Minecraft Wiki
m (→‎Gallery: added a useful image back)
(→‎Usage: as a…)
(2 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{BlockTileEntity|image=
+
{{BlockTileEntity
Daylight Sensor.png;
+
|image=Daylight Sensor.png
Inverted Daylight Sensor.png
+
|image2=Inverted Daylight Sensor.png
 
|invimage= Daylight Sensor
 
|invimage= Daylight Sensor
 
|invimage2= Inverted Daylight Sensor
 
|invimage2= Inverted Daylight Sensor
Line 39: Line 39:
 
}}
 
}}
   
== Uses ==
+
== Usage ==
 
{{see also|Tutorials/Daylight Sensor}}
 
{{see also|Tutorials/Daylight Sensor}}
   
  +
A daylight sensor can be used as a [[Redstone_components#Power_components|redstone power source]] and as fuel for a [[furnace]].
=== Redstone ===
 
   
  +
A daylight sensor is 0.375 blocks high (3/8ths of a block).
The daylight sensor emits a redstone current to all blocks placed within 1 block above, below, or next to it. The strength of the redstone signal varies by the time of day. See [[#Power levels|power levels]] for the strength of the signal. Daylight Sensors only work by sunlight and cannot be activated by other light sources.
 
   
 
=== As a fuel ===
 
=== As a fuel ===
   
Daylight Sensors can be used as fuel in [[furnace]]s. They last 15 seconds, or 1.5 operations.
+
A daylight sensor can be used as fuel in a [[furnace]]. Each daylight sensor lasts 15 seconds, or 1.5 operations.
   
  +
=== As a redstone component ===
== Power levels ==
 
  +
{{see also|Redstone circuit}}
   
  +
A daylight sensor produces [[Redstone_circuit#Power|redstone power]] with a signal strength proportional to its exposure to the sun and the time of day (see tables below). Sources of block light ([[torch]]es, [[glowstone]], etc.) cannot activate a daylight sensor.
=== Daylight detector ===
 
   
  +
An active daylight sensor will power adjacent [[redstone dust]] (including below it) and adjacent redstone repeaters and redstone comparators facing away from it, and will activate adjacent [[Redstone_components#Mechanism_components|redstone mechanisms]] (including above and below) such as [[piston]]s, [[redstone lamp]]s, etc. It has no effect on other adjacent blocks (for example, it cannot power a block the way a repeater can).
If a daylight sensor has an [[opaque]] block above it, then it will emit a weaker signal, or none at all, as it is directly proportional to the sky light, which can be useful for controlling light levels with redstone lamps and pistons to cover and uncover the sensor.
 
  +
 
==== Daylight detector ====
  +
 
If a daylight sensor has an [[opaque]] block above it, then it will emit a weaker signal, or none at all, as it is directly proportional to the sky light.
   
 
{| class="wikitable" style="text-align:right"
 
{| class="wikitable" style="text-align:right"
Line 148: Line 153:
 
|}
 
|}
   
=== Night time detector ===
+
==== Night time detector ====
   
An encased sensor emits a signal at night, and weather is irrelevant to the signal strength.
+
If a daylight sensor is completely cut off from the sky (its block is at sky light 0), either because it is encased in opaque blocks or because it is too far from sky exposure, then its signal pattern changes: it produces power at night instead of the day, and weather is irrelevant to the signal strength.
   
 
{| class="wikitable" style="text-align:right"
 
{| class="wikitable" style="text-align:right"
Line 175: Line 180:
 
|}
 
|}
   
=== Inverted daylight detector ===
+
==== Inverted daylight detector ====
   
 
In [[{{1.8}}]],{{upcoming}} right-clicking the daylight sensor will invert it. The inverted sensor acts contrary to the daylight sensor emitting full redstone strength during night time, weak strength during the day and no redstone strength at high noon.
 
In [[{{1.8}}]],{{upcoming}} right-clicking the daylight sensor will invert it. The inverted sensor acts contrary to the daylight sensor emitting full redstone strength during night time, weak strength during the day and no redstone strength at high noon.
Line 290: Line 295:
 
== Trivia ==
 
== Trivia ==
   
* Daylight Sensors are less than a slab tall, which is like [[redstone repeater]]s, [[redstone comparator]]s and [[trapdoor]]s.
 
* A daylight sensor connected to a powered [[dropper]] or [[dispenser]] will cause the dropper/dispenser to fire every time the light level changes.
 
 
* While other blocks use a [[block entity]] to store additional data, the daylight sensor only uses its block entity to force it to regularly update its output signal strength.
 
* While other blocks use a [[block entity]] to store additional data, the daylight sensor only uses its block entity to force it to regularly update its output signal strength.
 
* The inverted form of the daylight sensor cannot be obtained as an item.
 
* The inverted form of the daylight sensor cannot be obtained as an item.
Line 299: Line 302:
 
<gallery>
 
<gallery>
 
File:13w01a mojang release.png|The 13w01a snapshot image.
 
File:13w01a mojang release.png|The 13w01a snapshot image.
File:DaylightMeterFront.png|Using a sensor and an analog-to-digital converter to make a meter.
 
File:DaylightMeterBack.png|The sensor and analog-to-digital converter making the meter.
 
 
File:daylightsensorscomparison.png|A comparison of sensor outputs, depending on conditions.
 
File:daylightsensorscomparison.png|A comparison of sensor outputs, depending on conditions.
File:Daylight sensor-piston light switch.png|A simple auto light switch using a piston and a redstone block.
 
 
File:Daylight sensor output clear.png|Graphed daylight sensor output in clear weather.
 
File:Daylight sensor output clear.png|Graphed daylight sensor output in clear weather.
 
</gallery>
 
</gallery>

Revision as of 05:25, 28 August 2014

Template:BlockTileEntity

A daylight sensor is a block that outputs a redstone signal based on sunlight.

Crafting

Ingredients Crafting recipe
Glass +
Nether Quartz +
Any Wood Slab

Usage

See also: Tutorials/Daylight Sensor

A daylight sensor can be used as a redstone power source and as fuel for a furnace.

A daylight sensor is 0.375 blocks high (3/8ths of a block).

As a fuel

A daylight sensor can be used as fuel in a furnace. Each daylight sensor lasts 15 seconds, or 1.5 operations.

As a redstone component

See also: Redstone circuit

A daylight sensor produces redstone power with a signal strength proportional to its exposure to the sun and the time of day (see tables below). Sources of block light (torches, glowstone, etc.) cannot activate a daylight sensor.

An active daylight sensor will power adjacent redstone dust (including below it) and adjacent redstone repeaters and redstone comparators facing away from it, and will activate adjacent redstone mechanisms (including above and below) such as pistons, redstone lamps, etc. It has no effect on other adjacent blocks (for example, it cannot power a block the way a repeater can).

Daylight detector

If a daylight sensor has an opaque block above it, then it will emit a weaker signal, or none at all, as it is directly proportional to the sky light.

Daylight sensor power levels
Power Clear Rain Thunder
Time reached Time dissipates Light levels Time reached Time dissipates Light levels Time reached Time dissipates Light levels
0 N/A N/A 4–5 N/A N/A 4–5 N/A N/A 4–5
1 22340 13680 4–7 22340 13680 4–7 22340 13680 4–6
2 22800 13220 7–9 22800 13220 6–8 22960 13060 6–8
3 23080 12940 9–11 23240 12780 8–10 23360 12660 7–8
4 23300 12720 11–12 23520 12500 9–11 23700 12300 8–10
5 23540 12480 12–13 23760 12260 10–12 60 11940 10
6 23780 12240 13–14 0 12020 11–12 460 11560 10
7 23960 12040 15 400 11620 12 1040 10980 10
8 180 11840 15 900 11120 12 1740 10280 10
9 540 11480 15 1440 10580 12 2620 9400 10
10 940 11080 15 2080 9940 12 3960 8060 10
11 1380 10640 15 2880 9140 12 N/A N/A N/A
12 1880 10140 15 4120 7900 12 N/A N/A N/A
13 2460 9560 15 N/A N/A N/A N/A N/A N/A
14 3180 8840 15 N/A N/A N/A N/A N/A N/A
15 4300 7720 15 N/A N/A N/A N/A N/A N/A

Night time detector

If a daylight sensor is completely cut off from the sky (its block is at sky light 0), either because it is encased in opaque blocks or because it is too far from sky exposure, then its signal pattern changes: it produces power at night instead of the day, and weather is irrelevant to the signal strength.

Encased daylight sensor power levels
Power Time reached Time dissipates
1 14360 21660
2 14740 21280
3 15120 20900
4 15500 20520
5 15900 20120
6 16320 19700
7 16760 19260
8 17240 18780
9 17780 18240

Inverted daylight detector

In [[Template:1.8]],‌[upcoming] right-clicking the daylight sensor will invert it. The inverted sensor acts contrary to the daylight sensor emitting full redstone strength during night time, weak strength during the day and no redstone strength at high noon.

Inverted daylight sensor power levels
Power Clear Rain Thunder
Time reached Time dissipates Light levels Time reached Time dissipates Light levels Time reached Time dissipates Light levels
0 4300 7720 15 N/A N/A N/A N/A N/A N/A
1 3180 8840 15 N/A N/A N/A N/A N/A N/A
2 2460 9560 15 N/A N/A N/A N/A N/A N/A
3 1880 10140 15 4120 7900 12 N/A N/A N/A
4 1380 10640 15 2880 9140 12 N/A N/A N/A
5 940 11080 15 2080 9940 12 3960 8060 10
6 540 11480 15 1440 10580 12 2620 9400 10
7 180 11840 15 900 11120 12 1740 10280 10
8 23960 12040 15 400 11620 12 1040 10980 10
9 23780 12240 13–14 0 12020 11–12 460 11560 10
10 23540 12480 12–13 23760 12260 10–12 60 11940 10
11 23300 12720 11–12 23520 12500 9–11 23700 12300 8–10
12 23080 12940 9–11 23240 12780 8–10 23360 12660 7–8
13 22800 13220 7–9 22800 13220 6–8 22960 13060 6–8
14 22340 13680 4–7 22340 13680 4–7 22340 13680 4–6
15 N/A N/A 4–5 N/A N/A 4–5 N/A N/A 4–5

Video

Daylight Detector/video

History

r
24 November, 2012
Jeb stated that there may be a daylight sensor.
2 January, 2013Jeb tweeted an image of the daylight sensors.
1.5
{{Extension DPL}}<ul><li>[[Glow Stick|Glow Stick]]<br/>{{stub}}
{{education feature}}
{{Exclusive|Bedrock|Education}}
{{Item
| image = White Glow Stick.png
| extratext = View [[#Gallery|all renders]]
| renewable = No
| durability = 95
| stackable = No
}}
'''Glow sticks''' are [[Chemistry Update|chemistry]]-related [[item]]s, which can be lit up in the player's hand for a limited time.

== Obtaining ==
{{iN|be}}, glow sticks cannot be obtained by the {{cmd|give}} command. They also cannot be obtained in [[Survival]]. Cheats must be enabled to obtain glow sticks in Survival mode, or in [[Minecraft Education]].

=== Crafting ===

{{Crafting
|showdescription=1
|ingredients=[[Polyethylene]] +<br>[[Hydrogen Peroxide]] +<br>Matching [[Dye]] +<br>[[Luminol]]
|A1= Polyethylene
|B1= Hydrogen Peroxide
|C1= Polyethylene
|A2= Polyethylene
|B2= White Dye; Orange Dye; Magenta Dye; Light Blue Dye; Yellow Dye; Lime Dye; Pink Dye; Gray Dye; Cyan Dye; Purple Dye; Blue Dye; Brown Dye; Green Dye; Red Dye
|C2= Polyethylene
|A3= Polyethylene
|B3= Luminol
|C3= Polyethylene
|Output= Matching Glow Stick
|description={{only|bedrock|education}}
|type= Miscellaneous
}}

<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 Dye".
-->

{{Crafting
|showdescription=1
|ingredients=[[Polyethylene]] +<br>[[Hydrogen Peroxide]] +<br>Matching [[Dye]] +<br>[[Luminol]]
|A1= Polyethylene
|B1= Hydrogen Peroxide
|C1= Polyethylene
|A2= Polyethylene
|B2= Bone Meal; Lapis Lazuli; Cocoa Beans  
|C2= Polyethylene
|A3= Polyethylene
|B3= Luminol
|C3= Polyethylene
|Output= White Glow Stick; Blue Glow Stick; Brown Glow Stick
|description={{only|bedrock|Education}}
|type= Miscellaneous
}}
</div>

== Usage ==

While equipped, [[player]]s can {{control|use}} glow sticks to shake them, causing them to appear bright regardless of the [[light]] level. This is only an aesthetic change, as no light is emitted to the surrounding area. A [[particle]] effect is visible until the [[durability]] runs out. The glow stick's durability depletes while lit{{Info needed}}, in both Survival and Creative modes.

== Sounds ==
{{Sound table
|type=bedrock
|sound=Flint and steel click.ogg
|source=block
|description=While a glowstick is being activated
|id=fire.ignite
|volume=1.0
|pitch=0.5/0.7
|foot=1}}

== Data values ==
=== ID ===
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Glow Stick
|spritename=glow-sticks
|spritetype=item
|nameid=glow_stick
|id=601
|form=item
|translationkey=item.glow_stick.black.name,item.glow_stick.red.name,item.glow_stick.green.name,item.glow_stick.brown.name,item.glow_stick.blue.name,item.glow_stick.purple.name,item.glow_stick.cyan.name,item.glow_stick.silver.name,item.glow_stick.gray.name,item.glow_stick.pink.name,item.glow_stick.lime.name,item.glow_stick.yellow.name,item.glow_stick.lightBlue.name,item.glow_stick.magenta.name,item.glow_stick.orange.name,item.glow_stick.white.name
|foot=1}}

===Metadata===
{{/DV}}

===Item data===

See [[Bedrock Edition level format/Item format]].

== History ==

{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.20.1|[[File:White Glow Stick.png|32px]] [[File:Orange Glow Stick.png|32px]] [[File:Magenta Glow Stick.png|32px]] [[File:Light Blue Glow Stick.png|32px]] [[File:Yellow Glow Stick.png|32px]] [[File:Lime Glow Stick.png|32px]] [[File:Pink Glow Stick.png|32px]] [[File:Gray Glow Stick.png|32px]] [[File:Cyan Glow Stick.png|32px]] [[File:Purple Glow Stick.png|32px]] [[File:Blue Glow Stick.png|32px]] [[File:Brown Glow Stick.png|32px]] [[File:Green Glow Stick.png|32px]] [[File:Red Glow Stick.png|32px]] Added glow sticks.}}
{{History||1.14.60|snap=?|Making a glow stick results in an edible item called {{code|item.glow_stick.black.name}}.}}
{{History||?|Making a glow stick results in correct items again.
|Making a glow stick with dye has been made an upgrade{{info needed|what is this supposed to mean?}}
|Putting 2 glow sticks in a Crafting Table now outputs a correct glow stick.}}
{{History||1.17.0|snap=?|[[File:Missing Glow Stick.png|32px]] Two black glow sticks, using the [[missing texture]] if Education Edition is disabled, now generate in fake end portal rooms in [[mansion]]s instead of [[ender pearl]]s.}}
{{h||1.18.0|snap=beta 1.18.0.21|Glow sticks no longer generate in [[woodland mansion]]s.}}

{{History|education}}
{{History||1.0.27|[[File:White Glow Stick.png|32px]] [[File:Orange Glow Stick.png|32px]] [[File:Magenta Glow Stick.png|32px]] [[File:Light Blue Glow Stick.png|32px]] [[File:Yellow Glow Stick.png|32px]] [[File:Lime Glow Stick.png|32px]] [[File:Pink Glow Stick.png|32px]] [[File:Gray Glow Stick.png|32px]] [[File:Cyan Glow Stick.png|32px]] [[File:Purple Glow Stick.png|32px]] [[File:Blue Glow Stick.png|32px]] [[File:Brown Glow Stick.png|32px]] [[File:Green Glow Stick.png|32px]] [[File:Red Glow Stick.png|32px]] Added glow sticks.}}
{{History|foot}}

== Gallery ==
<gallery>
White Glow Stick.png|
Orange Glow Stick.png|
Magenta Glow Stick.png|
Light Blue Glow Stick.png|
Yellow Glow Stick.png|
Lime Glow Stick.png|
Pink Glow Stick.png|
Gray Glow Stick.png|
Cyan Glow Stick.png|
Purple Glow Stick.png|
Blue Glow Stick.png|
Brown Glow Stick.png|
Green Glow Stick.png|
Red Glow Stick.png|
</gallery>

== Trivia ==
* The glowing reaction of [[Wikipedia:Luminol|Luminol]] during oxidation exists in real life. It is used for detecting blood in crime scenes.
* Players cannot enchant glow sticks with Unbreaking or Mending, despite the items having [[durability]].
* The black and light gray glow sticks use the same texture as the red glow stick.{{verify|It seems they use the missing texture instead. Was this the case beforehand, and they only started using the missing texture later?}}

== Issues ==
{{issue list}}

{{items}}
{{Education Edition}}

[[Category:Non-renewable resources]]
[[Category:Education Edition items]]

[[de:Knicklicht]]
[[ja:ケミカルライト]]
[[ko:발광봉]]
[[pt:Graveto Brilhante]]
[[ru:Химический источник света]]
[[zh:荧光棒]]</li><li>[[Black Dye|Black Dye]]<br/>{{Item
| image = Black Dye.png
| renewable = Yes
| stackable = Yes (64)
}}

'''Black dye''' is a [[Dye#Primary|primary color dye]] similar to an [[ink sac]].

== Obtaining ==

=== Trading ===
[[Wandering trader]]s have a chance to [[trading|trade]] 3 black dyes for 1 [[emerald]].{{only|java}}

=== Crafting ===
{{Crafting
  |head=1
  |showname=0
  |Ink Sac
  |Output=Black Dye
  |type=Material
}}
{{Crafting
  |Wither Rose
  |Output=Black Dye
  |type=Material
  |foot=1
}}

== Usage  ==

{{dye usage}}

=== Crafting ingredient ===

{{crafting usage|ignore=Banner|continue=1}}
{{banner crafting usage}}

=== Loom ingredient ===
{{Banner loom usage|Black Dye}}

=== Trading ===

Apprentice-level Shepherd villagers have a 20%{{only|bedrock}} or {{frac|2|7}}{{only|java}} chance to buy 12 black dye for an emerald.

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Black Dye
|spritetype=item
|nameid=black_dye
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Black Dye
|spritetype=item
|nameid=black_dye
|aliasid=dye / 16
|id=395
|form=item
|translationkey=item.dye.black_new.name
|foot=1}}

== History ==

{{History|java}}
{{History||1.14|snap=18w43a|[[File:Black Dye JE1 BE1.png|32px]] Added black dye.}}
{{History|||snap=18w44a|Black dyes now can changed the text color on the [[sign]]s to black.}}
{{History|||snap=19w05a|Added the [[wandering trader]], which sell black dyes.}}
{{History|||snap=19w11a|Black dyes can now be [[trading|bought]] by shepherd villagers.}}
{{History||1.15|snap=Pre-release 1|Black dye can now be used to craft [[prismarine|dark prismarine]], just like [[Bedrock Edition]].}}
{{History||1.17|snap=20w45a|Black dyes can now used to craft newly added [[black candle]]s.}}
{{History|||snap=21w19a|Black dyes can no longer used to craft black candles.}}
{{History|||snap=Pre-release 1|Black dyes can once again used to craft black candles.}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Black dyes now can change the text color on [[hanging sign]]s to black.}}

{{History|bedrock}}
{{History||1.8.0|snap=beta 1.8.0.10|[[File:Black Dye JE1 BE1.png|32px]] Added black dye.}}
{{History||1.11.0|snap=beta 1.11.0.4|Black dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
{{history||1.13.0|snap=beta 1.13.0.9|Black dye can now be [[crafting|crafted]] from [[flower|wither roses]].}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of black dye has been changed from <code>dye/16</code> to <code>black_dye</code>.}}

{{History|ps4}}
{{History||1.83|[[File:Black Dye JE1 BE1.png|32px]] Added black dye.}}
{{History|foot}}

== Issues ==

{{issue list}}

{{Items}}

[[Category:Dyes]]
[[Category:Renewable resources]]

[[de:Schwarzer Farbstoff]]
[[es:Tinte negro]]
[[fr:Teinture noire]]
[[ja:黒色の染料]]
[[ko:검은색 염료]]
[[pl:Czarny barwnik]]
[[pt:Corante preto]]
[[th:สีย้อมสีดำ]]
[[zh:黑色染料]]</li></ul>
13w01aDaylight sensors were added to the game.
u
1.8
{{Extension DPL}}<ul><li>[[:Category:Storage|Category:Storage]]<br/>Blocks and items used to '''store''' other blocks or items.

[[Category:Blocks]][[Category:Items]]

[[ja:カテゴリ:ストレージ]]
[[zh:Category:储物]]</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>
14w31aDaylight sensors can now be toggled between day/night by right-clicking.

Issues

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

Trivia

  • While other blocks use a block entity to store additional data, the daylight sensor only uses its block entity to force it to regularly update its output signal strength.
  • The inverted form of the daylight sensor cannot be obtained as an item.

Gallery