry up to two.== Behavior ==[[File:All boats with chests.png|alt=This photo shows all the types of boats with chests.|thumb|240px|All types of boats with chests.]]{{main|Boat#Behavior}}Boats with chests share most behaviors with boats.=== Item storage ===[[File:Boat with Chest GUI.png|thumb|176px|The GUI of a boat with chest.]]The inventory of the boat with chest has the same amount of slots as a single chest. Its inventory can be accessed by {{Control|Sneak|text=sneaking}} and {{Control|interact|text=interacting}} with the boat with chest, {{control|interact|text=interacting}} with the part of the boat with chest that actually contains the chest while another player or entity is inside the boat, or by opening the player's {{Control|inventory}} while inside the boat. This means that the player cannot access armor slots without exiting the boat.When a boat with chest moves above, underneath, or beside a [[hopper]], its inventory is filled or drained accordingly. Due to the size of its hitbox, a boat with chest can be placed above up to 9 hoppers, allowing it to evenly split its items nine ways.=== Naming ==={{IN|java}}, unlike most other storage devices, a boat with chest renamed in an [[anvil]] does not display the custom name in its GUI.<ref>{{bug|MC-249408||Boats with Chests lose their name when placed}}</ref>=== Piglin ===As with other chests, opening or breaking a boat with chest causes nearby piglin(s) to attack the player.== Sounds =={{Edition|Java}}:Boats with chests use the Friendly Creatures sound category for entity-dependent sound events.{{Sound table|sound=Boat paddle land1.ogg|sound2=Boat paddle land2.ogg|sound3=Boat paddle land3.ogg|sound4=Boat paddle land4.ogg|sound5=Boat paddle land5.ogg|sound6=Boat paddle land6.ogg|subtitle=Rowing|source=neutral|description=While a boat with chest is rowed on land|id=entity.boat.paddle_land|translationkey=subtitles.entity.boat.paddle_land|volume=1.0|pitch=0.8-1.2|distance=16}}{{Sound table|sound=Boat paddle water1.ogg|sound2=Boat paddle water2.ogg|sound3=Boat paddle water3.ogg|sound4=Boat paddle water4.ogg|sound5=Boat paddle water5.ogg|sound6=Boat paddle water6.ogg|sound7=Boat paddle water7.ogg|sound8=Boat paddle water8.ogg|subtitle=Rowing|source=neutral|description=While a boat with chest is rowed in water|id=entity.boat.paddle_water|translationkey=subtitles.entity.boat.paddle_water|volume=0.8|pitch=0.8-1.2|distance=16|foot=1}}{{Edition|Bedrock}}:{{Sound table|type=bedrock|sound=Swim1.ogg|sound2=Swim2.ogg|sound3=Swim3.ogg|sound4=Swim4.ogg|source=player|description=While a boat with chest is rowed in water|id=random.swim|pitch=0.6-1.4|foot=1}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showitemtags=y|showforms=y|generatetranslationkeys=y|displayname=Oak Boat with Chest|spritetype=item|spritename=oak-boat with chest|nameid=oak_chest_boat|itemtags=chest_boats|form=item}}{{ID table|displayname=Spruce Boat with Chest|spritetype=item|spritename=spruce-boat with chest|nameid=spruce_chest_boat|itemtags=chest_boats|form=item}}{{ID table|displayname=Birch Boat with Chest|spritetype=item|spritename=birch-boat with chest|nameid=birch_chest_boat|itemtags=chest_boats|form=item}}{{ID table|displayname=Jungle Boat with Chest|spritetype=item|spritename=jungle-boat with chest|nameid=jungle_chest_boat|itemtags=chest_boats|form=item}}{{ID table|displayname=Acacia Boat with Chest|spritetype=item|spritename=acacia-boat with chest|nameid=acacia_chest_boat|itemtags=chest_boats|form=item}}{{ID table|displayname=Dark Oak Boat with Chest|spritetype=item|spritename=dark-oak-boat with chest|nameid=dark_oak_chest_boat|itemtags=chest_boats|form=item}}{{ID table|displayname=Mangrove Boat with Chest|spritetype=item|spritename=mangrove-boat with chest|nameid=mangrove_chest_boat|itemtags=chest_boats|form=item}}{{ID table|displayname=Cherry Boat with Chest|spritetype=item|spritename=cherry-boat with chest|nameid=cherry_chest_boat|itemtags=chest_boats|form=item}}{{ID table|displayname=Bamboo Raft with Chest|spritetype=item|spritename=bamboo-raft with chest|nameid=bamboo_chest_raft|itemtags=chest_boats|form=item|foot=1}}{{ID table|edition=java|firstcolumnname=Boat with Chest|generatetranslationkeys=y|displayname=Entity|spritetype=entity|spritename=boat-with-chest|nameid=chest_boat|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|showitemtags=y|showaliasids=y|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Oak Boat with Chest|spritetype=item|nameid=oak_chest_boat|aliasid=chest_boat / 0|id=646|form=item|itemtags=minecraft:chest_boat|translationkey=item.chest_boat.oak.name}}{{ID table|displayname=Spruce Boat with Chest|spritetype=item|nameid=spruce_chest_boat|aliasid=chest_boat / 1|id=649|form=item|itemtags=minecraft:chest_boat|translationkey=item.chest_boat.spruce.name}}{{ID table|displayname=Birch Boat with Chest|spritetype=item|nameid=birch_chest_boat|aliasid=chest_boat / 2|id=647|form=item|itemtags=minecraft:chest_boat|translationkey=item.chest_boat.birch.name}}{{ID table|displayname=Jungle Boat with Chest|spritetype=item|nameid=jungle_chest_boat|aliasid=chest_boat / 3|id=648|form=item|itemtags=minecraft:chest_boat|translationkey=item.chest_boat.jungle.name}}{{ID table|displayname=Acacia Boat with Chest|spritetype=item|nameid=acacia_chest_boat|aliasid=chest_boat / 4|id=650|form=item|itemtags=minecraft:chest_boat|translationkey=item.chest_boat.acacia.name}}{{ID table|displayname=Dark Oak Boat with Chest|spritetype=item|nameid=dark_oak_chest_boat|aliasid=chest_boat / 5|id=651|form=item|itemtags=minecraft:chest_boat|translationkey=item.chest_boat.big_oak.name}}{{ID table|displayname=Mangrove Boat with Chest|spritetype=item|nameid=mangrove_chest_boat|aliasid=chest_boat / 6|id=652|form=item|itemtags=minecraft:chest_boat|translationkey=item.chest_boat.mangrove.name}}{{ID table|displayname=Cherry Boat with Chest|spritetype=item|nameid=cherry_chest_boat|aliasid=chest_boat / 8|id=658|form=item|itemtags=minecraft:chest_boat|translationkey=item.chest_boat.cherry.name}}{{ID table|displayname=Bamboo Raft with Chest|spritetype=item|nameid=bamboo_chest_raft|aliasid=chest_boat / 7|id=662|form=item|itemtags=minecraft:chest_boat|translationkey=item.chest_boat.bamboo.name|foot=1}}{{ID table|edition=bedrock|firstcolumnname=Form|shownumericids=y|generatetranslationkeys=y|displayname=Entity|spritetype=entity|spritename=boat-with-chest|nameid=chest_boat|id=218|foot=1}}=== Entity data ===Boat with chests 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||September 23, 2019|link={{ytl|Anv-lZc0pIM}}|The [[swamp]] was announced as a contender for the Biome Vote at [[MINECON Live 2019]]. Frogs, boats with chests, and mangrove trees were announced.}}{{History||September 28, 2019|link={{ytl|UHoz0Q-LwUU}}|The swamp comes in second place in the Biome Vote, setting the release date of new swamp content further than new mountain content.}}{{History||October 16, 2021|link={{ytl|w6zLprHHZOk|t=7085}}|[[File:Jungle Boat with Chest (pre-release).png|32px]] [[File:Dark Oak Boat with Chest (pre-release).png|32px]] Boats with chests were announced at [[Minecraft Live 2021]]. Only jungle and dark oak variants were shown.}}{{History|java}}{{History||1.19|snap=22w12a|[[File:Oak Boat with Chest JE1.png|32px]] [[File:Spruce Boat with Chest JE1.png|32px]] [[File:Birch Boat with Chest JE1.png|32px]] [[File:Jungle Boat with Chest JE1.png|32px]] [[File:Acacia Boat with Chest JE1.png|32px]] [[File:Dark Oak Boat with Chest JE1.png|32px]] [[File:Mangrove Boat with Chest JE1.png|32px]]<br>[[File:Oak Boat with Chest (item) JE1 BE1.png|32px]] [[File:Spruce Boat with Chest (item) JE1.png|32px]] [[File:Birch Boat with Chest (item) JE1 BE1.png|32px]] [[File:Jungle Boat with Chest (item) JE1 BE1.png|32px]] [[File:Acacia Boat with Chest (item) JE1 BE1.png|32px]] [[File:Dark Oak Boat with Chest (item) JE1 BE1.png|32px]] [[File:Mangrove Boat with Chest (item) JE1 BE1.png|32px]] Added boats with chests.|Knob on chest is placed incorrectly 1 pixel up.}}{{History|||snap=22w13a|[[File:Oak Boat with Chest JE2 BE1.png|32px]] [[File:Spruce Boat with Chest JE2 BE1.png|32px]] [[File:Birch Boat with Chest JE2 BE1.png|32px]] [[File:Jungle Boat with Chest JE2 BE1.png|32px]] [[File:Acacia Boat with Chest JE2 BE1.png|32px]] [[File:Dark Oak Boat with Chest JE2 BE1.png|32px]] [[File:Mangrove Boat with Chest JE2 BE1.png|32px]] Changed knob on chest position 1 pixel down to match [[Bedrock Edition]].|Boats with chests can now be placed by [[dispenser]]s.}}{{History|||snap=22w14a|Due to the addition of the [[mangrove tree]] and [[mangrove swamp]], make mangrove boat with chest obtainable and renewable.}}{{History|||snap=22w15a|[[File:Oak Boat with Chest (item) JE2.png|32px]] [[File:Spruce Boat with Chest (item) JE2.png|32px]] [[File:Birch Boat with Chest (item) JE2.png|32px]] [[File:Jungle Boat with Chest (item) JE2.png|32px]] [[File:Acacia Boat with Chest (item) JE2.png|32px]] [[File:Dark Oak Boat with Chest (item) JE2.png|32px]] [[File:Mangrove Boat with Chest (item) JE2.png|32px]] Changed all boat with chest item textures.|Now, the inventory can be accessed by {{control|using}} it directly when there is already a passenger inside of it.}}{{History||October 15, 2022|link={{ytl|yZRXmHiEh7U&t}}|[[File:Bamboo Raft with Chest JE1 BE1.png|32px]] Bamboo rafts with chests were announced at [[Minecraft Live 2022]].}}{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|[[File:Bamboo Raft with Chest JE1 BE1.png|32px]] [[File:Bamboo Raft with Chest (item) JE1.png|32px]] Added bamboo rafts with chests behind the [[Java Edition 1.20|Update 1.20 experimental datapack]].}}{{History|||snap=22w45a|[[File:Bamboo Raft with Chest (item) JE2 BE2.png|32px]] The item texture of the bamboo raft with chest has been changed.}}{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[File:Cherry Boat with Chest JE1.png|32px]] [[File:Cherry Boat with Chest (item) JE1.png|32px]] Added cherry boats with chests behind the [[Java Edition 1.20|Update 1.20 experimental datapack]].}}{{History|||snap=1.19.4 Pre-release 2|[[File:Cherry Boat with Chest (item) JE2.png|32px]] The item texture of cherry boats with chests has now been changed.}}{{History||1.20|snap=23w12a|Bamboo rafts with chests and cherry boats with chests are now available without using the "Update 1.20" experimental datapack.}}{{History|bedrock}}{{History||Wild Update<br>(Experimental)|link=Bedrock Edition 1.19.0|snap=beta 1.18.30.28|[[File:Oak Boat with Chest JE2 BE1.png|32px]] [[File:Spruce Boat with Chest JE2 BE1.png|32px]] [[File:Birch Boat with Chest JE2 BE1.png|32px]] [[File:Jungle Boat with Chest JE2 BE1.png|32px]] [[File:Acacia Boat with Chest JE2 BE1.png|32px]] [[File:Dark Oak Boat with Chest JE2 BE1.png|32px]]<br>[[File:Oak Boat with Chest (item) JE1 BE1.png|32px]] [[File:Spruce Boat with Chest (item) BE1.png|32px]] [[File:Birch Boat with Chest (item) JE1 BE1.png|32px]] [[File:Jungle Boat with Chest (item) JE1 BE1.png|32px]] [[File:Acacia Boat with Chest (item) JE1 BE1.png|32px]] [[File:Dark Oak Boat with Chest (item) JE1 BE1.png|32px]] Added boats with chests, missing mangrove type.|Added unused translation keys for mangrove boat with chest.}}{{History||1.19.0|snap=beta 1.19.0.20|Boats with chests are now available without enabling experimental gameplay.|[[File:Mangrove Boat with Chest JE2 BE1.png|32px]] [[File:Mangrove Boat with Chest (item) JE1 BE1.png|32px]] Added mangrove boats with chests.}}{{History||1.19.0|snap=beta 1.19.0.26|[[File:Oak Boat with Chest (item) JE2.png|32px]] [[File:Spruce Boat with Chest (item) JE2.png|32px]] [[File:Birch Boat with Chest (item) JE2.png|32px]] [[File:Jungle Boat with Chest (item) JE2.png|32px]] [[File:Acacia Boat with Chest (item) JE2.png|32px]] [[File:Dark Oak Boat with Chest (item) JE2.png|32px]] [[File:Mangrove Boat with Chest (item) JE2.png|32px]] Changed all boat with chest item textures.}}{{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.50|snap=beta 1.19.50.21|[[File:Bamboo Raft with Chest JE1 BE1.png|32px]] [[File:Bamboo Raft with Chest (item) BE1.png|32px]] Added bamboo rafts with chests behind the "[[Bedrock Edition 1.20|Next Major Update]]" [[experimental]] toggle.}}{{History|||snap=beta 1.19.60.20|[[File:Bamboo Raft with Chest (item) JE2 BE2.png|32px]] The item texture of the bamboo raft with chest has been changed to match ''[[Java Edition]]''.}}{{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.80|snap=beta 1.19.80.20|[[File:Cherry Boat with Chest JE1.png|32px]] [[File:Cherry Boat with Chest (item) JE2.png|32px]] Added cherry boats with chests behind the "[[Bedrock Edition 1.20|Next Major Update]]" [[experimental]] toggle.}}{{History||1.20.0|snap=beta 1.20.0.21|Bamboo rafts with chests and cherry boats with chests are now available without using the "Next Major Update" experimental toggle.}}{{History|foot}}== Issues =={{issue list}}== Trivia ==* A [[chest]] is short enough that a boat with chest falls onto it rather than crashes into it.* The chest texture is 12×12 pixels, rather than the 14×14 pixel texture the block uses. This is not the case with the [[minecart with chest]].* Despite the minecart with chest using the Christmas texture, the boat with chest still uses the default chest texture during Christmas time.<ref>{{bug|MC-249378}}</ref>== Gallery ===== Renders ===<gallery>Oak Boat with Chest.png|Oak Boat with ChestSpruce Boat with Chest.png|Spruce Boat with ChestBirch Boat with Chest.png|Birch Boat with ChestJungle Boat with Chest.png|Jungle Boat with ChestAcacia Boat with Chest.png|Acacia Boat with ChestDark Oak Boat with Chest.png|Dark Oak Boat with ChestMangrove Boat with Chest.png|Mangrove Boat with ChestCherry Boat with Chest.png|Cherry Boat with ChestBamboo Raft with Chest.png|Bamboo Raft with ChestOak Boat with Chest (item) JE2.png|Oak Boat with Chest (item)Spruce Boat with Chest (item) JE2.png|Spruce Boat with Chest (item)Birch Boat with Chest (item) JE2.png|Birch Boat with Chest (item)Jungle Boat with Chest (item) JE2.png|Jungle Boat with Chest (item)Acacia Boat with Chest (item) JE2.png|Acacia Boat with Chest (item)Dark Oak Boat with Chest (item) JE2.png|Dark Oak Boat with Chest (item)Mangrove Boat with Chest (item) JE2.png|Mangrove Boat with Chest (item)Cherry Boat with Chest (item) JE2.png|Cherry Boat with Chest (item)Bamboo Raft with Chest (item) JE2 BE2.png|Bamboo Raft with Chest (item)</gallery>=== Concept Art ===<gallery>Bamboo Raft and Raft with Chest Concept Art.png|Ditto.</gallery>== References =={{reflist}}{{Items}}{{Entities}}[[de:Boot mit Truhe]][[es:Barca con cofre]][[ja:チェスト付きのボート]][[ru:Лодка с сундуком]][[uk:Човен зі скринею]][[zh:运输船]]</li></ul>
beta 1.19.80.20Villagers now generate green particles when a successful trade is completed.
1.20.10
{{Extension DPL}}<ul><li>[[Book|Book]]<br/>{{For}}{{Item| image = Book.png| renewable = Yes| stackable = Yes (64)|effects=Read}}'''Books''' are items used in [[enchanting]] and [[crafting]].== Obtaining ===== Block loot ===Three books are dropped when a [[bookshelf]] is mined without [[Silk Touch]] or destroyed by an [[explosion]].=== Crafting ==={{crafting|Paper|Paper|Paper|Leather|Output= Book|type= Miscellaneous}}=== Chest loot ==={{LootChestItem|book}}=== Grindstones ===Disenchanting an [[enchanted book]] at a [[grindstone]] yields a normal book and a small amount of experience.=== Villager gifts ==={{in|java}}, librarian [[villagers]] throw books at players under the [[Hero of the Village]] effect.== Usage ===== Crafting ingredient ==={{crafting usage}}=== Chiseled bookshelf ==={{control|Use|text=Using}} the [[chiseled bookshelf]] while having a book in the main hand will put the book inside the chiseled bookshelf.=== Enchanting ===Books can be made into [[enchanted book]]s by enchanting them on [[enchanting table]]s.=== Trading ===Librarian [[villager]]s can buy a single book as part of an [[enchanted book]] trade.Apprentice-level Librarian villagers have a {{frac|2|3}} chance to buy 4 books for an [[emerald]] {{in|java}}, and always offer the trade {{in|bedrock}}.== Achievements =={{load achievements|Librarian;Enchanter}}== Advancements =={{load advancements|Enchanter;The Power of Books}}== Sounds =={{edition|java}}:{{Sound table|sound=Chiseled bookshelf insert1.ogg|sound2=Chiseled bookshelf insert2.ogg|sound3=Chiseled bookshelf insert3.ogg|sound4=Chiseled bookshelf insert4.ogg|subtitle=Book placed|source=block|description=When a book is placed in a chiseled bookshelf|id=block.chiseled_bookshelf.insert|translationkey=subtitles.chiseled_bookshelf.insert|volume=0.8|pitch=''varies'' <ref group=sound>Can be 1.0, 0.85, or 1.1 for each sound</ref>|distance=16}}{{Sound table|sound=Chiseled bookshelf pickup1.ogg|sound2=Chiseled bookshelf pickup2.ogg|sound3=Chiseled bookshelf pickup3.ogg|subtitle=Book taken|source=block|description=When a book is removed from a chiseled bookshelf|id=block.chiseled_bookshelf.pickup|translationkey=subtitles.chiseled_bookshelf.take|volume=0.8|pitch=''varies'' <ref group=sound>Can be 1.0, 0.8, or 1.1 for each sound</ref>|distance=16|foot=1}}{{edition|bedrock}}:{{Sound table|type=bedrock|sound=Chiseled bookshelf insert1.ogg|sound2=Chiseled bookshelf insert2.ogg|sound3=Chiseled bookshelf insert3.ogg|sound4=Chiseled bookshelf insert4.ogg|source=block|description=When a book is placed in a chiseled bookshelf|id=insert.chiseled_bookshelf|volume=0.8|pitch=''varies'' <ref group=sound name=insertvaries>Can be 1.0, 0.85, or 1.1 for each sound</ref>}}{{Sound table|sound=Chiseled bookshelf pickup1.ogg|sound2=Chiseled bookshelf pickup2.ogg|sound3=Chiseled bookshelf pickup3.ogg|source=block|description=When a book is removed from a chiseled bookshelf|id=pickup.chiseled_bookshelf|volume=0.8|pitch=''varies'' <ref group=sound name=pickupvaries>Can be 1.0, 0.8, or 1.1 for each sound</ref>|foot=1}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Book|spritetype=item|nameid=book|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|showitemtags=y|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Book|spritetype=item|nameid=book|id=387|itemtags=minecraft:bookshelf_books</code>|form=item|foot=1}}== Video ==<div style="text-align:center">{{yt|UGJBUhxwKy0}}</div>== History =={{History|java alpha}}{{History||v1.0.11|[[File:Book JE1 BE1.png|32px]] Added books.|The only use of books is crafting [[bookshelves]], which are only used as a purely decorative [[block]] until [[Beta 1.9 Prerelease 3]].}}{{History|java beta}}{{History||1.8|snap=Pre-release|Books are now found in the new [[stronghold]] library [[chest]]s.}}{{History|java}}{{History||1.0.0|snap=Beta 1.9 Prerelease 3|Books are now used to craft [[enchantment table]]s, gaining their first functional usage outside of decoration.}}{{History||1.3.1|snap=12w17a|The crafting recipe is now shapeless, so books can now be crafted in the player's 2×2 [[crafting]] area, although the recipe now requires [[leather]]. Before this version, books were crafted with three [[paper]] sheets in a single column.|A book can now be crafted into a [[book and quill]], which can be used to create [[written book]]s.}}{{History|||snap=12w21a|Librarian [[villager]]s now [[trading|buy]] 11–12 books for 1 [[emerald]].}}{{History|||snap=12w22a|Librarian villagers now [[trading|sell]] [[enchanted book]]s for 5–64 emeralds and 1 book.}}{{History||1.4.6|snap=12w49a|Books can now be enchanted into [[enchanted book]]s, and then combined together in an [[anvil]] with a [[tool]] to then enchant it.}}{{History||1.8|snap=14w02a|Librarian villagers now buy 8–10 books for 1 [[emerald]].}}{{History||1.9|snap=15w43a|Average yield of books in [[stronghold]] library chests has been substantially increased.}}{{History||1.12|snap=17w13a|Added the [[knowledge book]], a green-colored book that grants the [[player]] a recipe for [[crafting]].|The recipe tab on the [[crafting table]] GUI uses a red-colored book.}}{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 340.}}{{History|||snap=18w11a|Books now generate in [[shipwreck]] chests.}}{{History||1.14|snap=18w43a|[[File:Book JE2 BE2.png|32px]] The texture of books has been changed.}}{{History|||snap=18w48a|Books can now be obtain by disenchanting non-curse [[enchanted book]]s in a grindstone.|Books can now be found in chests in [[plains]] [[village]] houses.}}{{History|||snap=18w50a|Books can now be found in chests in [[desert]] village houses.}}{{History|||snap=19w13a|Librarian villagers now give books to players under the [[Hero of the Village]] effect.}}{{History||1.19|snap=Deep Dark Experimental Snapshot 1|Books now generate in [[ancient city]] chests.}}{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Books can now interact with [[chiseled bookshelves]].}}{{History|pocket alpha}}{{History||v0.2.0|[[File:Book JE1 BE1.png|32px]] Added books. They are currently unobtainable and serve no purpose.}}{{History||v0.3.0|Books can be used to craft [[bookshelves]].}}{{History||v0.5.0|Books can now be obtained after activating the [[nether reactor]].}}{{History||v0.12.1|snap=build 1|The crafting recipe for books now requires [[leather]]. Before this version, books were crafted with three [[paper]] sheets in a single column.|Books are now used to craft [[enchanting table]]s.|Books can now be enchanted into [[enchanted book]]s, and then combined together in an [[anvil]] with a [[tool]] to then enchant it.|Books are no longer available from the [[nether reactor]].}}{{History|pocket}}{{History||1.0.4|snap=alpha 1.0.4.0|Librarian villagers now [[trading|buy]] 8–10 books for 1 [[emerald]].}}{{History|bedrock}}{{History||1.2.0|snap=beta 1.2.0.2|A book can now be crafted into a [[book and quill]], which can be used to create [[written book]]s.}}{{History||1.4.0|snap=beta 1.2.14.2|Books can now be found inside of the map room [[chest]] in [[shipwreck]]s.}}{{History||1.10.0|snap=beta 1.10.0.3|Books can now be found in [[plains]] [[village]] chests.|[[File:Book JE2 BE2.png|32px]] The texture of books has been changed.}}{{History||1.11.0|snap=beta 1.11.0.4|Librarian [[villager]]s now [[trading|buy]] 4 books for an [[emerald]].}}{{History||Wild Update<br>(Experimental)|link=Bedrock Edition 1.18.30|snap=beta 1.18.30.32|Books now generate in [[ancient city]] chests.}}{{History||1.20<br>(Experimental)|link=Bedrock Edition 1.19.50|snap=beta 1.19.50.21|Books can now interact with [[chiseled bookshelves]].}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Book JE1 BE1.png|32px]] Added books.}}{{History||xbox=TU14|ps=1.04|The crafting recipe for books now requires [[leather]]. Before this version, books were crafted with three [[paper]] sheets in a single column.}}{{History|PS4}}{{History||1.90|[[File:Book JE2 BE2.png|32px]] The texture of books has now been changed.}}{{History|New 3DS}}{{History||0.1.0|[[File:Book JE1 BE1.png|32px]] Added books.}}{{History|foot}}== Issues =={{issue list}}== See also ==* [[Enchanted Book]]* [[Knowledge Book]]== How book is renewable ==The paper comes from sugar canes, which is renewable because it grows and the leather from killing cows, renewable because cows breed{{Items}}[[Category:Renewable resources]][[cs:Kniha]][[de:Buch]][[es:Libro]][[fr:Livre]][[hu:Könyv]][[it:Libro]][[ja:本]][[ko:책]][[nl:Boek]][[pl:Książka]][[pt:Livro]][[ru:Книга]][[th:หนังสือ]][[uk:Книга]] [[zh:书]]</li><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></ul>
beta 1.20.10.20If a villager is converted from a zombie villager, it now drops its armor or held items when converting to a regular villager.
Villagers now can pick up, plant or harvest torchflower seeds and pitcher pods.[15]
1.20.30
{{Extension DPL}}<ul><li>[[Orange Dye|Orange Dye]]<br/>{{Item|image = Orange_Dye_JE2_BE2.png|renewable = Yes|stackable = Yes (64)}}'''Orange dye''' is a [[Dye#Quasi-Primary|quasi-primary dye]]crafted from [[Flower|orange tulips]], or by combining one [[red dye]] with one [[yellow dye]].== Obtaining ===== Crafting ==={{Crafting |head = 1 |showname = 0 |Orange Tulip; Torchflower |Output=Orange Dye |type=Material}}{{Crafting |Red Dye |Yellow Dye |Output = Orange Dye,2 |type = Material |foot = 1}}=== Loot chest ==={{#invoke:LootChest|base3|orange-dye}}=== Trading ===[[Wandering trader|Wandering traders]] sell 3 orange dye for an [[emerald]].== Usage =={{dye usage}}=== Crafting ingredient ==={{crafting usage|ignore=Banner|continue=1}}{{banner crafting usage}}=== Loom ingredient ==={{Banner loom usage|Orange Dye}}=== Trading ===Apprentice-level shepherd [[villager]]s have a 20% chance to buy 12 orange dye for an [[emerald]] as part of their trades.{{only|bedrock}}Journeyman-level shepherd [[villager]]s have a {{frac|1|3}} chance to buy 12 orange dye for an [[emerald]].{{only|java}}== Data values ===== ID ==={{edition|java}}:{{ID table|edition=java|showforms=y|generatetranslationkeys=y|displayname=Orange Dye|spritetype=item|nameid=orange_dye|form=item|foot=1}}{{edition|bedrock}}:{{ID table|edition=bedrock|showaliasids=y|shownumericids=y|showforms=y|notshowbeitemforms=y|generatetranslationkeys=y|displayname=Orange Dye|spritetype=item|nameid=orange_dye|aliasid=dye / 14|id=409|form=item|translationkey=item.dye.orange.name|foot=1}}== Video ==<div style="text-align:center">{{yt|25t7uNMOFS8}}</div>== History == {{History|java beta}}{{History||1.2|[[File:Orange Dye JE1 BE1.png|32px]] Added orange dye.}}{{History|java}}{{History||1.4.2|snap=12w34a|Added the ability to [[Armor#Dyeing|dye]] leather [[armor]] and [[wolf]] collars.}}{{History||1.4.6|snap=12w49a|Orange dye can now be crafted with [[gunpowder]] to create a [[firework star]].}} {{History||1.6.1|snap=13w19a|[[Stained clay]] can now be [[crafting|crafted]].}}{{History||1.7.2|snap=13w36a|With the addition of the new [[flower]]s, many secondary and tertiary [[dye]]s are now primary dyes.}}{{History|||snap=13w41a|[[Stained glass]] can now be crafted.}}{{History||1.8|snap=14w30a|Added [[banner]]s, which can be dyed.}}{{History||1.11|snap=16w39a|Added the ability to dye [[shulker box]]es.}}{{History||1.12|snap=17w15a|Added the ability to dye [[bed]]s.}}{{History||1.13|snap=17w47a|The different data values for the <code>dye</code> ID has now been split up into their own IDs.|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 351.}}{{History||1.14|snap=18w43a|[[File:Orange_Dye_JE2_BE2.png|32px]] The texture of orange dye has now been changed.}}{{History|||snap=18w44a|Orange dye can now change the text color on [[sign]]s to orange.}}{{History|||snap=19w05a|Added the [[wandering trader]], which sells orange dye.}}{{History|||snap=19w11a|Orange dye can now be [[trading|bought]] by shepherd villagers.}}{{History||1.17|snap=20w45a|Orange dye can now be used to craft [[orange candle]]s.}}{{History|||snap=21w19a|Orange dye can no longer be used to craft orange candles.}}{{History|||snap=Pre-release 1|Orange dye can now once again be used to craft orange candles.}}{{History||1.20 (Experimental)|link=1.19.3|snap=22w42a|Orange dye can now change the text color on [[hanging sign]]s to orange.}}{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[Torchflower]]s can now be crafted into orange dye.}}{{History||1.20|snap=23w12a|Orange dye can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}{{History|||snap=23w16a|Orange dye no longer generates in [[suspicious sand]] in [[trail ruins]].|Due to the split of the archaeological loot tables for suspicious gravel within [[trail ruins]], orange dye is now common loot.}}{{History|pocket alpha}}{{History||v0.3.0|[[File:Orange Dye JE1 BE1.png|32px]] Added orange dye. It is currently unobtainable and serves no purpose.}}{{History||v0.4.0|Orange dye is now [[craft]]able with rose red and dandelion yellow.|Orange dye can now be used to craft orange [[wool]].}}{{History||v0.8.0|snap=build 1|Orange dye is now used to craft [[cocoa bean]]s (version exclusive).}}{{History||v0.14.0|snap=build 1|Orange dye can now be used to dye [[water]] in [[cauldron]]s.}}{{History||unknown|The above recipe for orange dye has now been removed.}}{{History|pocket}}{{History||1.0.0|snap=alpha 0.17.0.1|Orange dye can now be used to dye [[shulker]]s.}}{{History||1.1.0|snap=alpha 1.1.0.0|Orange dye can now be used to craft [[concrete powder]] and colored [[bed]]s.}}{{History|bedrock}}{{History||1.2.0|snap=beta 1.2.0.2|Orange dye can now be used to craft [[firework star]]s, [[stained glass]], and patterns on [[banner]]s.}}{{History||1.4.0|snap=beta 1.2.20.1|Orange dye can now be used to craft [[balloon]]s and [[glow stick]]s.}}{{History||1.8.0|snap=beta 1.8.0.8|Orange dye can now be used to dye [[cat]] collars.}}{{History||1.10.0|snap=beta 1.10.0.3|Orange dye is now [[trading|sold]] by [[wandering trader]]s.|Orange dye can now be used to dye white [[carpet]]s.|[[File:Orange_Dye_JE2_BE2.png|32px]] The texture of orange dye has now been changed.}}{{History||1.11.0|snap=beta 1.11.0.4|Orange dye can now be [[trading|sold]] to shepherd [[villager]]s.}}{{History||1.16.100|snap=beta 1.16.100.56|The ID of orange dye has been changed from <code>dye/14</code> to <code>orange_dye</code>.}}{{History|console}}{{History||xbox=TU1|xbone=CU1|ps=1.00|switch=1.0.1|wiiu=Patch 1|[[File:Orange Dye JE1 BE1.png|32px]] Added orange dye.}}{{History|ps4}}{{History||1.90|[[File:Orange_Dye_JE2_BE2.png|32px]] The texture of orange dye has now been changed.}}{{History|new 3ds}}{{History||0.1.0|[[File:Orange_Dye_JE2_BE2.png|32px]] Added orange dye.}}{{History|foot}}== Issues =={{issue list}}== References =={{Reflist}}{{Items}}[[cs:Oranžové barvivo]][[de:Oranger Farbstoff]][[es:Tinte naranja]][[fr:Teinture orange]][[hu:Narancssárga festék]][[ja:橙色の染料]][[ko:주황색 염료]][[nl:Oranje kleurstof]][[pl:Pomarańczowy barwnik]][[pt:Corante laranja]][[ru:Оранжевый краситель]][[zh:橙色染料]][[Category:Items]][[Category:Dyes]][[Category:Renewable resources]]</li><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></ul></nowiki>
beta 1.20.20.20Villagers no longer drop items held in their hands when get killed.
Legacy Console Edition
1.91 Added nitwit, unemployed villagers.
Added mason villagers, which can be traded with.
Villagers have new clothing to indicate their level, profession, and biome.
Villager (368) Villager (369) Villager (370) Villager (371) Villager (372) Villager (373) Villager (374) Villager (375) Villager (376) Villager (377) Villager (378) Villager (379) Villager (380) Villager (381) Villager (382) Added desert villagers, which all have unique textures for that biome. These villagers also spawn badlands biomes.
Villager (383) Villager (384) Villager (385) Villager (386) Villager (387) Villager (388) Villager (389) Villager (390) Villager (391) Villager (392) Villager (393) Villager (394) Villager (395) Villager (396) Villager (397) Added jungle villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them.
Villager (398) Villager (399) Villager (400) Villager (401) Villager (402) Villager (403) Villager (404) Villager (405) Villager (406) Villager (407) Villager (408) Villager (409) Villager (410) Villager (411) Villager (412) Added plains villagers, which all have unique textures for that biome.
Villager (413) Villager (414) Villager (415) Villager (416) Villager (417) Villager (418) Villager (419) Villager (420) Villager (421) Villager (422) Villager (423) Villager (424) Villager (425) Villager (426) Villager (427) Added savanna villagers, which all have unique textures for that biome.
Villager (428) Villager (429) Villager (430) Villager (431) Villager (432) Villager (433) Villager (434) Villager (435) Villager (436) Villager (437) Villager (438) Villager (439) Villager (440) Villager (441) Villager (442) Added snowy villagers, which all have unique textures in snowy biomes. These villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
Villager (443) Villager (444) Villager (445) Villager (446) Villager (447) Villager (448) Villager (449) Villager (450) Villager (451) Villager (452) Villager (453) Villager (454) Villager (455) Villager (456) Villager (457) Added swamp villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Villager (458) Villager (459) Villager (460) Villager (461) Villager (462) Villager (463) Villager (464) Villager (465) Villager (466) Villager (467) Villager (468) Villager (469) Villager (470) Villager (471) Villager (472) Added taiga villagers, which all have unique textures for the biome. These villagers also spawn in giant tree taiga and windswept hills biomes.
Villager (473) Villager (474) Villager (475) Villager (476) Villager (477) Villager (478) Villager (479) Added baby villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Villagers now have a schedule. Adult and child villagers have a different schedule.
Villagers may now wander to the village outskirts.
Villagers now attempt to find a door when it rains during the day and navigate to their bed at night.
The pathfinding of villagers has been updated and improved.
Villagers now have a visual-based trading system, and now hold up the item they wish to trade.
Villagers now mingle together around gathering sites in the village.
Librarian villagers now inspect bookshelves.
Villagers can now switch professions depending on the job site blocks available in the village.
Villagers now interact with beds and corresponding job site blocks.

Issues[]

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

Trivia[]

  • The villagers were inspired by the shopkeepers in Dungeon Master II.[16]
  • Originally, the mobs populating villages were to be pigmen.[17]
  • When a villager is in love mode, it walks slowly. However, when a villager runs indoors as the night falls, it runs faster than the player's sprinting speed.
  • The villager skins added in the Village and Pillage update were inspired by 2018 fashion shows, such as Gucci's.[18]
  • Villagers are genderless, meaning they are neither male nor female.[19]
  • Villagers occasionally sleep in odd ways during the night inside their beds, sometimes hanging halfway off the side of the bed or even glitching into walls.
  • Although the villages in snowy taiga biomes spawn the snowy villager variant in Bedrock Edition, they use the taiga village variant.
  • In Java Edition, when the Programmer Art resource pack is enabled, all villagers wear a green hood on their heads.[20] This is because the Programmer Art nitwit texture (which is directly copied from the pre-1.14 vanilla resource pack and had the hood in the texture since its addition) is called the same as the Village & Pillage base villager texture (...\entity\villager\villager.png).
    • In Bedrock Edition, when the Classic Textures pack from the Marketplace is enabled, the villagers still use their default texture instead of the old texture.[21] This is because the old textures of villager are located in ...\entity\villager, while the textures for new villagers are in ...\entity\villager2.
  • In Java Edition, baby villagers are the only mobs that do not have a disproportionately large head compared to their adult counterparts. Rather, they are smaller versions of the adult villager.
  • Giving a villager any item (with commands) causes it to hold the item as if offering it, but it cannot be traded.
  • Fisherman villagers have been intentionally textured by Jasper Boerstra to display the long-since-removed raw fish texture.[22]
  • Villagers display their held items differently than most creatures do, using the "ground" parameter instead of the usual hand parameter in model display settings.
  • Villagers (and baby villagers) on boats that have claimed a bed can still sleep when the bed is near to them resulting in them sleeping in the boat instead.‌[Bedrock Edition only]
  • Ancient villagers have been shown in Minecraft Legends, although they were hinted at in Minecraft Dungeons.
  • In Java Edition, the death messages of villagers are recorded in the game's logs.[23]

April fools[]

Main article: Easter eggs§2014

Villager (480)

This feature is exclusive to Java Edition.

On April 1, 2014, Mojang announced that villagers have taken over the skin servers and content delivery networks (CDN) as an April Fools joke. This caused the player's current skin to turn into villager skins, and caused users to be unable to change their skins unless modifying the launcher.json file. Different career villager skins were used, including the then-unused nitwit villager (green robe).

Many of the sounds were also changed, supposedly by the villagers. They seem to be similar to a villager talking (with words, rather than their normal sounds). The in-game music has also been altered to include villager like noises, and also features a villager version of the "Game of Thrones" theme on the title screen. The sounds originate from the sound resource pack created by Element Animation, titled The Element Animation Villager Sound Resource Pack (T.E.A.V.S.R.P.), which is based on the villagers appearing in their fan videos. The villagers were voiced by Dan Lloyd, Director of Element Animation.

The skins and the sounds were reverted to the way they were before on April 2, 2014. However, this update cannot be activated by setting the computer's date to April 1, 2014.

Gallery[]

Renders[]

  • Villager (481)

  • Villager (482)

  • Villager (483)

  • Villager (484)

  • Villager (485)

  • Villager (486)

  • Villager (487)

  • Villager (488)

  • Villager (489)

  • Villager (490)

  • Villager (491)

  • Villager (492)

  • Villager (493)

  • Villager (494)

Renders asleep[]

Screenshots[]

  • Villager (516)

    Two villagers from a rare multi-biome village (in this case plains and desert) meeting.

  • Villager (517)

    A plains farmer villager holding bread.

  • Villager (518)

    A librarian inspecting a bookshelf.

  • Villager (519)

    A group of villager children playing tag.

  • Villager (520)

    A villager sweating during a raid.

  • Villager (521)

    All plains biome variant professions (except unemployed) corresponding to their different job site blocks.

  • Villager (522)

    Every villager skin type per profession and biome.

  • Villager (523)

    A villager panicked.

  • Villager (524)

    A Creeper face on the robe of a plains biome cleric villager.

  • Villager (525)

    The base skin for all villagers. This is never seen in-game.

  • Villager (526)

    Villager in Beta 1.9 Prerelease, when villagers had the word "TESTIFICATE" displayed over their heads.

  • Villager (527)

    An image released earlier by Jeb showing separated villagers.[24]

  • Villager (528)

    The first image of the trading system released by Jeb. Rubies that later became emeralds can be seen in the inventory space.

  • Villager (529)

    Purchasing shears from a villager before the 1.14 update.

  • Villager (530)

    Children before the 1.14 update.

  • Villager (531)

    Purchasing Feather Falling IV enchanted book from a villager before the 1.14 update.

  • Villager (532)

    The new Jungle villager textures shown at MINECON Earth 2018.

  • Villager (533)

    New villager textures, shown at MINECON Earth 2018, announced as the Taiga biome variants. They are instead used for the Snowy Plains biome variants.

  • Villager (534)

    The new villager textures as seen during MINECON Earth 2018.

  • Villager (535)

    A vindicator chasing a villager.

  • Villager (536)

    Two villagers talking near a well.

  • Villager (537)

    Four baby villagers stare at an adult villager.

  • Villager (538)

    The particles around villagers change with the player's popularity.

  • Villager (539)

    Bugged sleeping villagers appearing to walk on walls.

  • Villager (540)

    a Villager (Farmer) alongside a Piglin wielding a Netherite sword. Piglins do not attack villagers.

  • Villager (541)

    A villager.

  • Villager (542)

    A villager in a minecart in a boat near a portal.

  • Villager (543)

    A farmer farming.

Animations[]

  • Villager (544)

    A villager becoming a fletcher upon finding a fletching table in Java Edition.

  • Villager (545)

    A pillager firing its crossbow at a panicking villager in Java Edition.

Artwork[]

  • Villager (546)

    Jungle cartographer.

  • Villager (547)

    Swamp cleric.

  • Villager (548)

    Snowy leatherworker.

  • Villager (549)

    Desert toolsmith.

  • Villager (550)

    Savanna librarian.

  • Villager (551)

    Swamp cleric.

  • Villager (552)

    Taiga armorer.

  • Villager (553)

    Jungle fisherman.

  • Villager (554)

    Plains weaponsmith.

  • Villager (555)

    Tundra cleric.

  • Villager (556)

    Savanna toolsmith.

  • Villager (557)

    Plains shepherd.

  • Villager (558)

    Jungle villager.

  • Villager (559)

    Plains butcher.

  • Villager (560)

    Desert toolsmith.

  • Villager (561)

    Snowy leatherworker.

  • Villager (562)

    Several villager types.

  • Villager (563)

    Villagers in promotional artwork for the Horse Update.

  • Villager (564)

    Villagers in promotional artwork for the World of Color Update.

  • Villager (565)

    A group of villagers shown in the Village and Pillage update artwork.

  • Villager (566)

    A Villager in promotional artwork for Education Edition 1.14.50.

  • Villager (567)

    Artwork of a villager.

  • Villager (568)

    Artwork of a villager.

In other media[]

References[]

  1. MC-257069—Trapped villager can prevent any other villagers from claiming a jobsite
  2. MCPE-63311—Villagers claim workstations and beds that are too far away and/or get stuck unemployed
  3. MC-181525
  4. MC-178019
  5. Villager food sharing (java 1.16) - Only the last part and the bugs are relevant
  6. https://youtu.be/AnOeYZi4fgc&t=48m33s
  7. "@scambot Yes, thanks to @pgeuder who sent me inspirational pictures!"@jonkagstrom (Jon Kågström) on X, February 23, 2012
  8. MC-145707—resolved as "Works As Intended".
  9. MC-146515—"Villagers can sleep in all dimensions"—resolved as "Works As Intended".
  10. MCPE-46034
  11. a b Jungle and swamp villagers can spawn only in their corresponding biome if a village intersects these biomes, or by using spawn eggs, breeding or curing a zombie villager, as jungle and swamp villages do not exist.
  12. MC-181190—"The discount for curing a villager is multiplied if the villager is reinfected and cured again"—resolved as "Fixed".
  13. MCPE-147834—resolved as "Fixed".
  14. MCPE-152386—resolved as "Fixed".
  15. MCPE-169758
  16. http://www.reddit.com/r/Minecraft/comments/xfzdg/i_am_markus_persson_aka_notch_creator_of/c5m0p26
  17. "It's very likely the townspeople will be pigmen =)"@notch (Markus Persson) on X, April 25, 2011
  18. "Fun Fact: Most of the villager designs were inspired by 2018 fashion shows like Gucci's."@JasperBoerstra (Jasper Boerstra) on X, February 28, 2019
  19. "Villagers are genderless- they are neither male nor female."@HelenAngel on X, March 8, 2019
  20. MC-141075
  21. MCPE-119646—resolved as "Invalid".
  22. MC-173917—resolved as "Works As Intended".
  23. MC-165985—"Villager deaths are logged"—resolved as "Works As Intended".
  24. "This is how I perform experiments on Testificates:"@jeb_ (Jens Bergensten) on X, May 21, 2012
Villager (2024)

FAQs

What is a villager? ›

: an inhabitant of a village.

What is a synonym for the word villager? ›

burgher civilian commoner cosmopolite denizen dweller householder occupant settler townsman townsperson townswoman voter.

What is the rarest villager in Minecraft? ›

Swamp villagers are one of the rarest type of villagers in Minecraft because of how uncommon it is for a villager to naturally spawn in a swamp biome. Players can … Witch Village in the swamp, survival map.

Is villager a bad guy? ›

It was revealed that what triggered his kill-happy persona was when his bag of Doritos fell into the sea. This made the Villager become a sad*stic psychopath, immediately setting his village on fire and killing countless victims, even people who actually were never responsible for what happened to him.

Why do villagers stare at you? ›

Villagers are known for running around and either interacting with other Villagers or exploring their small towns. If a player runs within a certain distance of a Villager, the Villager will stare at the player and until they are chased off by a zombie, when the night cycle begins or when it starts to storm.

Who is a villager person? ›

Definition of 'villager'

You refer to the people who live in a village, especially the people who have lived there for most or all of their lives, as the villagers.

Who are called villagers? ›

: a person who lives in a village.

Is it peasant or villager? ›

While a villager is just someone who lives in or comes from a village, peasant is more likely to be used in a pejorative way: (especially in the past, or in poorer countries) a farmer who owns or rents a small piece of land. (informal, disapproving) a person who is rude, behaves badly, or has little education.

Do swamp villages exist? ›

This is due to the fact that villages can generate in more biomes in Bedrock Edition, as well as being closer to each other within an eligible biome. Despite the existence of jungle and swamp villagers, there are no swamp or jungle villages in the game. Villagers spawn in regular villages only.

Who is the least popular villager? ›

1 Jitters The Bird Is The Least Popular Villager In Animal Crossing
Video Game Appearances:Animal Crossing: Wild World, Animal Crossing: City Folk, Animal Crossing: New Leaf, Animal Crossing: New Horizons, Animal Crossing: Happy Home Designer, Animal Crossing: amiibo Festival, Animal Crossing: Pocket Camp
Species:Bird
2 more rows
Apr 30, 2024

Can you breed 1 villager? ›

The village needs to have at least 2 villagers. Build a structure to breed your villagers in (optional). This is not required to breed villagers, but building a structure will keep them from wandering off. Villagers need to be in close proximity in order to breed.

Can villagers fall in love with you? ›

Villagers in New Horizons cannot form any romantic relationships with players since Nintendo does not feature romance in the life-simulation title. The main priority of the players in the game is to build a hospitable habitat for themselves and the villagers.

Can villagers get angry? ›

After a group conversation with another villager, a villager's mood can change to joyous, sad or angry.

Can you befriend a villager? ›

There are a variety of activities that you can do to help you increase your friendship level with a villager, such as: Talking to them every day. Ridding them of fleas. Selling them any item they offer to buy.

Is A villager in Minecraft Human? ›

They aren't. In the game Minecraft, any villager can breed with any other villager as long as the requirements are met (has a bed assigned to it, has food, etc). Same thing with any animal, there is no set gender requirement and as such gender doesn't naturally exist in the game apart from player skins.

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