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A zombie villager is a variant of the zombie that can be cured into a normal villager using a golden apple while it is under the effect of Weakness.

Spawning[]

Zombie Villager with Enchanted Wep

A plains zombie villager with an enchanted iron sword.

When a group in the normal spawn cycle spawns zombies, there is a 5% chance to instead spawn a group of zombie villagers‌[Bedrock Edition only], or a single zombie villager.‌[Java Edition only]

If any type of zombie kills a villager, there is a chance for the villager to transform into a zombie villager.

Difficulty Chance
Easy 0%
Normal 50%
Hard 100%

In Java Edition a zombified zombie villager does not despawn if the player has traded with it at least once prior to its death, but unlike all other persistent mobs it still counts toward the hostile mob cap. If the zombie villager picks up any item however, it remains persistent but is excluded from the mob cap. In Bedrock Edition all zombified villagers are persistent.

A zombie villager appears alongside a cleric villager in every igloo basement (a normal zombie villager in Bedrock Edition[until BE 1.20.30] and a cleric zombie villager in Java Edition[upcoming: BE 1.20.30]). One of them transforms into a leatherworker, due to the workstation (a cauldron). They also generate as part of abandoned villages. Zombie villagers generated in both of these structures do not despawn naturally.

Variants[]

Baby zombies[]

Baby Zombie Villager Jockeys

All mobs that can be ridden by baby zombie villagers in Bedrock Edition.

Baby zombie villagers make up 5% of zombie villager spawns. They have big heads, unlike normal baby villagers. They behave similarly to regular zombie villagers, with the following differences:

  • They are 30% faster than normal zombies, yet they have the same health as normal zombies. This makes baby zombie villagers more dangerous than their bigger counterparts.
  • The noises they make are higher-pitched than adult zombie villager sound effects.
  • In Java Edition, baby zombie villagers have a chance to spawn as a chicken jockey.
  • In Bedrock Edition, 10% of naturally spawned baby zombie villagers can start riding a mob and become a jockey when it tries attacking a villager, player, or golem. They can ride:
  • Baby zombie villagers turn into baby villagers, if cured. In Java Edition, their heads turn back to small baby villager heads.
  • Worn armor shrinks to fit their body size.
  • They are able to fit through 1×1 block gaps.
  • They drop 12 experience when killed by the player instead of 5.
  • Unlike most other baby mobs in the game, they stay as babies indefinitely and never grow into "adult" zombie villagers.
  • They have a decreased hitbox size.
  • Baby zombie villagers are spawned when a zombie kills a baby villager, the chance of infection being the same as adult zombie villagers. Baby zombie villagers also spawn naturally, but the combined chance (5% villagers × 5% babies) is low at 0.25% (or 1 in 400 chance) of all newly spawned zombies.

    Armed zombie villagers[]

    Along with skeletons and regular zombies, some zombie villagers are capable of picking up dropped items. These zombie villagers automatically pick up and hold any item that they come across (except jack o'lanterns[Java Edition only], mob heads and pumpkins, as these are worn on their heads), and use any armor, weapons, or tools picked up. If they encounter another similar item, they pick it up and drop their previous item:

    • if the new item is armor or a sword and the old item was not (for example, zombie villagers prefer swords to pickaxes and helmets to pumpkins),
    • if both items are armor/swords and the new item is better damage-wise (reduces more damage for armor, or inflicts more damage for swords),
    • if both items are armor/swords with the same damage reduction/infliction, the new item has NBT tags while the old does not or the new item is more damaged than the old item, or
    • if both items are bows and the new item has NBT tags while the old does not.

    Items dropped by mobs in exchange for another cannot be picked up by players or mobs for 10 game ticks (0.5 seconds, barring lag), but can be picked up by hoppers.

    Armor worn by zombie villagers is not damaged from most damage sources, which means it cannot "wear out" the way player armor does. Helmets (not blocks like pumpkins) on zombie villagers can wear away and break if the zombie villager is exposed to daylight, or has an anvil or other falling block dropped on its head. Zombie villagers also have a natural armor rating of 2 (🛡), which gives 1.6 - 8% damage reduction from most sources.

    Some zombie villagers that are capable of picking up items spawn already in possession of such items, and those items may also be enchanted. The chances of that event are listed below. If a zombie villager spawns wearing multiple pieces of armor, the armor is never mismatched (i.e. all pieces are made of the same material).

    Chances of zombie villagers wearing or picking up armor, per difficulty
    Easy Normal Hard
    Can Pick Up Loot 0% 0%-55%[note 1] 6.875%-55%[note 1]
    Armor 0% 0%-15%[note 1] 1.875%-15%[note 1]
    Armor Enchantment[note 2] 0% 0-50%[note 1] 6.25%-50%[note 1]
    Weapon[note 3] 1% 1% 5%
    Weapon Enchantment[note 2] 0% 0%-25%[note 1] 3.125%-25%[note 1]
    1. a b c d e f g h i Value is based on the regional difficulty.
    2. a b Enchantment is the same as on an enchantment table at level 5–22.[note 1]
    3. 13 chance of an iron sword, 23 chance of an iron shovel

    If a zombie does spawn with armor, the chances of specific armor are as follows:

    Chances of different armor pieces, per difficulty
    Armor Easy & Normal Hard
    Helmet 100% 100%
    Helmet & Chestplate 75% 90%
    Helmet & Chestplate & Leggings 56.25% 81%
    Full set 42.19% 72.9%

    The chances of it being of a particular material are:

    Chances of different armor types
    Armor Type Chance
    Leather 37.06%
    Gold 48.73%
    Chain 12.90%
    Iron 1.27%
    Diamond 0.04%

    Any zombie villager that spawns with equipment (picked-up items don't count) drop 1–3 extra experience per item.

    Villager variants[]

    In Java Edition[upcoming: BE 1.20.30], a zombie villager retains its biome and profession after conversion from a villager. They also retain their trades. Below is a table of the variant and what workstation it required before zombification. The zombie villager cannot work at a job site block. In Bedrock Edition, zombie villagers do not display their professions, but they still have the same profession after curing as before zombification. They use the texture of an unemployed villager from their corresponding biome.

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


    Profession

    Job Site Block
    Biome
    Desert Jungle Plains Savanna Snowy Swamp Taiga
    Unemployed[note 1] N/A Desert Zombie Villager Base Jungle Zombie Villager Base Plains Zombie Villager Base Savanna Zombie Villager Base Snowy Zombie Villager Base Swamp Zombie Villager Base Taiga Zombie Villager Base
    Armorer Blast furnace Desert Zombie Armorer Jungle Zombie Armorer Plains Zombie Armorer Savanna Zombie Armorer Snowy Zombie Armorer Swamp Zombie Armorer Taiga Zombie Armorer
    Butcher Smoker Desert Zombie Butcher Jungle Zombie Butcher Plains Zombie Butcher Savanna Zombie Butcher Snowy Zombie Butcher Swamp Zombie Butcher Taiga Zombie Butcher
    Cartographer Cartography table Desert Zombie Cartographer Jungle Zombie Cartographer Plains Zombie Cartographer Savanna Zombie Cartographer Snowy Zombie Cartographer Swamp Zombie Cartographer Taiga Zombie Cartographer
    Cleric Brewing stand Desert Zombie Cleric Jungle Zombie Cleric Plains Zombie Cleric Savanna Zombie Cleric Snowy Zombie Cleric Swamp Zombie Cleric Taiga Zombie Cleric
    Farmer Composter Desert Zombie Farmer Jungle Zombie Farmer Plains Zombie Farmer Savanna Zombie Farmer Snowy Zombie Farmer Swamp Zombie Farmer Taiga Zombie Farmer
    Fisherman Barrel Desert Zombie Fisherman Jungle Zombie Fisherman Plains Zombie Fisherman Savanna Zombie Fisherman Snowy Zombie Fisherman Swamp Zombie Fisherman Taiga Zombie Fisherman
    Fletcher Fletching table Desert Zombie Fletcher Jungle Zombie Fletcher Plains Zombie Fletcher Savanna Zombie Fletcher Snowy Zombie Fletcher Swamp Zombie Fletcher Taiga Zombie Fletcher
    Leatherworker Cauldron Desert Zombie Leatherworker Jungle Zombie Leatherworker Plains Zombie Leatherworker Savanna Zombie Leatherworker Snowy Zombie Leatherworker Swamp Zombie Leatherworker Taiga Zombie Leatherworker
    Librarian Lectern Desert Zombie Librarian Jungle Zombie Librarian Plains Zombie Librarian Savanna Zombie Librarian Snowy Zombie Librarian Swamp Zombie Librarian Taiga Zombie Librarian
    Mason Stonecutter Desert Zombie Mason Jungle Zombie Mason Plains Zombie Mason Savanna Zombie Mason Snowy Zombie Mason Swamp Zombie Mason Taiga Zombie Mason
    Nitwit N/A Desert Zombie Nitwit Jungle Zombie Nitwit Plains Zombie Nitwit Savanna Zombie Nitwit Snowy Zombie Nitwit Swamp Zombie Nitwit Taiga Zombie Nitwit
    Shepherd Loom Desert Zombie Shepherd Jungle Zombie Shepherd Plains Zombie Shepherd Savanna Zombie Shepherd Snowy Zombie Shepherd Swamp Zombie Shepherd Taiga Zombie Shepherd
    Toolsmith Smithing table Desert Zombie Toolsmith Jungle Zombie Toolsmith Plains Zombie Toolsmith Savanna Zombie Toolsmith Snowy Zombie Toolsmith Swamp Zombie Toolsmith Taiga Zombie Toolsmith
    Weaponsmith Grindstone Desert Zombie Weaponsmith Jungle Zombie Weaponsmith Plains Zombie Weaponsmith Savanna Zombie Weaponsmith Snowy Zombie Weaponsmith Swamp Zombie Weaponsmith Taiga Zombie Weaponsmith
    1. In Bedrock Edition[until BE 1.20.30], all naturally spawned zombie villagers use the unemployed textures.


    Drops[]

    When they die, zombie villagers drop 0–2 rotten flesh. The maximum drop is increased by 1 per level of Looting, for a maximum of 0-5 with Looting III.

    They can also drop an iron ingot, carrot, or potato when killed by a player or tamed wolf. This drop has a 2.5% chance of occurring, increasing by 1% per level of looting. Individual items have the following chances of dropping:

    • 1120 (about 0.83%)
    • 7600 (about 1.17%) with Looting I
    • 9600 (1.50%) with Looting II
    • 11600 (about 1.83%) with Looting III

    Any picked-up equipment has a 100% chance of dropping on death or when cured and drops with the same damage level it had when picked up.

    Naturally-spawned equipment[]

    1. a b Zombie villagers spawn with pumpkins and jack o'lanterns[Java Edition only] only during Halloween.

    Experience[]

    Adult zombie villagers drop 5 and an additional 1–3 per naturally-spawned equipment. Baby zombie villagers drop 12 experience.

    Behavior[]

    Main article: Zombie § Behavior

    Zombie villagers behave as ordinary zombies, except that they do not convert to drowned when submerged.

    In Java Edition, zombie villagers that were converted from villagers retain their professions and clothes, which gain a tattered appearance. Naturally spawned zombie villagers (or ones spawned with spawn eggs) have a random profession that is not retained upon being cured; instead, they become unemployed and may gain a new profession if a job site block is nearby. Zombie villagers can also spawn with the unemployed or Nitwit outfits. Zombified nitwits remain nitwits after being cured.

    In Bedrock Edition, all zombie villagers have the same appearance, which looks like an unemployed zombie villager. Naturally spawned zombie villagers (or ones spawned with spawn eggs) have a random profession that is retained upon being cured. However, the profession is not locked and the cured villager may gain a new profession if in a village with an available job site block. Zombie villagers can be unemployed, but they cannot be nitwits (zombified nitwit villagers become unemployed zombie villagers). Baby zombie villagers are always unemployed.

    Curing[]

    Zombie villagers can be cured (converted to normal villagers) by first giving them the Weakness effect, which can be applied by:

    The weakened zombie villager must then be healed by using a (non-enchanted) golden apple on them. The zombie villager begins to shudder to signal that curing is in progress. Also, the Weakness effect is removed, replaced by Strength for the duration of the curing process. An internal countdown timer is then started, counting down the total time to cure.

    Time to cure is initially 2000 ticks (nominally, 100 seconds or 1m 40s) in Bedrock Edition or a random integer between 3600 and 6000 ticks (180 to 300 seconds, 3—5 minutes) in Java Edition. On each tick, there is a 1% chance for the game to look for cure accelerants. It checks each block within a 9×9×9 cube centered on the villager for either an iron bar or a bed (either half: they're detected separately). For each one found up to 14, there is a 30% chance of decreasing the countdown timer by 1 more tick. Therefore, having at least 14 half-beds and/or iron bars within range speeds up conversion by an average of 4.2%.[1]

    During the curing process the zombie villager behaves like a normal zombie except that it gains Strength (with a potency that doesn't depend on the difficulty level). Thus, a zombie villager is more dangerous during curing than at other times.

    At the end of the curing process, the zombie villager transforms into a villager and gains the Nausea effect for 10 seconds (which has no effect on the villager's behavior). If it was holding any item it picked up, that item is dropped (unless it was enchanted with Curse of Binding, in which case it remains in the villager's inventory but is not worn and will not be dropped if the villager is killed). If it was a baby before it was transformed into a zombie villager, it remains a baby after the cure. If it had traded with a player at least once, it recovers its former profession and inventory of trades. Otherwise, it recovers its profession but might immediately change it if it finds and claims a workstation block for a different profession.

    A newly-cured villager, if it had a profession prior to being zombified, offers a trading discount to the player who administered the cure. These discounts are permanent. If a villager is cured more than once, the discounts get deeper until the price reaches the minimum of one emerald. Villagers near the cured villager are also affected but offer fewer, smaller discounts.

    Zombie villagers that are in the process of converting do not despawn if the player moves far away from them, but like all monsters, they despawn if the difficulty is changed to Peaceful.

    Specific to Java Edition[]

    • If a zombie villager spawned as a nitwit or was a nitwit before it was transformed into a zombie villager, it remains a nitwit if cured.
    • Curing a villager spreads minor_positive gossip through the villager gossip system.

    Specific to Bedrock Edition[]

    • A former nitwit zombie villager becomes an unemployed villager and can learn a profession after the cure.
    • Villagers who were unemployed before transforming into a zombie villager might immediately claim a workstation to gain a profession.
    • Villagers in a range of 16 blocks in a cube surrounding the cured villager also offer a small discount proportional to the number of cured villagers (up to 10).
    • Saving and reloading the world causes the curing process to finish as soon as the chunk containing the villager is ticked. This does not happen if the player moves out of range, then returns: In that case, the countdown timer pauses until the player returns.

    Sounds[]

    Java Edition:
    Zombie villagers use the Hostile Creatures sound category for entity-dependent sound events.

    SoundSubtitlesSourceDescriptionResource locationTranslation keyVolumePitchAttenuation
    distance
    Zombie Villager groansHostile CreaturesRandomlyentity.zombie_villager.ambientsubtitles.entity.zombie_villager.ambient1.00.8-1.2
    (Baby: 1.8-2.2)
    16
    Door shakesHostile CreaturesWhile a zombie villager is breaking a wooden doorentity.zombie.attack_wooden_doorsubtitles.entity.zombie.attack_wooden_door2.00.8-1.216
    Block broken [sound 1]NoneUnused sound event[sound 2]entity.zombie.attack_iron_doorsubtitles.block.generic.break[sound 1]NoneNoneNone
    Door breaksHostile CreaturesWhen a zombie villager breaks a wooden doorentity.zombie.break_wooden_doorsubtitles.entity.zombie.break_wooden_door2.00.8-1.216
    Zombie villager snufflesHostile CreaturesWhen a zombie villager begins curingentity.zombie_villager.curesubtitles.entity.zombie_villager.cure1.0-2.00.3-1.016
    Zombie Villager vociferatesHostile CreaturesWhen a zombie villager finishes curingentity.zombie_villager.convertedsubtitles.entity.zombie_villager.converted2.00.8-1.216
    Zombie villager diesHostile CreaturesWhen a zombie villager diesentity.zombie_villager.deathsubtitles.entity.zombie_villager.death1.00.8-1.2
    (Baby: 1.8-2.2)
    16
    Zombie villager hurtsHostile CreaturesWhen a zombie villager is damagedentity.zombie_villager.hurtsubtitles.entity.zombie_villager.hurt1.00.8-1.2
    (Baby: 1.8-2.2)
    16
    Turtle Egg stompedHostile CreaturesWhen a zombie villager is jumping on turtle eggsentity.zombie.destroy_eggsubtitles.entity.zombie.destroy_egg0.50.9-1.116
    FootstepsHostile CreaturesWhile a zombie villager is walkingentity.zombie_villager.stepsubtitles.entity.zombie_villager.step0.151.016

    Bedrock Edition:

    SoundSourceDescriptionResource locationVolumePitch
    Hostile CreaturesRandomlymob.zombie_villager.say1.00.8-1.2 (Baby: 1.3-1.7)
    Hostile CreaturesWhile a zombie villager is breaking a wooden doormob.zombie.wood1.01.0
    Hostile CreaturesWhen a zombie villager breaks a wooden doormob.zombie.woodbreak1.01.0
    Hostile CreaturesWhen a zombie villager begins curingmob.zombie.remedy1.0-2.00.3-1.0
    Hostile CreaturesWhen a zombie villager finishes curingmob.zombie.unfect1.0-2.00.3-1.0
    Hostile CreaturesWhen a zombie villager diesmob.zombie_villager.death1.00.8-1.2 (Baby: 1.3-1.7)
    Hostile CreaturesWhen a zombie villager is damagedmob.zombie_villager.hurt1.00.8-1.2 (Baby: 1.3-1.7)
    Hostile CreaturesWhile a zombie villager is walkingmob.zombie.step0.451.0 (Baby: 1.5)

    Data values[]

    ID[]

    Java Edition:

    NameIdentifierTranslation key
    Zombie Villagerzombie_villagerentity.minecraft.zombie_villager

    Bedrock Edition:

    NameIdentifierNumeric ID Translation key
    Zombie Villager (old)zombie_villager44entity.zombie_villager.name
    Zombie Villager (new)zombie_villager_v2116entity.zombie_villager_v2.name

    Entity data[]

    Zombie villagers have entity data associated with them that contains various properties.

    Bedrock Edition:

    See Bedrock Edition level format/Entity format.

    Java Edition:

    Main article: Entity format
    • Entity data
      • Tags common to all entities
      • Tags common to all mobs
      • Tags common to all villagers
      • Tags common to all zombies
      •  ConversionTime: -1 when not being converted back to a villager, positive for the number of ticks until conversion back into a villager. The regeneration effect parallels this.
      •  ConversionPlayer: The UUID of the player who started curing the zombie, stored as four ints.

    Zombie villager type

    Main article: Zombie Villager/DV
    [edit]

    Zombie villager profession

    Main article: Zombie Villager/DV2
    [edit]

    Achievements[]

    Icon Achievement In-game description Actual requirements (if different) Gamerscore earned Trophy type (PS4)
    PS4 Other
    Monster HunterAttack and destroy a monster.Kill a hostile mob or one of the following neutral mobs: an enderman, a piglin, a zombified piglin, a spider, or a cave spider.15GBronze
    Zombie DoctorCure a zombie villager.Throw a splash potion of weakness at a zombie villager and give it a golden apple (by facing the zombie and pressing the use key with a golden apple in your hand)40GGold

    Advancements[]

    Icon Advancement In-game description Parent Actual requirements (if different) Resource location
    Advancement-oval-rawZombie Doctor
    Weaken and then cure a Zombie Villager We 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
    Advancement-plain-rawAdventure
    Adventure, exploration and combat Kill any entity, or be killed by any entity.adventure/root
    Advancement-plain-rawMonster Hunter
    Kill any hostile monster AdventureKill one of these 34 mobs: Only the riders of the chicken jockeys and skeleton horsemen are counted in this advancement. Other mobs may be killed, but are ignored for this advancement.adventure/kill_a_mob
    Advancement-fancy-rawIt Spreads
    Kill a mob near a Sculk Catalyst Monster HunterKill one of these 70 mobs near a sculk catalyst: Mobs that drop no experience are ignored for this advancement.adventure/kill_mob_near_sculk_catalyst
    Advancement-fancy-rawMonsters Hunted
    Kill one of every hostile monster Monster HunterKill each of these 34 mobs: Other mobs may be killed, but are ignored for this advancement. Only the riders of the chicken jockeys and skeleton horsemen are counted in this advancement.adventure/kill_all_mobs

    Video[]

    Note: Zombie villagers have new textures and sounds as of Village and Pillage.

    History[]

    Java Edition
    1.4.2
    {{Extension DPL}}<ul><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><li>[[Diamond|Diamond]]<br/>{{For}}
    {{redirect|Diamonds|the achievement|Achievements#DIAMONDS!|the advancement|Advancements#Diamonds!}}
    {{Item
    | image = Diamond.png
    | renewable = No
    | stackable = Yes (64)
    | rarity = Common}}
    A '''diamond''' is a mineral that can only be obtained from [[Diamond Ore|diamond ore]], [[chest loot|loot chests]] and [[Suspicious Block|suspicious blocks]]. It is required to craft diamond [[tool]]s and [[armor]] (and therefore obtain [[obsidian]] to access the [[The Nether|Nether]]), [[enchanting table]]s, [[jukebox]]es and duplicate [[smithing template]]s.
    
    == Obtaining ==
    {{see also|Tutorials/Diamonds}}
    === Mining ===
    {{see also|Diamond Ore#Natural generation}}
    [[Diamond ore]] can be mined using an iron [[pickaxe]] or stronger. An ore drops a single diamond. If mined by any other tool, it drops nothing. If the pickaxe is enchanted with [[Fortune]], it can drop an extra diamond per level of Fortune, allowing for a maximum of 4 diamonds with Fortune III. If the ore is mined using a pickaxe enchanted with [[Silk Touch]], it drops an ore block rather than a diamond. The ore is found at level 15 or lower, most commonly between -50 and -64; levels -58 and -59 are the preferred levels to mine at since they don't contain [[bedrock]], as it starts spawning at -60.
    
    === Chest loot ===
    {{LootChestItem|diamond}}
    
    === Suspicious sand ===
    
    When brushing [[suspicious sand]] in [[desert pyramid]]s, they have a {{frac|1|7}} chance to drop a diamond.
    
    === Crafting ===
    {{Crafting
    |Block of Diamond
    |Output= Diamond,9
    |type= Material
    }}
    
    === Smelting ===
    {{Smelting
    |showname=1
    |Diamond Ore; Deepslate Diamond Ore
    |Diamond
    |1
    }}
    
    == Usage ==
    
    Diamonds are mainly used to craft high-tier armor and equipment, which in turn are also used in making [[netherite]] armor and equipment. 
    
    === Crafting ingredient ===
    
    {{crafting usage}}
    
    === Trading ===
    
    {{IN|bedrock}}, expert-level armorer, toolsmith, and weaponsmith villagers buy one diamond for an emerald as part of their trades.
    
    {{IN|java}}, journeyman-level armorer villagers have a 40% chance of offering to buy one diamond for one emerald. Expert-level toolsmith villagers have {{frac|2|3}} chance of offering to buy one diamond for one emerald. Expert-level weaponsmith villagers always offer to buy one diamond for one emerald.
    
    === Repairing ===
    
    Diamonds are the repair items for the diamond [[tier]] and [[armor material]], and thus can be used to [[item repair|repair]] the following items in an [[anvil]] or [[grindstone]]:
    * {{ItemLink|Diamond Helmet}}
    * {{ItemLink|Diamond Chestplate}}
    * {{ItemLink|Diamond Leggings}}
    * {{ItemLink|Diamond Boots}}
    * {{ItemLink|Diamond Sword}}
    * {{ItemLink|Diamond Pickaxe}}
    * {{ItemLink|Diamond Axe}}
    * {{ItemLink|Diamond Shovel}}
    * {{ItemLink|Diamond Hoe}}
    
    === Beacons ===
    
    Diamonds can be used to select powers from a [[beacon]]. The player must select one of the available powers then insert a diamond into the item slot. 
    
    A diamond can be substituted for an [[iron ingot]], a [[gold ingot]], an [[emerald]] or a [[netherite ingot]].
    
    === Smithing ingredient ===
    {{Smithing
    |head=1
    |ingredients=Any Armor Trim +<br/>Any Armor Piece + <br/>Diamond
    |Any Armor Trim Smithing Template
    |Netherite Chestplate
    |Diamond
    |Diamond 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 palette
    The following color palettes are shown on the designs on trimmed armor:
    *{{TrimPalette|diamond}}
    *{{TrimPalette|diamond|darker=1}} (a darker color palette is used when a diamond armor piece is trimmed using a diamond).
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showitemtags=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Diamond
    |spritetype=item
    |nameid=diamond
    |itemtags=beacon_payment_items
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Diamond
    |spritetype=item
    |nameid=diamond
    |id=304
    |form=item
    |foot=1}}
    
    == Achievements ==
    
    {{load achievements|DIAMONDS!;Diamonds to you!;Enchanter}}
    
    == Advancements ==
    
    {{load advancements|Diamonds!}}
    
    == History ==
    
    {{History|java indev}}
    {{History||0.31|snap=20100128|[[File:Diamond JE1 BE1.png|32px]] Added diamonds. Initially, they were referred to as "emeralds".
    |A stack of 100 diamonds can be found inside the  [[Indev house]] [[chest]]s.}}
    {{History|||snap=20100129|Diamond can be used to craft [[diamond block]]s and diamond [[sword]]s, [[shovel]]s, [[pickaxe]]s and [[axe]]s.
    |Diamonds can no longer be found inside the Indev House due to all items having been removed from its chests.
    |Diamond can be obtained by smelting diamond blocks.}}
    {{History|||snap=20100130|[[Emerald]]s from the previous version are now officially known as "diamonds", though this has no actual effect as item names are not yet displayed in-game.
    |[[Diamond block]]s now require 9 diamonds (3×3) instead of 4 (2×2) to be [[crafting|crafted]], making them much more expensive.}}
    {{History||20100206|Diamonds are now used to craft diamond [[hoe]]s.}}
    {{History||20100212-1|Diamonds are now used to craft diamond [[helmet]]s, [[chestplate]]s, [[leggings]] and [[boots]].}}
    {{History|java alpha}}
    {{History||v1.0.14|Diamonds are now used to craft [[jukebox]]es.}}
    {{History|java beta}}
    {{History||1.8|snap=Pre-release|Diamonds are now found in [[mineshaft]] [[chest]]s.}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease 2|[[Diamond ore]] can now be [[smelting|smelted]] into diamonds.}}
    {{History|||snap=Beta 1.9 Prerelease 3|Diamonds are now used to craft [[enchantment table]]s.
    |Diamonds are now found in [[stronghold]] altar [[chest]]s.}}
    {{History||1.1|snap=12w01a|Diamonds are now found in [[village]] [[villager|blacksmith]] [[chest]]s.}}
    {{History||1.3.1|snap=12w21a|Diamonds can now be [[trading|traded]] to blacksmith [[villager]]s in quantities of 3–5 for 1 [[emerald]].
    |Added [[desert temple]]s, with a hidden [[chest]] room and loot containing diamonds.}}
    {{History|||snap=12w21b|Diamonds have been changed in the game code from "emerald" to "diamond", due to actual [[emerald]]s being added. Diamond's original name during [[Indev]], as stated above, was emerald in the code, and was kept this way until this snapshot.}}
    {{History|||snap=12w22a|Added [[jungle temple]]s, which contain loot [[chest]]s with diamonds.}}
    {{History|||snap=1.3|[[File:Diamond JE2 BE2.png|32px]] The texture of diamonds has been changed.}}
    {{History||1.4.6|snap=12w49a|Diamonds can now be used to [[crafting|craft]] a [[firework star]] with a trail.}}
    {{History||1.6.1|snap=13w16a|Diamond is now used to craft diamond [[horse armor]].}}
    {{History|||snap=13w18a|Diamond is no longer used to craft diamond [[horse armor]].|Diamonds are now found in [[nether fortress]] [[chest]]s.}}
    {{History||1.8|snap=14w02a|Diamonds can now be [[traded]] to any black apron [[villager]] in quantities of 3–4 for 1 [[emerald]], as their tier III trade.}}
    {{History||1.9|snap=15w31a|Diamonds now generate in [[end city]] [[chest]]s.}}
    {{History|||snap=15w43a|The average yield of diamonds have been slightly decreased in [[nether fortress]] chests.}}
    {{History|||snap=15w44a|The average yield of diamonds in [[desert temple]] and [[mineshaft]] chests have been decreased.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 264.}}
    {{History|||snap=18w10a|Diamonds now generate in [[buried treasure]] [[chest]]s.}}
    {{History|||snap=18w11a|Diamonds now generate in [[shipwreck]] treasure chests.}}
    {{History||1.14|snap=18w43a|[[File:Diamond JE3 BE3.png|32px]] The texture of diamonds has been changed.}}
    {{History|||snap=18w50a|Diamonds can now be found in [[chest]]s in [[village]] toolsmith houses.}}
    {{History||1.16|snap=20w16a|Diamonds now generate in bastion remnants chests.}}
    {{History||1.16.2|snap=20w30a|The chance of finding diamonds in bastion remnant chests is increased from 8.6% to 15.8%.}}
    {{History||1.17|snap=21w08a|Diamonds can now drop and be smelted from [[deepslate diamond ore]].}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Diamonds can now be used to craft [[smithing template]]s.
    |Diamonds can now be used as an armor trim material.}}
    {{History|||snap=23w07a|Diamonds now drop when brushing [[suspicious sand]] in [[desert pyramid]]s.}}
    {{History||1.20|snap=23w12a|The probability for the diamond to generate in the [[suspicious sand]] in [[desert temple]] has been changed from 1/7 to 1/8.}}
    
    {{History|pocket alpha}}
    {{History||v0.2.0|[[File:Diamond JE1 BE1.png|32px]] Added diamonds. They are currently unobtainable and serve no purpose.}}
    {{History||v0.3.2|Diamonds can be collected and used to craft [[blocks of diamond]] and diamond [[axe]]s, [[pickaxe]]s, [[sword]]s and [[shovel]]s.}}
    {{History||v0.4.0|Diamonds are now used to [[crafting|craft]] diamond [[hoe]]s.}}
    {{History||v0.5.0|Diamonds are now used to craft [[nether reactor core]]s.}}
    {{History||v0.6.0|Diamonds are now used to craft diamond [[armor]].}}
    {{History||v0.8.0|snap=build 1|[[File:Diamond JE2 BE2.png|32px]] The texture of diamonds has been changed.}}
    {{History||v0.12.1|snap=build 1|Diamonds are now used to craft [[enchanting table]]s.
    |Diamonds are no longer used to craft [[nether reactor core]]s and are now instead dropped by it.
    |Diamonds now generate in [[nether fortress]] [[chest]]s.}}
    {{History||v0.13.0|snap=build 1|Diamonds now have a chance to generate in [[desert temple]] chests.}}
    {{History||v0.14.0|snap=build 1|Diamonds are now found in [[minecart with chest]]s in [[mineshaft]]s.}}
    {{History||v0.15.0|snap=build 1|Diamonds can now be found in [[jungle temple]] [[chest]]s.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Diamonds can now be found in altar [[chest]]s in [[stronghold]]s, [[dungeon]] chests and [[end city]] chests.}}
    {{History|||snap=alpha 1.0.0.0|Diamonds can now be found in [[villager|blacksmith]] [[chest]]s in [[village]]s.}}
    {{History||1.0.4|snap=alpha 1.0.4.0|3-4 diamonds can now be traded to blacksmith [[villager]]s for an [[emerald]] as part of their third tier trades.}}
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|Diamonds can now be used to [[crafting|craft]] a [[firework star]] with a trail. 
    |Diamonds can now be used to craft [[jukebox]]es.}}
    {{History||1.4.0|snap=beta 1.2.14.2|Diamonds can now be found inside [[buried treasure]] [[chest]]s and [[shipwreck]]s.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Diamonds can now be found in [[plains]] [[village]] weaponsmith chests.
    |[[File:Diamond JE3 BE3.png|32px]] The texture of diamonds has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Diamonds can now be found in village toolsmith chests and in [[savanna]], [[desert]], [[taiga]], and [[snowy taiga]] village weaponsmith chests.}}
    {{History|||snap=beta 1.11.0.4|Armorer, toolsmith, and weaponsmith [[villager]]s now [[trading|buy]] one diamond for an [[emerald]] as part of their fourth tier [[trading|trades]].}}
    {{History||1.16.0|snap=beta 1.16.0.57|Diamonds can now be found in [[bastion remnant]] chests.}}
    {{History||1.17.0|snap=beta 1.16.230.52|Diamonds can now drop and be smelted from [[deepslate diamond ore]].}}
    {{History||1.20.0<br>(Experimental)|link=Bedrock Edition 1.19.70|snap=beta 1.19.70.23|Diamonds now drop when brushing [[suspicious sand]] in [[desert pyramid]]s.}}
    {{History||1.20.0<br>(Experimental)|link=Bedrock Edition 1.19.80|snap=beta 1.19.80.21|Diamonds can now be used to craft [[smithing template]]s.
    |Diamonds can now be used as an armor trim material.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Diamond JE1 BE1.png|32px]] Added diamonds.}}
    {{History||xbox=TU5|Diamonds are now found in the new [[mineshaft]] [[chest]]s.}}
    {{History||xbox=TU7|Diamonds are now used to craft [[enchantment table]]s.}}
    {{History||xbox=TU9|Diamonds are now found in [[village]] [[villager|blacksmith]] [[chest]]s.}}
    {{History||xbox=TU14|ps=1.04|Diamonds can now be [[trading|traded]] to blacksmith [[villager]]s in quantities of 3–5 for 1 [[emerald]].
    |Added [[desert temple]]s, with a hidden [[chest]] room and loot containing diamonds.|Added [[jungle temple]]s, which contain loot [[chest]]s with diamonds.|[[File:Diamond JE2 BE2.png|32px]] The texture of diamonds has been changed.}}
    {{History||xbox=TU19|xbone=CU7|ps=1.12|Diamonds can now be used to [[crafting|craft]] a [[firework star]] with a trail|Diamonds are now found in the new [[nether fortress]] [[chest]]s.}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|Diamonds can now be [[traded]] to any black apron [[villager]] in quantities of 3–4 for 1 [[emerald]], as their tier III trade.}}
    {{History||xbox=TU46|xbone=CU36|ps=1.36|wiiu=Patch 15|Diamonds now generate in [[end city]] [[chest]]s.}}
    {{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|Diamonds now generate in [[buried treasure]] [[chest]]s.|Diamonds now generate in [[shipwreck]] treasure chests.}}
    {{History||xbox=none|ps=1.90|wiiu=none|[[File:Diamond JE3 BE3.png|32px]] The texture of diamonds has been changed.}}
    
    {{History|new3DS}}
    {{History||0.1.0|[[File:Diamond JE2 BE2.png|32px]] Added diamonds.}}
    {{History|foot}}
    
    ==Issues==
    {{issue list}}
    
    ==Trivia==
    *Unlike in ''Minecraft'', newly mined [[Wikipedia:Diamond|diamond]]s in real life are rough, cloudy stones. The largest, purest ones are polished into crystal-clear gemstones, while the rest are used in industry for cutting and grinding.
    *Although diamonds themselves are not renewable, all tools, weapons, and armor made from diamonds can be acquired through [[trading]], and are therefore renewable. Other items crafted from diamonds are not renewable.
    *In the April fools version [[Java Edition 2.0]], [[Diamond Chicken|diamond chickens]] can lay diamonds. This does not exist in newer versions, as this was a joke.
    *The item forms of diamonds and [[Turtle Egg|turtle eggs]] have the same shape.
    
    ==Gallery==
    <gallery>
    File:DiamondOre.png|Naturally occurring diamonds.
    File:MultipleOreBlobs.png|Multiple ore blobs.
    File:Lava Diamond.png|Diamond ore near Lava.
    File:Diamond ore blob.png|Another Diamond ore blob near Lava.
    File:10 ore diamond blob.png|10 ore diamond blob.
    File:Trading a diamond for an emerald.png|A blacksmith offering an [[emerald]] for a diamond.
    File:Diamond Pendant Necklace JINX.jpg|Official diamond pendant made by [https://www.jinx.com JINX].
    File:All Mine JINX.jpg|Official t-shirt artwork "All Mine" which features a diamond. Made by JINX
    File:4 ways of viewing 12 diamonds in stone form.png|4 ways of viewing 12 diamonds in stone form
    </gallery>
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--diamond Taking Inventory: Diamond] – Minecraft.net on February 20, 2019
    
    {{items}}
    
    [[cs:Diamant]]
    [[de:Diamant]]
    [[el:Διαμάντι]]
    [[es:Diamante]]
    [[fr:Diamant]]
    [[hu:Gyémánt]]
    [[it:Diamante]]
    [[ja:ダイヤモンド]]
    [[ko:다이아몬드]]
    [[nl:Diamant]]
    [[pl:Diament]]
    [[pt:Diamante]]
    [[ru:Алмаз]]
    [[th:เพชร]]
    [[tr:Elmas]]
    [[uk:Діамант]]
    [[zh:钻石]]
    [[Category:Non-renewable resources]]</li></ul>
    12w32aZombie Villager Added zombie villagers.
    Baby Zombie Villager Added baby zombie villagers.
    5% of zombies spawned are zombie villagers, and villagers now become infected when killed by a zombie. Infecting a baby villager creates a baby zombie villager, which is faster than a normal zombie and does not age.
    Zombie villagers under the effects of a potion of weakness can be cured by using a golden apple on them.
    12w34aZombie villagers now have two new rare dropscarrots and potatoes.
    12w34bZombie villagers can now pick up and equip dropped items.[2][3]
    If killed, zombie villagers now drop the item they are holding.
    Zombie villagers can now survive in sunlight, if they are wearing a helmet or a pumpkin.[4]
    12w37aZombie Villager with Carved Pumpkin Revision 1 Zombie Villager with Jack o'Lantern Revision 1 Baby Zombie Villager with Carved Pumpkin Revision 1 Baby Zombie Villager with Jack o'Lantern Revision 1 On Halloween, zombie villagers can now spawn wearing pumpkins or jack o'lanterns.
    1.5
    {{Extension DPL}}<ul><li>[[Copper Horn|Copper Horn]]<br/>{{About|the removed item|the current item|Goat Horn}}
    {{outdated feature|edition=bedrock}}
    {{Item
    | renewable = Yes
    | stackable = No
    }}
    
    A '''copper horn''' was an [[item]] crafted from a [[goat horn]] and [[copper ingots]].
    
    == Obtaining ==
    === Crafting ===
    {{Crafting
     |ignoreusage=1
     |A2=Copper Ingot
     |B2=Goat Horn
     |B3=Copper Ingot
     |C2=Copper Ingot
     |Output=Copper Horn
    }}
    
    === Natural generation ===
    Copper horns were found in pillager outpost chests.
    
    == Usage ==
    Copper horns were used to play sounds. They took one second to use and had a four second cooldown. There were ten variations of copper horns, and each of them played three different sounds: when looking up, crouching, or neither of those. In total, there were thirty different sounds that could be played using copper horns. The sound a copper horn plays based on multiple conditions, which are in order as follows:
    * If crouching, the bass tune was played.
    * Else, if looking up (by 45 degrees), the harmony tune was played.
    * Else, the melody tune was played.
    
    == Sounds ==
    Sound names in the item tooltip are created using the harmony, melody, and bass sounds in that order.
    
    === Harmony ===
    {{Sound table
    |type=bedrock
    |sound=harmony0.ogg
    |description="Great" ("Great Sky Falling")
    |source=hostile
    |id=horn.call.0
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=harmony1.ogg
    |description="Old" ("Old Hymn Resting")
    |source=hostile
    |id=horn.call.1
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=harmony2.ogg
    |description="Pure" ("Pure Water Desire")
    |source=hostile
    |id=horn.call.2
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=harmony3.ogg
    |description="Humble" ("Humble Fire Memory")
    |source=hostile
    |id=horn.call.3
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=harmony4.ogg
    |description="Dry" ("Dry Urge Anger")
    |source=hostile
    |id=horn.call.4
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=harmony5.ogg
    |description="Clear" ("Clear Temper Journey")
    |source=hostile
    |id=horn.call.5
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=harmony6.ogg
    |description="Fresh" ("Fresh Nest Thought")
    |source=hostile
    |id=horn.call.6
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=harmony7.ogg
    |description="Secret" ("Secret Lake Tear")
    |source=hostile
    |id=horn.call.7
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=harmony8.ogg
    |description="Fearless" ("Fearless River Gift")
    |source=hostile
    |id=horn.call.8
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=harmony9.ogg
    |description="Sweet" ("Sweet Moon Love")
    |source=hostile
    |id=horn.call.9
    |volume=1.0
    |pitch=1.0
    |foot=1}}
    
    === Melody ===
    {{Sound table
    |type=bedrock
    |sound=melody0.ogg
    |description="Sky" ("Great Sky Falling")
    |source=hostile
    |id=horn.melody.0
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=melody1.ogg
    |description="Hymn" ("Old Hymn Resting")
    |source=hostile
    |id=horn.melody.1
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=melody2.ogg
    |description="Water" ("Pure Water Desire")
    |source=hostile
    |id=horn.melody.2
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=melody3.ogg
    |description="Fire" ("Humble Fire Memory")
    |source=hostile
    |id=horn.melody.3
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=melody4.ogg
    |description="Urge" ("Dry Urge Anger")
    |source=hostile
    |id=horn.melody.4
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=melody5.ogg
    |description="Temper" ("Clear Temper Journey")
    |source=hostile
    |id=horn.melody.5
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=melody6.ogg
    |description="Nest" ("Fresh Nest Thought")
    |source=hostile
    |id=horn.melody.6
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=melody7.ogg
    |description="Lake" ("Secret Lake Tear")
    |source=hostile
    |id=horn.melody.7
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=melody8.ogg
    |description="River" ("Fearless River Gift")
    |source=hostile
    |id=horn.melody.8
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=melody9.ogg
    |description="Moon" ("Sweet Moon Love")
    |source=hostile
    |id=horn.melody.9
    |volume=1.0
    |pitch=1.0
    |foot=1}}
    
    === Bass ===
    {{Sound table
    |type=bedrock
    |sound=bass0.ogg
    |description="Falling" ("Great Sky Falling")
    |source=hostile
    |id=horn.bass.0
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=bass1.ogg
    |description="Resting" ("Old Hymn Resting")
    |source=hostile
    |id=horn.bass.1
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=bass2.ogg
    |description="Desire" ("Pure Water Desire")
    |source=hostile
    |id=horn.bass.2
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=bass3.ogg
    |description="Memory" ("Humble Fire Memory")
    |source=hostile
    |id=horn.bass.3
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=bass4.ogg
    |description="Anger" ("Dry Urge Anger")
    |source=hostile
    |id=horn.bass.4
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=bass5.ogg
    |description="Journey" ("Clear Temper Journey")
    |source=hostile
    |id=horn.bass.5
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=bass6.ogg
    |description="Thought" ("Fresh Nest Thought")
    |source=hostile
    |id=horn.bass.6
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=bass7.ogg
    |description="Tear" ("Secret Lake Tear")
    |source=hostile
    |id=horn.bass.7
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=bass8.ogg
    |description="Gift" ("Fearless River Gift")
    |source=hostile
    |id=horn.bass.8
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=bass9.ogg
    |description="Love" ("Sweet Moon Love")
    |source=hostile
    |id=horn.bass.9
    |volume=1.0
    |pitch=1.0
    |foot=1}}
    
    ==Data Values==
    ===ID===
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Copper Horn
    |spritetype=item
    |nameid=copper_horn
    |form=item
    |foot=1}}
    
    == History ==
    {{h|bedrock}}
    {{h||Vanilla Experiments<br>(experimental)|link=1.18.30|snap=beta 1.18.30.26|[[File:Copper Horn BE1.png|32px]]Added copper horns.}}
    {{h|||snap=beta 1.18.30.28|[[File:Copper Horn BE2.png|32px]]Changed the texture of copper horns.}}
    {{h||1.19.0|snap=beta 1.19.0.24|Removed copper horns.}}
    {{h|foot}}
    
    == Trivia ==
    * Copper horns were removed from the game as they didn't live up to the developers' design goals, and as such are no longer supported.<ref>{{cite|url=https://feedback.minecraft.net/hc/en-us/articles/5540500564365| title = Minecraft Beta & Preview - 1.19.0.24/25|website=feedback.minecraft.net|date=April 14, 2022}}</ref>
    * This is the first item in {{el|be}} to have been completely removed instead of just made unobtainable. This is likely due to the fact it never made it out of [[experimental gameplay]].
    ** If a world that contained this item is loaded into a newer version, the horn will disappear upon loading.
    
    == References ==
    {{reflist}}
    
    {{Items}}
    {{Removed features}}
    
    [[Category:Renewable resources]]
    
    [[de:Ziegenhorn]]
    [[es:Cuerno de cobre]]
    [[fr:Corne de chèvre]]
    [[it:Corno di capra]]
    [[lzh:銅號]]
    [[pl:Kozi róg]]
    [[pt:Chifre de cobre]]
    [[ru:Козий рог]]
    [[zh:铜制号角]]</li><li>[[Raw Copper|Raw Copper]]<br/>{{Item
    | image = Raw Copper.png
    | renewable = No
    | stackable = Yes (64)
    }}
    '''Raw copper''' is a raw metal resource obtained from mining [[copper ore]].
    
    == Obtaining ==
    
    === Mining ===
    Copper ore and deepslate copper ore mined with a [[stone pickaxe]] or better drops 2–5 units of raw copper. If the pickaxe is enchanted with [[Fortune]], it can drop extra raw copper, allowing for a maximum of 20 units per ore block with Fortune III, or an average of 7.7 units of raw copper per ore block. If the ore is mined using a pickaxe enchanted with [[Silk Touch]], it drops the ore block instead.
    
    === Crafting ===
    {{Crafting
    |showname=1
    |Block of Raw Copper
    |Output=Raw Copper,9
    |type=Material
    |foot=1
    }}
    
    == Usage ==
    The primary usage of raw copper is [[smelting]] it into [[copper ingot]]s.
    
    === Crafting ===
    {{crafting usage}}
    
    === Smelting ingredient ===
    {{Smelting
    |showname=2
    |Raw Copper
    |Copper Ingot
    |0.7
    }}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showitemtags=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Raw Copper
    |spritetype=item
    |nameid=raw_copper
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Raw Copper
    |spritetype=item
    |nameid=raw_copper
    |form=item
    |id=507
    |foot=1}}
    
    == History ==
    {{History|java}}
    {{History||1.17|snap=21w14a|[[File:Raw Copper JE1.png|32px]] Added raw copper.}}
    {{History|||snap=April 13, 2021|slink={{Tweet|JasperBoerstra|1381991999952277513}}|[[File:Raw Copper JE2.png|32px]] [[JAPPA]] shows a new raw copper texture.}}
    {{History|||snap=21w15a|[[File:Raw Copper JE2.png|32px]] The texture of raw copper has been changed.
    |Raw copper can now be used to craft [[block of raw copper]].}}
    {{History|||snap=April 16, 2021|slink={{Tweet|JasperBoerstra|1383047666037325829}}|[[File:Raw Copper (pre-release).png|32px]] [[JAPPA]] shows a new raw copper texture again.}}
    {{History|||snap=21w16a|[[File:Raw Copper JE3.png|32px]] The texture of raw copper has been changed.}}
    {{History|||snap=21w17a|[[Copper ore]] now drops 2-3 raw copper when mined instead of a single unit.}}
    {{History||1.18|snap=21w40a|[[Copper ore]] now drops 2-5 raw copper when mined.}}
    
    {{History|bedrock}}
    {{History||1.17.0|snap=beta 1.17.0.50|[[File:Raw Copper JE2.png|32px]] Added raw copper.}}
    {{History|||snap=beta 1.17.0.52|Raw copper are now available without enabling [[experimental gameplay]].}}
    {{History|||snap=beta 1.17.0.54|[[File:Raw Copper JE3.png|32px]] The texture of raw copper has been changed.}}
    {{History|foot}}
    
    == Issues ==
    {{Issue list}}
    
    ==Gallery==
    <gallery>
    JE 1.17 Dev Raw Metals.jpg|Jappa shows raw ore textures.
    Jappa Raw Ores 1.jpg|Jappa shows raw ore textures.
    Jappa Raw Ores 2.png|Jappa shows raw ore textures.
    Jappa Raw Ores 3.jpg|Jappa shows raw ore textures.
    Jappa Raw Ores 4.jpg|Jappa shows raw ore textures.
    Jappa Raw Ores 5.jpg|Jappa shows raw ore textures.
    </gallery>
    
    {{Items}}
    
    [[Category:Non-renewable resources]]
    
    [[de:Rohkupfer]]
    [[es:Cobre en bruto]]
    [[fr:Cuivre brut]]
    [[it:Rame grezzo]]
    [[ja:銅の原石]]
    [[pl:Surowa miedź]]
    [[pt:Cobre bruto]]
    [[ru:Необработанная медь]]
    [[tr:Ham Bakır]]
    [[uk:Необроблена мідь]]
    [[zh:粗铜]]</li></ul>
    13w03aZombie villagers are now able to set the player on fire, if they are on fire and they attack the player.
    Zombie villagers can now call other zombies from the nearby area (radius dependent on difficulty) to attack the player, making packs of zombies approach shortly after damaging the zombie villager.
    Zombie villagers now cause more damage when their health is lower.
    1.6.1
    {{Extension DPL}}<ul><li>[[Melon Slice|Melon Slice]]<br/>{{Dungeons hatnote|type=consumable|Melon}}
    {{Item
    | title = Melon Slice
    |typeimage=Melon Slice.png
    | renewable = Yes
    | heals = {{hunger|2}}
    | stackable = Yes (64)
    }}
    A '''melon slice'''{{efn|Known as '''Melon Slice''' {{in|java}} and '''Melon''' {{in|bedrock}}.}} is a [[food]] item that can be eaten by the [[player]].
    
    == Obtaining ==
    
    === Block loot ===
    
    {{see also|Tutorials/Pumpkin and melon farming|title1 = Pumpkin and melon farming}}
    
    Melon slices can be obtained by breaking (harvesting) [[melon]]s using any [[tool]] or by hand. [[Axe]]s, followed by [[sword]]s, are the fastest tools for harvesting melons.  A melon drops 3–7 melon slices, when broken; by hand, using a [[tool]], or after being broken by the movement of a [[piston]], with an average of 4.64 slices per melon.
    
    Breaking a melon with a tool enchanted with [[Fortune]] increases the potential number of drops by 1 slice per level, up to a maximum of 9 slices.
    
    == Usage ==
    
    === Food ===
    {{see also|Tutorials/Hunger management|title1=Hunger management}}
    
    To eat a melon slice, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|2}} [[hunger]] and 1.2 hunger 
    [[Hunger#Mechanics|saturation]].
    
    === Crafting ingredient ===
    
    {{crafting usage}}
    
    === Composting ===
    Placing a melon slice into a [[composter]] has a 50% chance of raising the compost level by 1.
    
    ==Sounds==
    {{Sound table/Entity/Food}}
    
    == Data values ==
    
    === ID ===
    
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Melon Slice
    |spritetype=item
    |nameid=melon_slice
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |spritename=melon-slice
    |displayname=Melon
    |spritetype=item
    |nameid=melon_slice
    |aliasid=melon
    |id=272
    |form=item
    |translationkey=item.melon.name
    |foot=1}}
    
    == Advancements ==
    {{load advancements|Husbandry;A Balanced Diet}}
    
    == History ==
    {{History|java beta}}
    {{History||1.8|snap=Pre-release|[[File:Melon Slice JE1 BE1.png|32px]] Added melons.}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease 4|Melons are now used in the [[crafting]] recipe of [[glistering melon]]s.}}
    {{History|||snap=Beta 1.9 Prerelease 5|Melons once again drop the correct number of slices.}}
    {{History||1.3.1|snap=12w21a|Melons can now be [[trading|bought]] from farmer [[villager]]s, at 5–8 melon slices for 1 [[emerald]].}}
    {{History||1.7.2|snap=13w37a|Block ID 105, [[melon stem]], has been removed from the {{cmd|give}} [[commands|command]].}}
    {{History||1.8|snap=14w02a|[[Villager]]s no longer [[trading|sell]] melons. They now buy [[melon]]s instead.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 360.}}
    {{History|||snap=18w20b|"Melon" has been renamed to "Melon Slice."
    |The ID of melon slices has been changed from <code>melon</code> to <code>melon_slice</code>.}}
    {{History||1.14|snap=18w43a|[[File:Melon Slice JE2 BE2.png|32px]] The texture of melon slices has been changed.}}
    {{History|||snap=19w03a|Placing a melon slice into the new [[composter]] has a 20% chance of raising the compost level by 1.}}
    {{History|||snap=19w05a|Melon slices now have a 50% chance of increasing the compost level in a composter by 1.}}
    
    {{History|pocket alpha}}
    {{History||v0.5.0|[[File:Melon Slice JE1 BE1.png|32px]] Added melons. 
    |Melons restore {{health|2}} each, rather than {{hunger|2}}.}}
    {{History||v0.12.1|snap=?|Added Melon slice to the Creative inventory.}}
    {{History|||snap=build 1|Melons now restores [[hunger]] instead of [[health]].
    |Melons can no longer be obtained from [[nether reactor]]s.}}
    {{History|pocket}}
    {{History||1.1.0|snap=alpha 1.1.0.3|[[Breaking]] a [[melon]] with [[shears]] now always yields 9 melons.}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Melon Slice JE2 BE2.png|32px]] The texture of melons has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Melons can now be used to fill up [[composter]]s.}}
    {{History|||snap=beta 1.11.0.4|Melons can now be [[trading|sold]] to farmer [[villager]]s.}}
    {{History||1.16.0|snap=beta 1.16.0.57|[[Trading]] has been changed, melon slices can no longer be sold to farmer villagers.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of melon slices has been changed from <code>melon</code> to <code>melon_slice</code>.}}
    
    {{History|console}}
    {{History||xbox=TU5|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Melon Slice JE1 BE1.png|32px]] Added melons.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Melon Slice JE2 BE2.png|32px]] The texture of melons has been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Melon Slice JE1 BE1.png|32px]] Added melons.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == See also ==
    * [[Pumpkin]]
    * [[Glistering Melon Slice]]
    
    == Notes ==
    {{fnlist}}
    
    {{Items}}
    
    [[Category:Plants]]
    
    [[cs:Meloun]]
    [[de:Melone]]
    [[es:Rodaja de sandía]]
    [[fr:Tranche de pastèque]]
    [[hu:Dinnye Szelet]]
    [[ko:수박]]
    [[nl:Meloenschijf]]
    [[pl:Arbuz]]
    [[pt:Fatia de melancia]]
    [[ru:Ломтик арбуза]]
    [[zh:西瓜片]]
    [[Category:Food]]
    [[Category:Renewable resources]]</li><li>[[:Category:Education Edition items|Category:Education Edition items]]<br/>[[Category:Education Edition]]
    [[Category:Items]]</li></ul>
    13w17aWhen damaged, zombie villagers now have a low chance to spawn more zombies.
    13w21aZombie villager damage increasing with decreasing health has been removed.
    13w23bZombie villager AI and mechanics have been changed – this has now made them much more horde-like.
    Zombie villagers are now able to detect the player up to 40 blocks.
    1.6.2
    {{Extension DPL}}<ul><li>[[Explorer Map|Explorer Map]]<br/>{{about|the map used to find rare structures|the craftable map|Map|others|Map (disambiguation)}}{{Needs updating|Add info on the new jungle, swamp, and village maps in Java 1.20.2 Pre-Release 1}}{{Item
    | image = <gallery>
    Ocean Explorer Map.png | Ocean
    Woodland Explorer Map.png | Woodland
    Buried Treasure Map.png | Buried Treasure
    </gallery>
    |image2 = <gallery>
    Ocean Explorer Map BE.png | Ocean (BE)
    Woodland Explorer Map BE.png | Woodland (BE)
    Buried Treasure Map BE.png | Buried in Treasure (BE)
    </gallery>
    | renewable = 
    * '''Buried Treasure''': No
    * '''Woodland and Ocean''': Yes
    | stackable = Yes (64)
    }}
    An '''explorer map''' is a special [[map]] used to aid in finding rare [[generated structures]], including [[woodland mansion]]s, [[ocean monument]]s, and [[buried treasure]]s.
    
    == Obtaining ==
    === Trading ===
    Apprentice-level [[cartographer]] villagers sell ocean explorer maps for 13 emeralds and a compass. Journeyman-level cartographer villagers sell woodland explorer maps for 14 emeralds and a compass.
    
    {{IN|java}}, if the cartographer is in [[the Nether]] or [[the End]], either spawned or transported, the trades for the map do not unlock. However, {{in|bedrock}}, the cartographer trades for the map are unlocked, but the purchased map shows the same layout as in the corresponding dimension and shows no destination structure, but if cartographer trades are unlocked in an old world type (prior-1.11.0), the game stops ticking.
    
    In ''Java Edition'', each cartographer sells its own unique explorer map that points to a different location than other cartographers. Purchasing another explorer map from the same cartographer results in the same explorer map. In Bedrock Edition, a cartographer sells an explorer map that points to the nearest location, regardless of whether it is explored or previously mapped by another cartographer.<!-- start to glitched out-->
    
    === Chest loot ===
    Treasure maps, in contrast to explorer maps, generate in underwater ruins or in shipwrecks.
    {{LootChestItem|buried-treasure-map}}
    
    == Usage ==
    [[File:Explorer Map Comparison.gif|thumb|217px|Unexplored and partially explored maps.]]
    
    {{See also|Map#Mapping|Map#Map content}}
    
    === Locating structures ===
    There are three types of explorer maps: woodland, [[ocean]], and buried treasure. The maps differ from a normal map, in that it shows the area's land-water outline, with an orange striated (striped) texture for water<ref>Specifically, biomes in the "water_on_map_outlines" [[Tag#Biomes|biome tag]].</ref>, and the blank map texture for land. The maps show a section of land that contains a [[woodland mansion]], [[monument]] or [[buried treasure]] respectively. This may not be the nearest such [[structure]] to the [[player]]. The structures are displayed as a small icon. If the player icon is smaller than it would be on a normal map, that means the player is a great distance away. When the player is less than 1027 blocks away from the map border, the icon returns to the proper size. When the player reaches the map's area of land (512×512), the [[map]] fills in like a normal map.
    
    The basic functions of a buried treasure explorer map are similar to that of the other two. However, instead of showing the structure icon on the map, it shows a red X instead. The [[buried treasure]] structure is located on the same X and Z coordinates as the middle of the X (the player marker may need to be aligned with the bottom of the middle 2×2 pixel square of the X). To locate the [[chest]] spot, hold the treasure map with both hands, not in the offhand slot.
    
    === Cloning ===
    {{Crafting
    |showdescription=1
    |shapeless=1
    |name=[[Explorer Map]]<br>(cloned)
    |;;;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map 
    |;;;;Empty Map;Empty Map;Empty Map;Empty Map
    |;;;;;Empty Map;Empty Map;Empty Map
    |Ocean Explorer Map; Woodland Explorer Map; Buried Treasure Map; Ocean Explorer Map; Woodland Explorer Map; Buried Treasure Map; Ocean Explorer Map; Woodland Explorer Map
    |Empty Map
    |;;;;;;Empty Map;Empty Map 
    |;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map 
    |;;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map
    |;;;;;;;Empty Map
    |Output= Ocean Explorer Map,2; Woodland Explorer Map,3; Buried Treasure Map,4; Ocean Explorer Map,5; Woodland Explorer Map,6; Buried Treasure Map,7; Ocean Explorer Map,8; Woodland Explorer Map,9
    |type= Miscellaneous
    |description=The output has the same map center as the input map, and the same [[monument]], [[woodland mansion]] or [[buried treasure]] marker. Cloned maps are stackable.
    }}
    
    The parts of the world that have already been explored and mapped are copied, and newly explored areas appear on both instances. In Creative mode, cloned explorer maps can be obtained by pick blocking on the explorer map displayed on [[item frames]] (the map needs to be out of the [[player]]'s inventory when using pick block, or else that map moves into the active hotbar slot).
    
    == Sounds ==
    {{edition|java}}:
    {{Sound table
    |sound=Drawmap1.ogg
    |sound2=Drawmap2.ogg
    |sound3=Drawmap3.ogg
    |subtitle=Map drawn
    |source=block
    |description=When an explorer map is edited using a cartography table
    |id=ui.cartography_table.take_result
    |translationkey=subtitles.ui.cartography_table.take_result
    |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=Map
    |spritetype=item
    |nameid=filled_map
    |form=item
    |translationkey=filled_map.mansion,filled_map.ocean,filled_map.buried_treasure
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Map
    |spritetype=item
    |nameid=filled_map
    |aliasid=map
    |id=358
    |form=item
    |translationkey=item.map.exploration.monument.name,item.map.exploration.mansion.name,item.map.exploration.treasure.name
    |foot=1}}
    
    === Metadata ===
    {{see also|Bedrock Edition data values}}
    {{IN|bedrock}}, the item [[Data value]] distinguishes explorer maps from one another:
    
    {{:Map/DV}}
    
    === Item data ===
    An explorer map differs from a map in that its <code>display</code> tag is set, which includes a <code>Mapcolor</code> and a <code>LocName</code>; also its <code>Decorations</code> list includes an entry for its target monument, mansion or buried treasure. Its [[Map item format#map_<#>.dat format|map item entry]] is identical to that of a normal map, except that by the time the player sees it, its <code>colors</code> byte array is pre-filled with explorer maps' characteristic land-water boundary lines and water shading.
    
    <div class="treeview">
    It should be noted that this additional data is stored in the Cartographer's NBT data and in the inventory item's NBT data, and not in the map file (e.g. <samp>map_0.dat</samp>). If the [[player]] were to use the {{cmd|give}} command to give themselves a map with the same map ID as an existing explorer map, it would still have the Ocean Monument or the Woodland Mansion icon on the map, but it would simply be named "Map" instead of, for example, "Ocean Explorer Map".
    * {{nbt|compound}} Item data
    ** {{nbt|compound|tag}}: 
    *** {{nbt|compound|display}}: How the map looks in an item slot. See also [[Player.dat_format#Display Properties]].
    **** {{nbt|string|Name}}: The name the map is given. In this case, they are localized strings: either <code>{"translate":"filled_map.monument"}</code>,<code>{"translate":"filled_map.mansion"}</code> or <code>{"translate":"filled_map.buried_treasure"}</code>.
    **** {{nbt|int|MapColor}}: 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 group=note>For positive values larger than 0x00FFFFFF, the top byte is ignored. All negative values produce white.</ref> Monument maps use 3830373, which is {{color swatch|58|114|101}}. Mansion maps use 5393476, which is {{color swatch|82|76|68}}. Buried treasure explorer maps do not use a color code.
    *** {{nbt|list|Decorations}}:
    **** {{nbt|compound}}: One of these for each icon on the map. Explorer maps always have at least one representing their target.
    ***** {{nbt|string|id}}: An arbitrary unique string identifying the decoration. For explorer map target structures, this is "+".
    ***** {{nbt|double|rot}}: The rotation of the icon. For explorer map target structures, this is always 180.
    ***** {{nbt|byte|type}}: The ID of the [[Map#Map icons|map icon]]: 8 for a mansion map, 9 for a monument map, 26 for a treasure map.
    ***** {{nbt|double|x}}: The world x-coordinate of the target structure icon.
    ***** {{nbt|double|z}}: The world z-coordinate of the target structure icon.
    </div>
    ; Notes
    {{notelist}}
    
    == Achievements ==
    {{load achievements|Treasure Hunter}}
    
    == History ==
    {{History|java}}
    {{History||1.11|snap=16w39a|[[File:Woodland Explorer Map JE1 BE1.png|32px]] [[File:Ocean Explorer Map JE1 BE1.png|32px]] Added woodland and ocean explorer maps.}}
    {{History|||snap=16w41a|Explorer maps can now no longer be zoomed out.}}
    {{History||1.13|snap=18w10a|[[File:Map (item) JE1 BE1.png|32px]] Added buried treasure explorer maps.}}
    {{History|||snap=18w11a|Buried treasure explorer maps now generate in the [[chest]]s of [[shipwreck]]s.}}
    {{History||1.14|snap=18w43a|[[File:Woodland Explorer Map JE2 BE2.png|32px]] [[File:Ocean Explorer Map JE2 BE2.png|32px]] [[File:Map (item) JE2 BE2.png|32px]] The textures for explorer maps have now been changed.}}
    {{History||1.20.2|snap=1.20.2 Pre-release 1|Updated structure icons on explorer maps sold by cartographers.}}
    {{History||Villager Trade Rebalance<br>(Experimental)|link=Java Edition 1.20.2|snap=1.20.2 Pre-release 1|Added seven new maps which cartographers can sell.}}
    
    {{History|pocket}}
    {{History||1.1.0|snap=alpha 1.1.0.0|[[File:Woodland Explorer Map JE1 BE1.png|32px]] [[File:Ocean Explorer Map JE1 BE1.png|32px]] Added explorer maps.<ref>{{Mcnet|discovery-update-pocket-and-win-10-soon|The Discovery Update: on Pocket and Win 10 soon|March 29, 2017}}</ref>
    |Explorer maps are not yet obtainable in [[survival]] mode.}}
    {{History|||snap=alpha 1.1.0.3|Explorer maps are now obtainable as [[trading|trades]] from [[cartographer]] [[villager]]s.}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.14.2|[[File:Map (item) JE1 BE1.png|32px]] Added buried treasure explorer maps.}}
    {{History|||snap=beta 1.2.20.1|Treasure maps now generate in [[underwater ruins]] [[chest]]s.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Woodland Explorer Map JE2 BE2.png|32px]] [[File:Ocean Explorer Map JE2 BE2.png|32px]] [[File:Map (item) JE2 BE2.png|32px]] The textures for explorer maps have now been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|[[Trading]] has now been changed, woodland and ocean explorer maps now cost a [[compass]] and 12 [[emerald]]s.
    |Journeyman-level [[cartographer]] [[villager]]s no longer [[trading|sell]] 2 type of explorer map as they now have {{frac|1|3}} chance to sell woodland explorer maps, {{frac|1|3}} chance to sell ocean explorer maps, or {{frac|1|3}} chance to sell other [[item]]s<!-- empty locator map--> as part of their [[trading|trades]].
    |Woodland explorer maps can now be [[trading|bought]] from fletcher [[villager]]s.}}
    {{History||1.12.0|snap=beta 1.12.0.3|Journeyman-level fletcher villagers no longer [[trading|sell]] woodland explorer maps.}}
    {{History||1.13.0|snap=beta 1.13.0.1|[[File:Woodland Explorer Map BE3.png|32px]] [[File:Ocean Explorer Map BE3.png|32px]] [[File:Buried Treasure Map BE3.png|32px]] The textures of explorer maps have now been changed.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of maps has been changed from <code>map</code> to <code>filled_map</code>.}}
    
    {{History|console}}
    {{History||xbox=TU54|xbone=CU44|ps=1.52|wiiu=Patch 24|switch=1.0.4|[[File:Woodland Explorer Map JE1 BE1.png|32px]] [[File:Ocean Explorer Map JE1 BE1.png|32px]] Added explorer maps.}}
    {{History|PS4}}
    {{History||1.90|[[File:Woodland Explorer Map JE2 BE2.png|32px]] [[File:Ocean Explorer Map JE2 BE2.png|32px]] The textures for explorer maps have now been changed.}}
    
    {{History|new3ds}}
    {{History||1.9.19|[[File:Woodland Explorer Map JE1 BE1.png|32px]] [[File:Ocean Explorer Map JE1 BE1.png|32px]] Added explorer maps.}}
    {{History|foot}}
    
    == Issues ==
    {{Issue list}}
    
    == Trivia ==
    * When a [[cartographer]] generates the trade offers for the explorer maps, it chooses the location of one of the nearest structures of the respective type ([[monument]] or [[woodland mansion]]).
    * For the reason above, explorer maps obtained from one cartographer are always the same. Also, if two cartographers unlock the explorer map trades approximately at the same place and at the same time, the map locations are usually identical. This sometimes also happens when finding multiple treasure maps from [[ocean ruins]].
    * Explorer maps fill as the [[chunk]]s are generated, rather than when the [[player]] holds them while in the area; leaving an explorer map while exploring the area still fills the map.
    * Buried treasure explorer maps are named ''Buried Treasure Map'' {{in|java}} while {{in|bedrock}}, they are named ''Treasure Map''.
    * It is possible for a cartographer to give a monument or woodland mansion explorer map for areas where the [[generated structures|structures]] would have spawned in the world, but were unable to as a result of terrain generation. As a result, explorer maps, unfortunately, don't always guarantee that a structure exists at the purported location. This is most common with woodland mansion explorer maps, due to its generation algorithm.
    * On [[Bedrock Edition]], inventory editors and add-ons can be used to create Explorer Maps that lead to any structure.
    
    == Gallery ==
    <gallery>
    File:Explorer Maps.png|An ocean explorer map in the [[off-hand]], a woodland explorer map in the main hand, and a [[cartographer]] [[villager]] in between them.
    File:Partial Explorer Map.png|A partially-explored explorer map.
    File:ExplorerToNormal Map Comparison.png|Two fully-explored maps of the same place, one of which is a woodland explorer map.
    File:Buried Treasure Explorer Map.png|An [[item frame]] holding a buried treasure explorer map. The player can see the red X on the left side of the map.
    File:Purchase.png|Purchasing explorer maps from a cartographer.
    </gallery>
    
    == See also ==
    * [[Map]]
    * [[Woodland Mansion]]
    * [[Ocean Monument]]
    * [[Shipwreck]]
    * [[Buried treasure]]
    
    == References ==
    {{reflist}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--explorer-map Taking Inventory: Explorer Map] – Minecraft.net on November 13, 2019
    
    {{Items}}
    
    [[de:Schatzkarte]]
    [[es:Mapa (localización de estructura)]]
    [[fr:Carte d'exploration]]
    [[ja:探検家の地図]]
    [[ko:탐험 지도]]
    [[pl:Mapa eksploracyjna]]
    [[pt:Mapa de exploração]]
    [[ru:Карта сокровищ]]
    [[zh:探险家地图]]</li><li>[[Steak|Steak]]<br/>{{Item
    | title = Steak
    | image = Steak.png
    | renewable = Yes
    | heals = {{hunger|8}}
    | stackable = Yes (64)
    }}
    
    '''Steak''' ({{in|java}}) or '''cooked beef''' ({{in|bedrock}}) is a [[food]] [[item]] obtained from [[cow]]s, [[mooshroom]]s, or from cooking [[raw beef]].
    
    == Obtaining ==
    
    === Mob loot ===
    
    ==== Cows ====
    
    When a [[cow]] or [[mooshroom]] is killed, it drops [[raw beef]]. If a cow dies while on fire, it drops steak instead. If the cow is killed using a weapon with the [[Looting]] enchantment, the maximum number of steak drops increases by 1 per level.
    
    === Cooking ===
    
    Raw beef can be cooked in a [[furnace]], [[smoker]], or [[campfire]]. Each steak removed from a furnace output slot gives 0.35 [[experience]] (22.4 experience per stack).
    {{Smelting
    |Raw Beef
    |Steak
    |0,35
    }}
    
    === Villager gifts ===
    {{IN|java}}, butcher [[Villager|villagers]] may give players steak if they have the [[Hero of the Village]] status effect.
    
    == Usage ==
    
    === Food ===
    
    To eat steak, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|8}} [[hunger]] and 12.8 hunger 
    [[saturation]]. 
    
    === Wolves ===
    
    Steak can be used to [[breed]] and heal tamed [[wolves]], lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time.
    
    ==Sounds==
    {{Sound table/Entity/Food}}
    
    == Data values ==
    
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Steak
    |spritetype=item
    |nameid=cooked_beef
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Cooked Beef
    |spritetype=item
    |nameid=cooked_beef
    |id=274
    |form=item
    |foot=1}}
    
    == Advancements ==
    {{load advancements|Husbandry;A Balanced Diet}}
    
    == History ==
    
    {{History|java beta}}
    {{History||1.8|snap=Pre-release|[[File:Steak JE1 BE1.png|32px]] Added steak.
    |Steak has been introduced as the cooked result of [[raw beef]].
    |Steak is a new [[food]] [[item]] dropped by [[cow]]s in addition to their [[leather]]. 
    |The icon for steak is used as the image for the [[cooked porkchop]] before [[Java Edition Beta 1.8|Beta 1.8]], as the cooked porkchop's icon was updated to a lighter colored piece of meat.}}
    {{History|java}}
    {{History||1.2.1|snap=12w03a|Steak can now be used to [[breed]] [[wolves]].}}
    {{History||1.3.1|snap=12w21a|Steak can now be [[trading|bought]] from butcher [[villager]]s, at 6–7 steak for 1 [[emerald]].}}
    {{History|||snap=1.3|[[File:Steak JE2.png|32px]] The texture of steak has been changed.}}
    {{History||1.4.2|snap=12w37a|[[File:Steak JE3 BE2.png|32px]] The texture of steak has been changed, so that it no longer has a dark outline.}}
    {{History||1.8|snap=14w02a|[[Villager]]s no longer [[trade]] steak.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 364.}}
    {{History||1.14|snap=18w43a|[[File:Steak JE4 BE3.png|32px]] The texture of steak has been changed.}}
    {{History|||snap=19w13a|Butcher villagers now give steak to players under the [[Hero of the Village]] effect.}}
    
    {{History|pocket alpha}}
    {{History||v0.4.0|[[File:Steak JE1 BE1.png|32px]] Added steak.}}
    {{History||v0.5.0|Steak now restores {{hp|8}} instead of {{hp|4}}.}}
    {{History||v0.8.0|snap=build 1|[[File:Steak JE3 BE2.png|32px]] The texture of steak has been changed, so that it no longer has a dark outline.}}
    {{History||v0.12.1|snap=build 1|Steak now restores [[hunger]] instead of [[health]].}}
    {{History||v0.16.0|snap=build 4|"Steak" has been renamed to "Cooked Beef."}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Steak JE4 BE3.png|32px]] The texture of cooked beef has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Cooked beef can now be [[trading|bought]] from butcher [[villager]]s.}}
    
    {{History|console}}
    {{History||xbox=TU5|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Steak JE1 BE1.png|32px]] Added steak.}}
    {{History||xbox=TU12|[[File:Steak JE3 BE2.png|32px]] The steak's texture has been changed, so that it no longer has a dark outline.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Steak JE4 BE3.png|32px]] The texture of steak has been changed.}}
    
    {{History|new3DS}}
    {{History||0.1.0|[[File:Steak JE3 BE2.png|32px]] Added steak.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == Gallery ==
    <gallery>
    Jeb steak.png|Raw beef and steak shown in the [[inventory]] from a preview screenshot.
    Eating Steak.png|A still frame of the player eating a steak.
    Steak SDGP.png|Steak in the [[Super Duper Graphics Pack]].
    </gallery>
    
    == Notes ==
    {{fnlist}}
    
    {{Items}}
    
    [[cs:Propečený steak]]
    [[de:Steak]]
    [[es:Filete asado]]
    [[fr:Steak]]
    [[hu:Steak]]
    [[it:Bistecca]]
    [[ja:ステーキ]]
    [[ko:스테이크]]
    [[nl:Biefstuk]]
    [[pl:Befsztyk]]
    [[pt:Filé]]
    [[ru:Жареная говядина]]
    [[tr:Biftek]]
    [[uk:Стейк]]
    [[zh:牛排]]
    [[Category:Food]]
    [[Category:Renewable resources]]</li></ul>
    preBaby zombie villagers now spawn among regular ones.
    Baby zombie villagers now have the same percentage of spawning as zombie villagers.
    1.7.2
    {{Extension DPL}}<ul><li>[[Horse Saddle|Horse Saddle]]<br/>{{About|the removed item|the current item|Saddle}}
    {{outdated feature|edition=java}}
    {{Item
    | title = Horse Saddle
    | image = Horse Saddle.png
    | renewable = Yes
    | stackable = Yes (32)
    }}
    
    '''Horse saddles''' were [[item]]s which allowed the player to ride [[horse]]s.
    
    == Obtaining ==
    === Crafting ===
    {{crafting |ignoreusage=1
    |A1=Leather    |B1=Leather    |C1=Leather
    |A2=Leather    |B2=Iron Ingot |C2=Leather
    |A3=Iron Ingot                |C3=Iron Ingot
    |Output=Horse Saddle
    }}
    
    == Usage ==
    Horse saddles worked just like regular [[saddle]]s, but for [[horse]]s instead of [[pig]]s. Taming a horse was required before putting a horse saddle on it. Unlike any other items, horse saddles could be stacked up to 32.
    
    == Sounds ==
    ''None''<ref>{{ytl|2a6BQeW6is4|t=330}}; sounds for horses were not added until [[13w22a]]</ref>
    
    == Data values ==
    === ID ===
    {{ID table
    |nonameid=y
    |shownumericids=y
    |showforms=y
    |generatetranslationkeys=java
    |displayname=Horse Saddle
    |spritetype=item
    |id=416
    |form=item
    |translationkey=item.horsesaddle.name
    |foot=y}}
    
    == History ==
    {{History|java}}
    {{History||1.6.1|snap=13w16a|[[File:Horse Saddle JE1.png|32px]] Added horse saddles.}}
    {{History|||snap=13w18a|Horse saddles have been removed.
    |[[Horse]]s and [[zombie horse]]s can now be ridden using regular [[saddle]]s.}}
    {{History|foot}}
    
    == Issues ==
    Horse saddles have been removed from the game, and as such are no longer supported.
    
    {{Items}}
    {{Removed Features}}
    
    [[es:Montura de caballo]]
    [[fr:Selle de cheval]]
    [[it:Sella di cavallo]]
    [[ja:ウマの鞍]]
    [[ko:말 안장]]
    [[pt:Sela para cavalo]]
    [[zh:马鞍]]</li><li>[[Nether Quartz|Nether Quartz]]<br/>{{About|the item|the ore|Nether Quartz Ore|the mineral block|Block of Quartz|other uses|Quartz}}
    {{Item
    | image = Nether Quartz.png
    |type=
    | renewable = Yes
    | stackable = Yes (64)
    }}
    
    '''Nether quartz''' is a white mineral found in [[the Nether]].
    
    == Obtaining ==
    {{see also|Nether Quartz Ore#Natural generation}}
    
    === Mining ===
    
    [[Nether quartz ore]] mined using a [[pickaxe]] drops one unit of Nether quartz. If the pickaxe is enchanted with [[Fortune]], it may drop an extra unit per level of Fortune, up to a maximum of four with Fortune III. If the pickaxe is enchanted with [[Silk Touch]], the ore drops itself.
    
    === Chest loot ===
    {{LootChestItem|nether-quartz}}
    
    === Smelting ===
    {{Smelting
    |Nether Quartz Ore
    |Nether Quartz
    |0,2
    }}
    
    === Bartering ===
    
    [[Piglin]]s may [[barter]] 5–12 nether quartz when given a [[gold ingot]].
    
    == Usage ==
    
    === Crafting ingredient ===
    {{crafting usage}}
    
    === Trading ===
    
    Expert-level stone mason [[villagers]] have a {{frac|1|33}} chance to trade one [[emerald]] for 12 Nether quartz {{in|java}}. This trade is always offered {{in|bedrock}}.
    
    === Smithing ingredient ===
    {{Smithing
    |head=1
    |ingredients=Any Armor Trim +<br/>Any Armor Piece + <br/>Nether Quartz
    |Any Armor Trim Smithing Template
    |Netherite Chestplate
    |Nether Quartz
    |Quartz 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 palette
    The following color palette is shown on the designs on trimmed armor:
    *{{TrimPalette|nether quartz}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Nether Quartz
    |spritetype=item
    |nameid=quartz
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Nether Quartz
    |spritetype=item
    |nameid=quartz
    |id=524
    |form=item
    |foot=1}}
    
    == History ==
    
    {{History|java}}
    {{History||1.5|snap=13w01a|[[File:Nether Quartz JE1 BE1.png|32px]] Added Nether quartz. 
    |Nether quartz is used to craft [[daylight sensor]]s and [[redstone comparator]]s.}}
    {{History|||snap=January 4, 2013|slink=http://twitter.com/jeb_/status/287481098760499201|[[Jeb]] tweeted that Nether quartz would be used for more decorative uses as well.}}
    {{History|||snap=January 7, 2013|slink=http://twitter.com/jeb_/status/288311932304371712|Jeb tweeted a picture of some [[block of quartz]] tests potentially being replacements for the lack of limestone/marble in the game.}}
    {{History|||snap=13w02a|Added [[block of quartz]], which is [[crafting|crafted]] with Nether quartz.}}
    {{History||1.8|snap=14w02a|Nether quartz can now be used to craft [[granite]] and [[diorite]].}}
    {{History||1.11|snap=16w39a|Nether quartz is now used to craft [[observer]]s.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeric ID was 406.}}
    {{History||1.14|snap=18w43a|[[File:Nether Quartz JE2 BE2.png|32px]] The texture of Nether quartz has now been changed.}}
    {{History|||snap=19w11a|Nether quartz is now [[trading|bought]] by [[villager]]s of the new mason profession.}}
    {{History||1.16|snap=20w07a|Nether quartz now has a {{frac|1|109}} (~0.92%) chance of being offered by [[piglin]]s when [[bartering]], in a stack size of 1–4, making it [[renewable resource|renewable]].}}
    {{History|||snap=20w09a|Nether quartz now has a {{frac|10|226}} (~4.42%) chance of being offered by piglins when bartering, in a stack size of 1–5.}}
    {{History|||snap=20w10a|Nether quartz now has a {{frac|20|411}} (~4.87%) chance of being offered by piglins when bartering, in a stack size of 8-16.}}
    {{History|||snap=20w11a|Nether quartz now has a {{frac|20|417}} (~4.80%) chance of being offered by piglins when bartering.}}
    {{History|||snap=20w13a|Nether quartz now has a {{frac|20|424}} (~4.72%) chance of being offered by piglins when bartering.}}
    {{History|||snap=20w16a|Nether quartz can now be found in [[bastion remnant]] chests.}}
    {{History|||snap=20w20a|Nether quartz now has a {{frac|20|423}} (~4.73%) chance of being offered by piglins when bartering.}}
    {{History||1.16.2|snap=20w28a|Nether quartz now has a {{frac|20|459}} (~4.36%) chance of being offered by piglins when bartering, in a stack size of 5-12.}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Nether quartz can now be used as an armor trim material.}}
    
    {{History|pocket alpha}}
    {{History||v0.6.0|[[File:Nether Quartz JE1 BE1.png|32px]] Added Nether quartz.}}
    {{History||v0.12.1|snap=build 1|Nether quartz is no longer available from the [[Nether reactor]] and is now available from [[the Nether]].}}
    {{History||v0.13.0|snap=build 1|Nether quartz is now used to craft [[daylight sensor]]s.}}
    {{History||v0.14.0|snap=build 1|Nether quartz can now be used to craft [[redstone comparator]]s.}}
    {{History||v0.15.0|snap=build 1|Nether quartz is now used to craft [[observer]]s.}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Nether Quartz JE2 BE2.png|32px]] The texture of Nether quartz has now been changed.
    |Between 20 and 26 nether quartz can now be [[trading|sold]] to stone mason [[villager]]s.}}
    {{History||1.11.0|snap=beta 1.11.0.4|[[Trading]] has now been changed, 12 Nether quartz can now be sold to stone mason villagers.}}
    {{History||1.16.0|snap=beta 1.16.0.57|Nether Quartz can now be obtained from bartering with piglin.}}
    {{History||1.19.80|snap=beta 1.19.80.21|Nether quartz can now be used as an armor trim material.}}
    
    {{History|console}}
    {{History||xbox=TU14|xbone=CU1|ps=1.04|wiiu=Patch 1|switch=1.0.1|[[File:Nether Quartz JE1 BE1.png|32px]] Added Nether quartz.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Nether Quartz JE2 BE2.png|32px]] The texture of Nether quartz has now been changed.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Nether Quartz JE1 BE1.png|32px]] Added Nether quartz.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Trivia ==
    
    * All of the sensor related items that are craftable (comparator, daylight sensor, observer) are crafted with some Nether quartz involved.
    
    == References ==
    
    {{reflist}}
    
    {{items}}
    
    [[Category:Renewable resources]]
    
    [[cs:Netheritový křemen]]
    [[de:Netherquarz]]
    [[es:Cuarzo del Nether]]
    [[fr:Quartz du Nether]]
    [[hu:Alvilági kvarc]]
    [[ja:ネザークォーツ]]
    [[ko:네더 석영]]
    [[nl:Netherkwarts]]
    [[pl:Kwarc]]
    [[pt:Quartzo do Nether]]
    [[ru:Кварц Нижнего мира]]
    [[uk:Пекельний кварц]]
    [[zh:下界石英]]</li></ul>
    13w36aBaby zombie villagers now drop loot and experience.
    1.7.4
    {{Extension DPL}}<ul><li>[[Echo Shard|Echo Shard]]<br/>{{Item
    | title = Echo Shard
    | image = Echo Shard.png
    | renewable = No
    | stackable = Yes (64)
    }}
    An '''echo shard''' is an item found in [[ancient cities]] which can be used to craft [[recovery compass]]es.
    
    == Obtaining ==
    === Chest loot ===
    {{LootChestItem|echo-shard}}
    
    == Usage ==
    === Crafting ingredient ===
    {{crafting usage|Echo Shard}}
    
    == History ==
    {{History|java}}
    {{History||1.19|snap=22w14a|[[File:Echo Shard JE1 BE1.png|32px]] Added echo shards.}}
    {{History|bedrock}}
    {{History||1.19.0|snap=beta 1.19.0.24|[[File:Echo Shard JE1 BE1.png|32px]] Added echo shards.
    |Currently cannot be found inside [[ancient city]] chests due to outdated structures and loot chests.}}
    {{History||1.19.0|snap=beta 1.19.0.26|Echo shards now generate inside [[ancient city]] loot chests.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    {{Items}}
    
    [[Category:Non-renewable resources]]
    
    [[de:Echoscherbe]]
    [[es:Fragmento resonante]]
    [[fr:Éclat d'écho]]
    [[ja:残響の欠片]]
    [[lzh:回音殘片]]
    [[pt:Fragmento de eco]]
    [[pl:Odłamek pogłosu]]
    [[ru:Осколок эха]]
    [[th:เศษเอคโค]]
    [[uk:Уламок відлуння]]
    [[zh:回响碎片]]</li><li>[[Iron Nugget|Iron Nugget]]<br/>{{About|the nugget|the ore|Iron Ore|the item|Iron Ingot|the mineral block|Block of Iron}}
    {{Item
    | image = Iron Nugget.png
    | renewable = Yes
    | stackable = Yes (64)
    }}
    '''Iron nuggets''' are pieces of iron that can be obtained by [[smelting]] iron [[tools]]/[[Sword|weapons]] or iron/chainmail [[armor]]. One iron nugget is worth one-ninth of an [[iron ingot]].
    
    == Obtaining ==
    
    === Crafting ===
    
    {{Crafting
    |Iron Ingot
    |Output= Iron Nugget,9
    |type=Material
    }}
    
    === Smelting ===
    
    {{Smelting
    |Iron Sword; {Any iron tools}; {Any iron armor}; {Any chainmail armor}; Iron Horse Armor
    |Iron Nugget
    |0,1
    }}
    [[Item durability|Durability]] and [[enchantments]] do not affect the ability to smelt iron tools, weapons, or armor into iron nuggets.
    
    === Bartering ===
    [[Piglins]] may [[barter]] 9–36 iron nuggets when given a [[gold ingot]].
    
    === Chest loot ===
    
    {{LootChestItem|iron-nugget}}
    
    == Usage ==
    
    Iron nuggets are used to craft [[iron ingot]]s, [[lantern]]s, [[soul lantern]]s, and [[chain]]s.
    
    === Crafting ingredient ===
    
    {{crafting usage}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Iron Nugget
    |spritetype=item
    |nameid=iron_nugget
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Iron Nugget
    |spritetype=item
    |nameid=iron_nugget
    |id=569
    |form=item
    |foot=1}}
    
    == History ==
    
    {{History|java}}
    {{History||1.11.1|snap=16w50a|[[File:Iron Nugget JE1 BE1.png|32px]] Added iron nuggets. 
    |Iron nuggets can be used to craft [[iron ingot]]s.
    |Iron nuggets are obtained from [[smelting]] iron [[tool]]s and [[armor]].}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this item's numeral ID was 452.}}
    {{History|||snap=18w11a|Iron nuggets now generate in [[shipwreck]] [[chest]]s.}}
    {{History||1.14|snap=18w46a|Iron nuggets are now used to craft [[lantern]]s.}}
    {{History|||snap=18w50a|Iron nuggets can now be found in chests in [[taiga]] [[village]] houses.}}
    {{History||1.16|snap=20w06a|Iron nuggets are now used to craft [[soul fire lantern]]s.}}
    {{History|||snap=20w10a|Iron nuggets now have a {{frac|10|411}} (~2.43%) chance of being given by [[piglin]]s when [[bartering]], in a stack size of 9–36.}}
    {{History|||snap=20w16a|Iron nuggets are now used to craft [[chain]]s.|Iron nuggets now generate in [[ruined portal]] and [[bastion remnant]] [[chest]]s.}}
    
    {{History|pocket}}
    {{History||1.1.0|snap=alpha 1.1.0.0|[[File:Iron Nugget JE1 BE1.png|32px]] Added iron nuggets.
    |Iron nuggets can be used to craft [[iron ingot]]s.
    |Iron nuggets are obtained from [[smelting]] iron [[tool]]s and [[armor]].}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.20.1|Iron nuggets can now be found in some [[shipwreck]] [[chest]]s.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Iron nuggets are now used to craft [[lantern]]s.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Iron nugget can now be found in [[taiga]] [[village]] house chests.}}
    {{History||1.16.0|snap=beta 1.16.0.51|Iron nuggets are now used to craft [[soul fire lantern]]s.}}
    {{History|||snap=beta 1.16.0.57|Iron nuggets now have a {{frac|10|411}} (~2.43%) chance of being given by [[piglin]]s when [[bartering]], in a stack size of 9–36.
    |Iron nuggets now generate in [[ruined portal]] and [[bastion remnant]] [[chest]]s.}}
    {{History|||snap=beta 1.16.0.59|Iron nuggets are now used to craft [[chain]]s.}}
    {{History||1.16.100|snap=beta 1.16.100.50|Iron nuggets can now be used as fuel in a [[furnace]].<ref>{{bug|MCPE-114216}}</ref>}}
    {{History||1.18.30|snap=beta 1.18.30.26|Iron nuggets can no longer be used as fuel in a furnace.}}
    
    {{History|console}}
    {{History||xbox=TU53|xbone=CU43|ps=1.49|wiiu=Patch 23|switch=1.0.3|[[File:Iron Nugget JE1 BE1.png|32px]] Added iron nuggets. 
    |Iron nuggets can be used to craft [[iron ingot]]s.
    |Iron nuggets are obtained from [[smelting]] iron [[tool]]s and [[armor]].}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|Iron nuggets are now used to craft [[lantern]]s}}
    
    {{History|new 3ds}}
    {{History||1.9.19|[[File:Iron Nugget JE1 BE1.png|32px]] Added iron nuggets.
    |Iron nuggets can be used to craft [[iron ingot]]s.
    |Iron nuggets are obtained from [[smelting]] iron [[tool]]s and [[armor]].}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    ==Gallery==
    <gallery>
    Pocket Edition Iron Nugget.jpg|First image of an iron nugget in ''Bedrock Edition''.
    </gallery>
    
    == See also ==
    *[[Gold Nugget]]
    *[[Iron]]
    
    == References ==
    {{Reflist}}
    
    {{Items}}
    
    [[de:Eisenklumpen]]
    [[fr:Pépite de fer]]
    [[ja:鉄塊]]
    [[ko:철 조각]]
    [[nl:IJzerklompje]]
    [[pl:Bryłka żelaza]]
    [[pt:Pepita de ferro]]
    [[ru:Кусочек железа]]
    [[uk:Залізний самородок]]
    [[zh:铁粒]]
    [[Category:Renewable resources]]</li></ul>
    13w49aAdded zombie villager chicken jockeys – a rare version of the baby zombie villager.
    1.8
    {{Extension DPL}}<ul><li>[[Head|Head]]<br/>{{Block
    | image = 
    <gallery>
    Skeleton Skull.png | Skeleton
    Wither Skeleton Skull.png | Wither Skeleton 
    Player Head.png | Player
    Zombie Head.png| Zombie
    Creeper Head.png | Creeper
    Dragon Head.png | Dragon
    Piglin 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 block
    Efe 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><li>[[Yellow Dye|Yellow Dye]]<br/>{{Item
    | title = Yellow Dye
    | renewable = Yes
    | stackable = Yes (64)
    }}
    '''Yellow dye''' is a [[Dye#Primary|primary dye]] created by placing a [[dandelion]] or [[sunflower]] into a [[crafting]] grid.
    
    == Obtaining ==
    
    === Crafting ===
    {{Crafting
      |Dandelion;Sunflower
      |Output=Yellow Dye;Yellow Dye,2
      |type=Material
    }}
    
    === Chest loot ===
    {{LootChestItem|yellow-dye}}
    
    === Trading ===
    
    [[Wandering trader]]s sell 3 yellow dye for an [[emerald]].
    
    == Usage ==
    {{dye usage}}
    
    === Crafting ingredient ===
    {{crafting usage|ignore=Banner|continue=1}}
    {{banner crafting usage}}
    
    === Loom ingredient ===
    {{Banner loom usage|Yellow Dye}}
    
    === Trading ===
    Expert-level shepherd villagers have a {{frac|1|6}} chance to buy 12 yellow dye for an emerald.
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Yellow Dye
    |spritetype=item
    |nameid=yellow_dye
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Yellow Dye
    |spritetype=item
    |nameid=yellow_dye
    |aliasid=dye / 11
    |id=406
    |form=item
    |translationkey=item.dye.yellow.name
    |foot=1}}
    
    == Video ==
    {{yt|nOQUDjEHGRg}}
    
    == History ==
    {{History|java beta}}
    {{History||1.2|[[File:Yellow Dye JE1 BE1.png|32px]] Added dandelion yellow.}}
    {{History||1.6.6|Dandelions can now be generated using [[Bone Meal|bone meal]], making dandelion yellow [[renewable resource|renewable]].}}
    {{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|Dandelion yellow can be 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|Can now be crafted using sunflower.}}
    {{History|||snap=13w37a|Each dandelion now yields only 1 dandelion yellow, instead of 2.}}
    {{History|||snap=13w41a|[[Stained glass]] can now be [[crafting|crafted]].}}
    {{History||1.8|snap=14w30a|Added [[banner]]s, which can be [[dye]]d.}}
    {{History||1.11|snap=16w39a|Added the ability to dye [[shulker box]]es.}}
    {{History||1.12|snap=17w06a|Yellow dye can now be used to craft yellow [[concrete powder]].}}
    {{History|||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|"Dandelion Yellow" has now been renamed to "Yellow Dye".
    |[[File:Yellow Dye JE2 BE2.png|32px]] The texture of yellow dye has now been changed.}}
    {{History|||snap=18w44a|Yellow dye can now change the text color on [[sign]]s to yellow.}}
    {{History|||snap=18w49a|Yellow dye can now be found in [[chest]]s in [[village]] mason houses.}}
    {{History|||snap=19w05a|Added the [[wandering trader]], which sells yellow dye.}}
    {{History|||snap=19w11a|Yellow dye can now be [[trading|bought]] by shepherd villagers.}}
    {{History||1.17|snap=20w45a|Yellow dye can now be used to craft [[yellow candle]]s.}}
    {{History|||snap=21w19a|Yellow dye can no longer be used to craft yellow candles.}}
    {{History|||snap=Pre-release 1|Yellow dye can once again used to craft yellow candles.}}
    {{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Yellow dye can now change the text color on [[hanging sign]]s to yellow.}}
    {{History||1.20|snap=23w12a|Yellow dye can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}
    {{History|||snap=23w16a|Yellow 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]], yellow dye is now common loot.}}
    
    {{History|pocket alpha}}
    {{History||v0.3.0|[[File:Yellow Dye JE1 BE1.png|32px]] Added dandelion yellow.}}
    {{History||v0.8.0|snap=build 1|Dandelion yellow is now used to craft [[cocoa beans]].}}
    {{History||v0.14.0|snap=build 1|Yellow dye can now be used to dye [[water]] in [[cauldron]]s.}}
    {{History||v0.16.0|snap=build 1|Dandelion yellow is no longer used to [[crafting|craft]] cocoa beans.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Yellow dye can now be used to dye [[shulker]]s.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Yellow dye can now be used to dye [[shulker box]]es, [[bed]]s, and craft [[concrete powder]].}}
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|Yellow dye can now be used to craft patterns on [[banner]]s, [[firework star]]s, and [[stained glass]].}}
    {{History||1.4.0|snap=beta 1.2.20.1|Yellow dye can now be used to craft [[balloon]]s and [[glow stick]]s.}}
    {{History||1.8.0|snap=beta 1.8.0.8|Dandelion yellow can now be used to dye [[cat]] collars.}}
    {{History|||snap=beta 1.8.0.10|"Dandelion Yellow" has now been renamed to "Yellow Dye".}}
    {{History||1.10.0|snap=beta 1.10.0.3|Yellow dye is now [[trading|sold]] by [[wandering trader]]s.
    |[[File:Yellow Dye JE2 BE2.png|32px]] The texture of yellow dye has now been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Yellow dye can now be found in [[village]] mason [[chest]]s.}}
    {{History|||snap=beta 1.11.0.4|Yellow dye can now be sold to shepherd [[villager]]s.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of yellow dye has been changed from <code>dye/11</code> to <code>yellow_dye</code>.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.00|switch=1.0.1|wiiu=Patch 1|[[File:Yellow Dye JE1 BE1.png|32px]] Added dandelion yellow.}}
    {{History|ps4}}
    {{History||1.83|"Dandelion Yellow" has now been renamed to "Yellow Dye".}}
    {{History||1.90|[[File:Yellow Dye JE2 BE2.png|32px]] The texture of yellow dye has now been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Yellow Dye JE1 BE1.png|32px]] Added dandelion yellow.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == References ==
    
    {{reflist}}
    
    {{Items}}
    
    [[cs:Pampelišková žluť]]
    [[de:Gelber Farbstoff]]
    [[es:Tinte amarillo]]
    [[fr:Teinture jaune]]
    [[hu:Pitypangsárga]]
    [[ja:黄色の染料]]
    [[ko:노란색 염료]]
    [[nl:Paardenbloemgeel]]
    [[pl:Żółty barwnik]]
    [[pt:Corante amarelo]]
    [[ru:Жёлтый краситель]]
    [[zh:黄色染料]]
    
    [[Category:Items]]
    [[Category:Dyes]]
    [[Category:Renewable resources]]</li></ul></nowiki>
    14w11aZombie villagers now run away from creepers that are about to explode.
    14w30aZombie villagers now drop a zombie head when killed by a charged creeper.
    1.8.1
    {{Extension DPL}}<ul><li>[[Saddle|Saddle]]<br/>{{about|normal saddles|the removed horse saddle|Horse Saddle}}
    {{item
    | image = <gallery>
    Saddle (Pig).png | Pig
    Saddle (Horse).png | Horse
    Saddle (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>[[Warped Fungus on a Stick|Warped Fungus on a Stick]]<br/>{{Item
    | image = Warped Fungus on a Stick.png
    | durability = 100
    | renewable = Yes
    | stackable = No
    }}
    
    A '''warped fungus on a stick''' is an item that can be used to control saddled [[strider]]s.
    
    == Obtaining ==
    
    === Crafting ===
    
    {{Crafting
    |head=1
    |showdescription=1  
    |A1=Fishing Rod; Damaged Fishing Rod
    |B2=Warped Fungus
    |Output= Warped Fungus on a Stick
    |description=Crafting from a damaged fishing rod is available only {{in|bedrock}}. ''Java Edition'' requires a pristine fishing rod. The [[2×2 grid]] can also be used for crafting instead of a crafting table.
    |type= Transportation
    }}
    {{crafting
    |foot=1
    |ignoreusage=1
    |Damaged Warped Fungus on a Stick
    |Damaged Warped Fungus on a Stick
    |Output= Warped Fungus on a Stick
    |description= The durability of the two warped fungi on sticks is added together, plus an extra 5% durability.
    |type= Transportation
    }}
    
    === Mobs ===
    A [[zombified piglin]] that spawns as a strider jockey holds a warped fungus on a stick instead of a {{ItemLink|golden sword}}, and has an 8.5%{{Only|java|short=y}} or 25%{{Only|bedrock|short=y}} chance to drop it if killed by a player or tamed [[wolf]], or upon death when angry. chance is increased by 1%{{Only|java|short=y}} or 5%{{Only|bedrock|short=y}} per level of Looting, for a maximum of 11.5%{{Only|java|short=y}} or 40%{{Only|bedrock|short=y}} with Looting III.
    
    == Usage ==
    [[File:Strider riding.gif|A [[player]] shown using a warped fungus on a stick to ride a [[strider]] (click to see animation).|thumb|350px]]
    Similar to how a [[carrot on a stick]] is used to control [[pig]]s, the [[player]]s can use a warped fungus on a stick to control a [[strider]]. To do this, the player simply holds the [[item]] in one hand and any nearby striders within view is attracted toward the player. If mounted on a [[saddle]]d strider, the strider moves in the direction the player is facing while holding the warped fungus on a stick. Right clicking with the item makes the strider go faster, but reduces the item's durability by 1 for every speed boost. If the item durability reaches 0, it turns into a fishing rod.
    
    Due to a strider's ability to walk on [[lava]], this is a beneficial [[tools|tool]] for using striders as a safe transport across [[the Nether]]'s terrain, which is otherwise considered difficult to traverse.
    
    === Enchantments ===
    A warped fungus on a stick can receive the following enchantments, but only through an [[anvil]]:
    
    {|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
    |sound=Random break.ogg
    |subtitle=Item breaks
    |source=player
    |description=When a warped fungus on a stick'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 warped fungus on a stick'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=Warped Fungus on a Stick
    |spritetype=item
    |nameid=warped_fungus_on_a_stick
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Warped Fungus on a Stick
    |spritetype=item
    |nameid=warped_fungus_on_a_stick
    |id=618
    |form=item
    |foot=1}}
    
    == Advancements ==
    {{load advancements|This Boat Has Legs}}
    
    == History ==
    {{History|java}}
    {{History||1.16|snap=20w13a|[[File:Warped Fungus on a Stick JE1 BE1.png|32px]] Added warped fungus on a stick.}}
    {{History|||snap=20w14a|Now has 100 durability instead of 25.
    |Now takes only 1 damage every time the strider is speed boosted.}}
    {{History||1.16.2|snap=Pre-release 1|The [[zombified piglin]] riding a [[strider]] now spawns holding a warped fungus on a stick.}}
    
    {{History|bedrock}}
    {{History||1.16.0|snap=beta 1.16.0.57|[[File:Warped Fungus on a Stick JE1 BE1.png|32px]] Added warped fungus on a stick.}}
    {{History|||snap=beta 1.16.0.63|Warped Fungus on a Stick can now be enchanted.}}
    {{History||1.16.100|snap=beta 1.16.100.54|The [[zombified piglin]] riding a [[strider]] now spawns holding a warped fungus on a stick.}}
    {{History|foot}}
    
    == Issues ==
    {{Issue list}}
    
    == See also ==
    * {{ItemLink|Carrot on a Stick}}
    * {{ItemLink|Saddle}}
    
    == References ==
    
    {{Items}}
    
    [[Category:Renewable resources]]
    
    [[de:Wirrpilzrute]]
    [[es:Caña con hongo distorsionado]]
    [[fr:Champignon biscornu sur un bâton]]
    [[ja:歪んだキノコ付きの棒]]
    [[lzh:譎蕈釣竿]]
    [[pl:Spaczony grzyb na patyku]]
    [[pt:Vara com fungo distorcido]]
    [[ru:Удочка с искажённым грибком]]
    [[zh:诡异菌钓竿]]</li></ul>
    pre1Zombie villagers no longer run away from creepers that are about to explode.
    1.9
    {{Extension DPL}}<ul><li>[[Red Dye|Red Dye]]<br/>{{Item
    | title = Red Dye
    | renewable = Yes
    | stackable = Yes (64)
    }}
    '''Red dye''' is a [[Dye#Primary|primary color dye]] created primarily from flowers.
    
    == Obtaining ==
    
    === Crafting ===
    
    {{Crafting
    |head=1
    |showname=0
    |Poppy; Red Tulip; Beetroot 
    |Output=Red Dye
    |type=Material
    }}
    {{Crafting
    |Rose Bush
    |Output=Red Dye,2
    |type=Material
    |foot=1
    }}
    
    === Trading ===
    
    [[Wandering trader]]s sell 3 red dye for an [[emerald]].
    
    == Usage ==
    
    {{dye usage}}
    
    === Crafting ingredient ===
    
    {{crafting usage|ignore=Banner|continue=1}}
    {{banner crafting usage}}
    
    === Loom ingredient ===
    {{Banner loom usage|Red Dye}}
    
    === Trading ===
    Journeyman-level shepherd villagers have a {{frac|1|6}} chance to buy 12 red dye for an emerald.
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Red Dye
    |spritetype=item
    |nameid=red_dye
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Red Dye
    |spritetype=item
    |nameid=red_dye
    |aliasid=dye / 1
    |id=396
    |form=item
    |translationkey=item.dye.red.name
    |foot=1}}
    
    == Video ==
    
    <div style="text-align:center">{{yt|tqTbsbt2irk}}</div>
    
    == History ==
    {{History|java beta}}
    {{History||January 10, 2011<ref group="n">Supposed time when fragment was filmed. Based on modified date of client.jar/gui/trap.png in [[Beta 1.2]].</ref>|link=https://www.youtube.com/watch?v=cBF2ugTzXqQ&t=181s|[[File:Red Dye (pre-release).png|32px]] Shown rose red in development as part of [[Minecraft: The Story of Mojang]].}}
    {{History||1.2|[[File:Red Dye JE1 BE1.png|32px]] Added rose red.}}
    {{History||1.6.6|Roses can now be generated using [[Bone Meal|bone meal]], making rose red [[renewable resource|renewable]].}}
    {{History|java}}
    {{History||1.3.1|snap=1.3|[[File:Red Dye JE2 BE2.png|32px]] The texture of rose red has now 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|Rose red can now be crafted with [[gunpowder]] to create a [[firework star]].}} 
    {{History||1.6.1|snap=13w19a|Rose red can now be used to craft stained clay.}}
    {{History||1.7.2|snap=13w36a|Rose red is now crafted using a poppy instead of a rose, as the latter is removed.
    |Rose red can now be crafted using red tulips and rose bushes.}}
    {{History|||snap=13w37a|Each poppy now yields only 1 rose red, instead of 2.}}
    {{History|||snap=13w41a|Rose red can now be used to craft stained glass.}}
    {{History||1.8|snap=14w30a|Added [[banner]]s, which can be dyed.}}
    {{History||1.9|snap=15w31a|Rose red can now be crafted using [[beetroot]].}}
    {{History||1.11|snap=16w39a|Added the ability to dye [[shulker box]]es.}}
    {{History||1.12|snap=17w06a|Rose red can now be used to craft red [[concrete powder]].}}
    {{History|||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|"Rose Red" has now been renamed to "Red Dye".
    |[[File:Red Dye JE3 BE3.png|32px]] The texture of red dye has now been changed.}}
    {{History|||snap=18w44a|Red dye can now change the text color on [[sign]]s to red.}}
    {{History|||snap=19w05a|Added the [[wandering trader]], which sells red dye.}}
    {{History|||snap=19w11a|Red dye can now be [[trading|bought]] by shepherd villagers.}}
    {{History||1.17|snap=20w45a|Red dye can now be used to craft [[red candle]]s.}}
    {{History|||snap=21w19a|Red dye can no longer be used to craft red candles.}}
    {{History|||snap=Pre-release 1|Red dye can once again be used to craft red candles.}}
    {{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Red dye can now change the text color on [[hanging sign]]s to red.}}
    
    {{History|pocket alpha}}
    {{History||v0.3.0|[[File:Red Dye JE1 BE1.png|32px]] Added rose red. It is currently unobtainable and serves no purpose.}}
    {{History||v0.4.0|Rose red is now obtainable by smelting red [[mushroom]]s.
    |Rose red can now be used to craft other dyes and red wool.}}
    {{History||v0.8.0|snap=build 1|[[File:Red Dye JE2 BE2.png|32px]] The texture of red dye has been changed.
    |Rose red is now used to craft [[cocoa beans]].}}
    {{History||v0.9.0|snap=build 3|Rose red can now be obtained by putting a poppy, red tulip or rose bush [[flower]]s in the crafting grid.}}
    {{History||v0.15.0|snap=build 1|Red mushrooms can no longer be smelted to obtain rose red.}}
    {{History||v0.16.0|snap=build 1|Rose red is no longer used to craft cocoa beans.}}
    {{History|bedrock}}
    {{History||1.8.0|snap=beta 1.8.0.10|"Rose Red" has now been renamed to "Red Dye".}}
    {{History||1.10.0|snap=beta 1.10.0.3|Red dye can now be [[trading|bought]] from [[wandering trader]]s.
    |[[File:Red Dye JE3 BE3.png|32px]] The texture of red dye has now been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Red dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of red dye has been changed from <code>dye/1</code> to <code>red_dye</code>.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.00|switch=1.0.1|wiiu=Patch 1|[[File:Red Dye JE1 BE1.png|32px]] Added rose red.}}
    {{History||xbox=none|xbone=none|ps=1.83|switch=none|wiiu=none|"Rose Red" has now been renamed to "Red Dye".}}
    {{History||ps=1.90|[[File:Red Dye JE3 BE3.png|32px]] The texture of red dye has now been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Red Dye JE1 BE1.png|32px]] Added rose red.}}
    {{History|foot}}
    
    ;Notes
    {{reflist|group=n}}
    
    == Issues ==
    {{issue list}}
    
    {{Items}}
    
    
    
    [[cs:Šípková červeň]]
    [[de:Roter Farbstoff]]
    [[es:Tinte rojo]]
    [[fr:Teinture rouge]]
    [[hu:Rózsavörös]]
    [[ja:赤色の染料]]
    [[ko:장밋빛 빨강 염료]]
    [[nl:Rozenrood]]
    [[pl:Czerwony barwnik]]
    [[pt:Corante vermelho]]
    [[ru:Красный краситель]]
    [[zh:红色染料]]
    
    [[Category:Items]]
    [[Category:Dyes]]
    [[Category:Renewable resources]]</li><li>[[Smithing Template|Smithing Template]]<br/>{{for|the block|Smithing Table}}
    {{Item
    | title = Smithing Template
    | image = <gallery>
    Netherite Upgrade Smithing Template.png | Netherite Upgrade
    Sentry Armor Trim Smithing Template.png | Armor Trim
    </gallery>
    | rarity = Rare
    | renewable = No<!--Smithing templates are not renewable because diamonds, their only other method of creation, are not renewable.-->
    | stackable = Yes (64)
    }}
    '''Smithing templates''' are items used in [[Smithing Table|smithing tables]] to alter [[Tool|tools]] and [[armor]]. They are consumed when used, but can be [[Crafting|duplicated]] using an existing template, its material and [[Diamond|diamonds]].
    
    The sixteen '''armor trim smithing templates''' are found in a variety of [[Generated structures|structures]], and are used to apply various decorative trims (dependent on the variant) to armor using certain minerals for different colors.
    
    '''Netherite upgrade smithing templates''' are required to upgrade diamond equipment with a [[Netherite Ingot|netherite ingot]]. They are only found in [[Bastion Remnant|bastion remnants]], but are guaranteed only in [[:en:Bastion_Remnant#Treasure_room|treasure rooms]].
    
    == Obtaining ==
    Smithing templates can be found in various [[Generated structures|structures]] and can be duplicated by using seven diamonds and a block based on what the template is.
    
    === Crafting ===
    {{Crafting
    |A1=Diamond |B1=Matching Smithing Template                                                                                                                           |C1=Diamond
    |A2=Diamond |B2=Netherrack;Cobblestone;Sandstone;End Stone;Terracotta;Terracotta;Netherrack;Cobblestone;Terracotta;Cobbled Deepslate;Blackstone;Purpur Block;Prismarine;Cobblestone;Cobbled Deepslate;Terracotta;Mossy Cobblestone |C2=Diamond
    |A3=Diamond |B3=Diamond                                                                                                                                              |C3=Diamond
    |Output=Matching Smithing Template,2
    }}
    
    {| class="article-table"
    |+ Duplication 
    ! Item !! Material
    |-
    | {{ItemSprite|netherite-upgrade|text=Netherite Upgrade}} || {{BlockSprite|Netherrack|text=Netherrack}}
    |-
    | {{ItemSprite|sentry-armor-trim|text=Sentry Armor Trim}} || {{BlockSprite|Cobblestone|text=Cobblestone}}
    |-
    | {{ItemSprite|vex-armor-trim|text=Vex Armor Trim}} || {{BlockSprite|Cobblestone|text=Cobblestone}}
    |-
    | {{ItemSprite|wild-armor-trim|text=Wild Armor Trim}} || {{BlockSprite|Mossy Cobblestone|text=Mossy Cobblestone}}
    |-
    | {{ItemSprite|coast-armor-trim|text=Coast Armor Trim}} || {{BlockSprite|Cobblestone|text=Cobblestone}}
    |-
    | {{ItemSprite|dune-armor-trim|text=Dune Armor Trim}} || {{BlockSprite|Sandstone|text=Sandstone}}
    |-
    | {{ItemSprite|wayfinder-armor-trim|text=Wayfinder Armor Trim}} || {{BlockSprite|Terracotta|text=Terracotta}}
    |-
    | {{ItemSprite|raiser-armor-trim|text=Raiser Armor Trim}} || {{BlockSprite|Terracotta|text=Terracotta}}
    |-
    | {{ItemSprite|shaper-armor-trim|text=Shaper Armor Trim}} || {{BlockSprite|Terracotta|text=Terracotta}}
    |-
    | {{ItemSprite|host-armor-trim|text=Host Armor Trim}} || {{BlockSprite|Terracotta|text=Terracotta}}
    |-
    | {{ItemSprite|ward-armor-trim|text=Ward Armor Trim}} || {{BlockSprite|Cobbled Deepslate|text=Cobbled Deepslate}}
    |-
    | {{ItemSprite|silence-armor-trim|text=Silence Armor Trim}} || {{BlockSprite|Cobbled Deepslate|text=Cobbled Deepslate}}
    |-
    | {{ItemSprite|tide-armor-trim|text=Tide Armor Trim}} || {{BlockSprite|Prismarine|text=Prismarine}}
    |-
    | {{ItemSprite|snout-armor-trim|text=Snout Armor Trim}} || {{BlockSprite|Blackstone|text=Blackstone}}
    |-
    | {{ItemSprite|rib-armor-trim|text=Rib Armor Trim}} || {{BlockSprite|Netherrack|text=Netherrack}}
    |-
    | {{ItemSprite|eye-armor-trim|text=Eye Armor Trim}} || {{BlockSprite|End Stone|text=End Stone}}
    |-
    | {{ItemSprite|spire-armor-trim|text=Spire Armor Trim}} || {{BlockSprite|Purpur Block|text=Purpur Block}}
    |}
    
    {{IN|bedrock}}, spire, tide, and dune armor trims can be duplicated with more blocks than {{in|java}}. In addition to the normal blocks, Tide armor trims can be duplicated using Prismarine Bricks or Dark Prismarine, dune armor trims can be duplicated with smooth sandstone, cut sandstone, or chiseled sandstone, and spire armor trims can be duplicated with purpur pillars.<ref>{{bug|MCPE-172711||Tide, Spire, and Dune Armor Trims can be crafted from more blocks than in Java Edition}}</ref>
    
    === Mob loot ===
    [[Elder guardian]]s have a 20% chance to drop 1 tide armor trim upon death. [[Looting]] doesn't affect this percentage, and the elder guardian doesn't need to be killed by a player in order for the trim to drop and can be duplicated with [[prismarine]].
    
    === Chest loot ===
    {{#invoke:LootChest|base3|netherite-upgrade-smithing-template,sentry-armor-trim-smithing-template,vex-armor-trim-smithing-template,wild-armor-trim-smithing-template,coast-armor-trim-smithing-template,dune-armor-trim-smithing-template,ward-armor-trim-smithing-template,silence-armor-trim-smithing-template,snout-armor-trim-smithing-template,rib-armor-trim-smithing-template,eye-armor-trim-smithing-template,spire-armor-trim-smithing-template}}
    Note: In Woodland Mansions, only chests with random loot have the chance to contain the Vex Smithing Template, chests in the "Allium room", "Sapling farm", "Tree-chopping room" and "Fake End portal room" always generate with the same, room specific, loot.
    
    === Suspicious block loot ===
    Items can only be extracted from [[Suspicious Block|suspicious blocks]] using a [[brush]].{{#invoke:LootChest|base3|wayfinder-armor-trim-smithing-template,raiser-armor-trim-smithing-template,shaper-armor-trim-smithing-template,host-armor-trim-smithing-template}}
    
    == Usage ==
    === Crafting ingredient ===
    {{Crafting
    |A1=Diamond |B1=Matching Smithing Template                                                                                                                           |C1=Diamond
    |A2=Diamond |B2=Netherrack;Cobblestone;Sandstone;End Stone;Terracotta;Terracotta;Netherrack;Cobblestone;Terracotta;Cobbled Deepslate;Blackstone;Purpur Block;Prismarine;Cobblestone;Cobbled Deepslate;Terracotta;Mossy Cobblestone |C2=Diamond
    |A3=Diamond |B3=Diamond                                                                                                                                              |C3=Diamond
    |Output=Matching Smithing Template,2
    }}
    
    === Smithing ingredient ===
    Smithing templates are used at a [[smithing table]]. Netherite upgrade smithing templates are used to upgrade diamond gear into netherite gear by using a netherite upgrade, a piece of diamond gear, and a [[netherite ingot]]. 
    
    {{Smithing
    |head=1
    |ingredients=Netherite Upgrade +<br>Any Diamond Gear +<br>[[Netherite Ingot]]
    |Netherite Upgrade
    |Diamond Helmet; Diamond Chestplate; Diamond Leggings; Diamond Boots; Diamond Sword; Diamond Pickaxe; Diamond Axe; Diamond Shovel
    |Netherite Ingot
    |Netherite Helmet; Netherite Chestplate; Netherite Leggings; Netherite Boots; Netherite Sword; Netherite Pickaxe; Netherite Axe; Netherite Shovel
    |tail=1
    }}
    
    {{FakeImage|{{Animate|Iron_Armor_with_Iron_Shaper_Trim.png; Golden_Armor_with_Golden_Shaper_Trim.png; Diamond_Armor_with_Diamond_Shaper_Trim.png; Netherite_Armor_with_Netherite_Shaper_Trim.png|180px}}|If the armor material and the trimming material are the same, the color palette used for the armor trim is darker.}}
    Armor trim smithing templates are used to customize an armor piece's appearance by using a smithing template, an armor piece, and an ingot or crystal ([[emerald]], [[redstone dust]], [[lapis lazuli]], [[amethyst shard]], [[nether quartz]], [[netherite ingot]], [[diamond]], [[gold ingot]], [[iron ingot]], or [[copper ingot]]). Including all dyed leather armor colors and regular armor, there are ≈3.679x10<sup>9</sup> different possible armor pieces<!--5713438 leather colors, plus the 4 other armor materials = 5713442. 5713442 * 161 (the 160 trim combos (16 trims, 10 materials) + untrimmed) = 919864162. 919864162 * 4 (helmet, chestplate, leggings, boots) = 3679456648 ≈ 3.679x10^9-->, and 7.16x10<sup>35</sup> <!--919864162 + 1 (no armor in that slot) = 919864163. 919864163^4 = 715969952015045562662444917041515536 ≈ 7.16x10^35 total possible armor combinations-->total possible armor combinations excluding enchantments and the player not wearing armor.
    
    Already trimmed armor can be trimmed again by applying another template on it; the old trim pattern is overwritten in the process.<ref>{{bug|MC-262538||When combining armor trims the new trim deletes the old one|WAI}}</ref> Therefore, one piece of armor cannot possess multiple trims at the same time.
    
    Most armor trims cover a small portion of the armor piece's surface with the trim material, except for the silence armor trim, which allows the trim material to cover a majority of the armor piece's surface.
    
    All of the trims are purely decorative, and don't impact gameplay or strength(without the use of mods or plugins) of the armor they are applied to in any way. [[Piglin]]s do not pick up any gold-trimmed armor pieces, and they are not pacified by players wearing even a full set of gold-trimmed armor (unless, of course, the armor pieces in question are themselves golden), and netherite-trimmed armor pieces can still be burned by [[fire]].
    
    {{Smithing
    |head=1
    |ingredients=Any Armor Trim +<br>Any Armor Piece +<br>Any Ingot/Crystal
    |Any Armor Trim Smithing Template
    |Iron Helmet; Netherite Chestplate;Golden Leggings;Diamond Boots
    |Amethyst Shard; Copper Ingot; Diamond; Emerald; Gold Ingot; Iron Ingot; Lapis Lazuli; Nether Quartz; Netherite Ingot; Redstone Dust; Diamond; Emerald
    |Amethyst Trim Iron Helmet; Copper Trim Netherite Chestplate; Diamond Trim Golden Leggings; Emerald Trim Diamond Boots; Gold Trim Iron Helmet; Iron Trim Netherite Chestplate; Lapis Trim Golden Leggings; Quartz Trim Diamond Boots; Netherite Trim Iron Helmet; Redstone Trim Netherite Chestplate; Diamond Trim Golden Leggings; Emerald Trim Diamond Boots
    |tail=1
    }}
    
    ;List of color palettes for all materials
    *{{ItemSprite|emerald         }} - {{TrimPalette| emerald         }}
    *{{ItemSprite|redstone dust   }} - {{TrimPalette| redstone dust   }}
    *{{ItemSprite|lapis lazuli    }} - {{TrimPalette| lapis lazuli    }}
    *{{ItemSprite|amethyst shard  }} - {{TrimPalette| amethyst shard  }}
    *{{ItemSprite|nether quartz   }} - {{TrimPalette| nether quartz   }}
    *{{ItemSprite|netherite ingot }} - {{TrimPalette| netherite ingot }} (Darker: {{TrimPalette| netherite ingot |darker=1}})
    *{{ItemSprite|diamond         }} - {{TrimPalette| diamond         }} (Darker: {{TrimPalette| diamond         |darker=1}})
    *{{ItemSprite|gold ingot      }} - {{TrimPalette| gold ingot      }} (Darker: {{TrimPalette| gold ingot      |darker=1}})
    *{{ItemSprite|iron ingot      }} - {{TrimPalette| iron ingot      }} (Darker: {{TrimPalette| iron ingot      |darker=1}})
    *{{ItemSprite|copper ingot    }} - {{TrimPalette| copper ingot    }}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |firstcolumnname=Smithing Template
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Netherite Upgrade
    |spritename=netherite-upgrade-smithing-template
    |spritetype=item
    |nameid=netherite_upgrade_smithing_template
    |form=item}}
    {{ID table
    |displayname=Sentry Armor Trim
    |spritename=sentry-armor-trim-smithing-template
    |spritetype=item
    |nameid=sentry_armor_trim_smithing_template
    |form=item}}
    {{ID table
    |displayname=Vex Armor Trim
    |spritename=vex-armor-trim-smithing-template
    |spritetype=item
    |nameid=vex_armor_trim_smithing_template
    |form=item}}
    {{ID table
    |displayname=Wild Armor Trim
    |spritename=wild-armor-trim-smithing-template
    |spritetype=item
    |nameid=wild_armor_trim_smithing_template
    |form=item}}
    {{ID table
    |displayname=Coast Armor Trim
    |spritename=coast-armor-trim-smithing-template
    |spritetype=item
    |nameid=coast_armor_trim_smithing_template
    |form=item}}
    {{ID table
    |displayname=Dune Armor Trim
    |spritename=dune-armor-trim-smithing-template
    |spritetype=item
    |nameid=dune_armor_trim_smithing_template
    |form=item}}
    {{ID table
    |displayname=Wayfinder Armor Trim
    |spritename=wayfinder-armor-trim-smithing-template
    |spritetype=item
    |nameid=wayfinder_armor_trim_smithing_template
    |form=item}}
    {{ID table
    |displayname=Raiser Armor Trim
    |spritename=raiser-armor-trim-smithing-template
    |spritetype=item
    |nameid=raiser_armor_trim_smithing_template
    |form=item}}
    {{ID table
    |displayname=Shaper Armor Trim
    |spritename=shaper-armor-trim-smithing-template
    |spritetype=item
    |nameid=shaper_armor_trim_smithing_template
    |form=item}}
    {{ID table
    |displayname=Host Armor Trim
    |spritename=host-armor-trim-smithing-template
    |spritetype=item
    |nameid=host_armor_trim_smithing_template
    |form=item}}
    {{ID table
    |displayname=Ward Armor Trim
    |spritename=ward-armor-trim-smithing-template
    |spritetype=item
    |nameid=ward_armor_trim_smithing_template
    |form=item}}
    {{ID table
    |displayname=Silence Armor Trim
    |spritename=silence-armor-trim-smithing-template
    |spritetype=item
    |nameid=silence_armor_trim_smithing_template
    |form=item}}
    {{ID table
    |displayname=Tide Armor Trim
    |spritename=tide-armor-trim-smithing-template
    |spritetype=item
    |nameid=tide_armor_trim_smithing_template
    |form=item}}
    {{ID table
    |displayname=Snout Armor Trim
    |spritename=snout-armor-trim-smithing-template
    |spritetype=item
    |nameid=snout_armor_trim_smithing_template
    |form=item}}
    {{ID table
    |displayname=Rib Armor Trim
    |spritename=rib-armor-trim-smithing-template
    |spritetype=item
    |nameid=rib_armor_trim_smithing_template
    |form=item}}
    {{ID table
    |displayname=Eye Armor Trim
    |spritename=eye-armor-trim-smithing-template
    |spritetype=item
    |nameid=eye_armor_trim_smithing_template
    |form=item}}
    {{ID table
    |displayname=Spire Armor Trim
    |spritename=spire-armor-trim-smithing-template
    |spritetype=item
    |nameid=spire_armor_trim_smithing_template
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |firstcolumnname=Smithing Template
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Netherite Upgrade
    |spritename=netherite-upgrade-smithing-template
    |spritetype=item
    |nameid=netherite_upgrade_smithing_template
    |id=685
    |form=item
    |translationkey=item.smithing_template.name, upgrade.netherite_upgrade.name}}
    {{ID table
    |displayname=Sentry Armor Trim
    |spritename=sentry-armor-trim-smithing-template
    |spritetype=item
    |nameid=sentry_armor_trim_smithing_template
    |id=686
    |form=item
    |translationkey=item.smithing_template.name, trim_pattern.sentry.name}}
    {{ID table
    |displayname=Vex Armor Trim
    |spritename=vex-armor-trim-smithing-template
    |spritetype=item
    |nameid=vex_armor_trim_smithing_template
    |id=692
    |form=item
    |translationkey=item.smithing_template.name, trim_pattern.vex.name}}
    {{ID table
    |displayname=Wild Armor Trim
    |spritename=wild-armor-trim-smithing-template
    |spritetype=item
    |nameid=wild_armor_trim_smithing_template
    |id=689
    |form=item
    |translationkey=item.smithing_template.name, trim_pattern.wild.name}}
    {{ID table
    |displayname=Coast Armor Trim
    |spritename=coast-armor-trim-smithing-template
    |spritetype=item
    |nameid=coast_armor_trim_smithing_template
    |id=688
    |form=item
    |translationkey=item.smithing_template.name, trim_pattern.coast.name}}
    {{ID table
    |displayname=Dune Armor Trim
    |spritename=dune-armor-trim-smithing-template
    |spritetype=item
    |nameid=dune_armor_trim_smithing_template
    |id=687
    |form=item
    |translationkey=item.smithing_template.name, trim_pattern.dune.name}}
    {{ID table
    |displayname=Wayfinder Armor Trim
    |spritename=wayfinder-armor-trim-smithing-template
    |spritetype=item
    |nameid=wayfinder_armor_trim_smithing_template
    |id=698
    |form=item
    |translationkey=item.smithing_template.name, trim_pattern.wayfinder.name}}
    {{ID table
    |displayname=Raiser Armor Trim
    |spritename=raiser-armor-trim-smithing-template
    |spritetype=item
    |nameid=raiser_armor_trim_smithing_template
    |id=699
    |form=item
    |translationkey=item.smithing_template.name, trim_pattern.raiser.name}}
    {{ID table
    |displayname=Shaper Armor Trim
    |spritename=shaper-armor-trim-smithing-template
    |spritetype=item
    |nameid=shaper_armor_trim_smithing_template
    |id=700
    |form=item
    |translationkey=item.smithing_template.name, trim_pattern.shaper.name}}
    {{ID table
    |displayname=Host Armor Trim
    |spritename=host-armor-trim-smithing-template
    |spritetype=item
    |nameid=host_armor_trim_smithing_template
    |id=701
    |form=item
    |translationkey=item.smithing_template.name, trim_pattern.host.name}}
    {{ID table
    |displayname=Ward Armor Trim
    |spritename=ward-armor-trim-smithing-template
    |spritetype=item
    |nameid=ward_armor_trim_smithing_template
    |id=690
    |form=item
    |translationkey=item.smithing_template.name, trim_pattern.ward.name}}
    {{ID table
    |displayname=Silence Armor Trim
    |spritename=silence-armor-trim-smithing-template
    |spritetype=item
    |nameid=silence_armor_trim_smithing_template
    |id=697
    |form=item
    |translationkey=item.smithing_template.name, trim_pattern.silence.name}}
    {{ID table
    |displayname=Tide Armor Trim
    |spritename=tide-armor-trim-smithing-template
    |spritetype=item
    |nameid=tide_armor_trim_smithing_template
    |id=693
    |form=item
    |translationkey=item.smithing_template.name, trim_pattern.tide.name}}
    {{ID table
    |displayname=Snout Armor Trim
    |spritename=snout-armor-trim-smithing-template
    |spritetype=item
    |nameid=snout_armor_trim_smithing_template
    |id=694
    |form=item
    |translationkey=item.smithing_template.name, trim_pattern.snout.name}}
    {{ID table
    |displayname=Rib Armor Trim
    |spritename=rib-armor-trim-smithing-template
    |spritetype=item
    |nameid=rib_armor_trim_smithing_template
    |id=695
    |form=item
    |translationkey=item.smithing_template.name, trim_pattern.rib.name}}
    {{ID table
    |displayname=Eye Armor Trim
    |spritename=eye-armor-trim-smithing-template
    |spritetype=item
    |nameid=eye_armor_trim_smithing_template
    |id=691
    |form=item
    |translationkey=item.smithing_template.name, trim_pattern.eye.name}}
    {{ID table
    |displayname=Spire Armor Trim
    |spritename=spire-armor-trim-smithing-template
    |spritetype=item
    |nameid=spire_armor_trim_smithing_template
    |id=696
    |form=item
    |translationkey=item.smithing_template.name, trim_pattern.spire.name
    |foot=1}}
    
    == Achievements ==
    {{load achievements|Smithing with style}}
    
    == Advancements ==
    {{load advancements|Crafting a New Look;Smithing with Style}}
    
    == Video ==
    {{yt|klP9SrJFDU8}}
    
    == History ==
    {{History|java}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|[[File:Netherite Upgrade Smithing Template JE1 BE1.png|32px]] [[File:Sentry Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Vex Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Wild Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Coast Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Dune Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Ward Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Tide Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Snout Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Rib Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Eye Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Spire Armor Trim Smithing Template JE1 BE1.png|32px]] Added smithing templates behind the "Update 1.20" experimental datapack.}}
    {{History|||snap=23w05a|Smithing templates can be used to trim leather armor.
    |Gold, iron, diamond, and netherite armor can be trimmed with their respective material.
    |The dune, coast, wild, and sentry armor trims now always generate two templates in a chest when found.
    |Increased the chances for all smithing templates that generate in chest loot to spawn:
    *Netherite upgrade chance to find increased from 3.2% to 10%.
    *Coast chance to find increased from 11.1% to 16.7%.
    *Dune chance to find increased from 11.1% to 14.3%.
    *Eye chance to find increased from 4.7% to 10% in alter chests, and to 100% in library chests.
    *Rib chance to find increased from 4.7% to 6.7%.
    *Sentry chance to find increased from 20% to 25%.
    *Snout chance to find increased from 4.7% to 8.3%.
    *Spire chance to find increased from 4.7% to 6.7%.
    *Vex chance to find increased from 4.7% to 50%.
    *Ward chance to find increased from 4.7% to 5%.
    *Wild chance to find increased from 20% to 33%.}}
    {{History||1.20|snap=23w12a|Smithing templates are now available without using the "Update 1.20" experimental datapack.|[[File:Wayfinder Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Raiser Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Shaper Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Host Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Silence Armor Trim Smithing Template JE1 BE1.png|32px]] Added wayfinder, raiser, shaper, host, and silence armor trim smithing templates.
    |[[File:Sentry Armor Trim Smithing Template JE2 BE2.png|32px]] [[File:Dune Armor Trim Smithing Template JE2 BE2.png|32px]] Changed the textures of the sentry and dune armor trim smithing templates.
    |The pattern textures of dune and sentry armor trims are changed from [[File:Armor Trim Dune (sample model) JE1 BE1.png|24px]] [[File:Armor Trim Sentry (sample model) JE1 BE1.png|24px]] to [[File:Armor Trim Dune (sample model) JE2 BE2.png|24px]] [[File:Armor Trim Sentry (sample model) JE2 BE2.png|24px]].<br>
    Those previous patterns were left with different names: dune was renamed sentry and sentry was renamed shaper.}}
    {{History|||snap=23w16a|Wayfinder, raiser, shaper, and host armor trim 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]]; wayfinder, raiser, shaper, and host armor trim now are in the rare loot.}}
    {{History|||snap=23w17a|The probability of the wayfinder, raiser, shaper, and host armor trim to generate in [[suspicious gravel]] in [[trail ruins]] has been changed from 1/11 to 1/12.|The player now get the [[advancement]] "Crafting a new look" when they craft a trimmed armor at a [[smithing table]] using a smithing template, "Smithing with style" when they apply these smithing templates at least once on their armor: Spire, Snout, Rib, Ward, Silence, Vex, Tide, and Wayfinder.}}
    
    {{History|bedrock}}
    {{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.80|snap=beta 1.19.80.21|[[File:Netherite Upgrade Smithing Template JE1 BE1.png|32px]] [[File:Sentry Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Vex Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Wild Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Coast Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Dune Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Ward Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Tide Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Snout Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Rib Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Eye Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Spire Armor Trim Smithing Template JE1 BE1.png|32px]] Added smithing templates behind the "[[Bedrock Edition 1.20.0|Next Major Update]]" [[experimental]] toggle.}}
    {{History|||snap=beta 1.19.80.22|[[File:Wayfinder Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Raiser Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Shaper Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Host Armor Trim Smithing Template JE1 BE1.png|32px]] [[File:Silence Armor Trim Smithing Template JE1 BE1.png|32px]] Added wayfinder, raiser, shaper, host, and silence armor trim smithing templates.
    |[[File:Sentry Armor Trim Smithing Template JE2 BE2.png|32px]] [[File:Dune Armor Trim Smithing Template JE2 BE2.png|32px]] Changed the textures of the sentry and dune armor trim smithing templates.
    |The pattern textures of dune and sentry armor trims are changed from [[File:Armor Trim Dune (sample model) JE1 BE1.png|24px]] [[File:Armor Trim Sentry (sample model) JE1 BE1.png|24px]] to [[File:Armor Trim Dune (sample model) JE2 BE2.png|24px]] [[File:Armor Trim Sentry (sample model) JE2 BE2.png|24px]].<br>
    Those previous patterns were left with different names: dune was renamed sentry and sentry was renamed shaper.}}
    {{History||1.20.0|snap=beta 1.20.0.21|Smithing templates are now available without using the "Next Major Update" experimental toggle.}}
    {{History|foot}}
    
    == Issues ==
    {{Issue list}}
    
    == Trivia ==
    * Smithing templates were named "Smithing Blueprints" in the prototype but was changed because the word "blueprint" sounded modern and technical.<ref>{{ytl|klP9SrJFDU8|Minecraft 1.20: Armor Trims - What Do They Mean?|Minecraft|May 4, 2023|t=98}}</ref>
    * When Mojang developer Gnembon was working on armor trims, he accidentally messed up their rendering, making them jet through the player's body in a weird fashion, similar to what appears in {{w|Salvador Dalí}}'s paintings where a hand might poke through a forehead.<ref>{{ytl|ghQODkq4ITI|Mojang Dev Comes To Hermitcraft! (Mojang Developer Gnembom Interview)|GoodVodsWithScar|June 23, 2023|t=1980}}</ref>
    * Some of the armor trims feature patterns based on a [[mob]] or [[block]] that is found in the same [[Generated structures|structure]] as the corresponding smithing template.<ref name=":0">"Some of the armor trims reflect the place where you found the template, for example bastions contain a piglin-inspired trim."-[[Sofia Dankis]]-{{Mcnet|armor-trims-coming-minecraft-1-20|Armor Trims Coming to Minecraft 1.20|January 24, 2023}}</ref>
    ** The spire armor trim resembles a [[shulker]].
    ** The vex armor trim resembles an [[evoker]]. As an item in the [[inventory]], it resembles the wing or the vein texture of a [[vex]].
    ** The wild armor trim has moss growing on 3 of its corners.
    ** The coast armor trim appears to have barnacles attached to it.
    ** The ward armor trim, as an item in the inventory, resembles the faces inside a [[warden]]'s chest.
    ** The silence armor trim appears to have sculk creeping onto / infecting it.
    ** The tide armor trim resembles [[Prismarine|prismarine bricks]].
    ** The snout armor trim resembles a [[piglin]]<ref name=":0" />.
    ** The rib armor trim resembles a [[wither skeleton]].
    ** The eye armor trim resembles an [[eye of ender]]. There are also two eyes on the head part of the armor trim that resemble those of an [[enderman]].
    * ''Netherite upgrade smithing template'' (35 characters with "_" and 32 characters without "_") and ''sentry armor trim smithing template'' (35 characters with "_" and 31 characters without "_") are the current longest name for item ID, while ''[[polished blackstone pressure plate]]'' and ''[[cracked polished blackstone bricks]]'' have 34 characters with "_" and 31 characters without "_".
    * The silence armor trim is the rarest trim, due to being found in ancient cities in the deep dark, and having only a 1.2% chance to be per chest.
    * When [[lapis lazuli]] is used as trim material, it is called "Lapis" instead of its full name "Lapis Lazuli"; this is the only instance of the abbreviation "Lapis" being used in-game.<ref>{{bug|MC-262486|||WAI}}</ref>
    
    == Gallery ==
    === Sprites ===
    <gallery>
    Netherite Upgrade Smithing Template.png|Netherite Upgrade
    Sentry Armor Trim Smithing Template.png|Sentry Armor Trim
    Vex Armor Trim Smithing Template.png|Vex Armor Trim
    Wild Armor Trim Smithing Template.png|Wild Armor Trim
    Coast Armor Trim Smithing Template.png|Coast Armor Trim
    Dune Armor Trim Smithing Template.png|Dune Armor Trim
    Wayfinder Armor Trim Smithing Template.png|Wayfinder Armor Trim
    Raiser Armor Trim Smithing Template.png|Raiser Armor Trim
    Shaper Armor Trim Smithing Template.png|Shaper Armor Trim
    Host Armor Trim Smithing Template.png|Host Armor Trim
    Ward Armor Trim Smithing Template.png|Ward Armor Trim
    Silence Armor Trim Smithing Template.png|Silence Armor Trim
    Tide Armor Trim Smithing Template.png|Tide Armor Trim
    Snout Armor Trim Smithing Template.png|Snout Armor Trim
    Rib Armor Trim Smithing Template.png|Rib Armor Trim
    Eye Armor Trim Smithing Template.png|Eye Armor Trim
    Spire Armor Trim Smithing Template.png|Spire Armor Trim
    </gallery>
    
    === Armor trim patterns ===
    <gallery>
    Armor Trim Sentry (sample model).png|Sentry Armor Trim
    Armor Trim Vex (sample model).png|Vex Armor Trim
    Armor Trim Wild (sample model).png|Wild Armor Trim
    Armor Trim Coast (sample model).png|Coast Armor Trim
    Armor Trim Dune (sample model).png|Dune Armor Trim
    Armor Trim Wayfinder (sample model).png|Wayfinder Armor Trim
    Armor Trim Raiser (sample model).png|Raiser Armor Trim
    Armor Trim Shaper (sample model).png|Shaper Armor Trim
    Armor Trim Host (sample model).png|Host Armor Trim
    Armor Trim Ward (sample model).png|Ward Armor Trim
    Armor Trim Silence (sample model).png|Silence Armor Trim
    Armor Trim Tide (sample model).png|Tide Armor Trim
    Armor Trim Snout (sample model).png|Snout Armor Trim
    Armor Trim Rib (sample model).png|Rib Armor Trim
    Armor Trim Eye (sample model).png|Eye Armor Trim
    Armor Trim Spire (sample model).png|Spire Armor Trim
    </gallery>
    
    === Official Artwork ===
    <gallery>
    T&T Thumbnail.jpg|[[Sunny]] wearing amethyst armor trims.
    Warden Chasing Alex with Silence Trim Pixel Art.png|A [[warden]] chasing Alex holding the silence armor trim.
    Alex Trimming Armor in Smithing Table Pixel Art.png|Alex adding the silence armor trim and amethyst on iron armor.
    Alex Wearing Iron Armor with Amethyst Pixel Art.jpg|Alex wearing the trimmed iron armor.
    File:Live2023-01.jpeg|Noor working on trimmed iron armor.
    </gallery>
    
    === Screenshots ===
    <gallery>
    Kingbdogz Armor Trim 1.jpg|Redstone trims on diamond armor.
    Kingbdogz Armor Trim 2.jpg|Gold trims on netherite armor.
    Too Many Trims.jpg|A large amount of armor trims.
    Kingbdogz Armor Trim 3.jpg|Gold on netherite.
    Kingbdogz Armor Trim 4.jpg|Diamond on diamond.
    New Armor Trims in 23W12A.jpg|<ref>{{Tweet|kingbdogz|1638580472962850831|new trims got the drip The new "Silence" armor trim to the left is now the hardest trim to get, with only a 1% chance per chest to spawn in Ancient Cities. Definitely gonna be a challenge to get!|March 22, 2023}}</ref>
    Emerald Armor.png|Emerald on gold.
    Xilefian Armor Trims 1.png|[[Xilefian]] showing how armor trims work.
    Xilefian Armor Trims 2.png|[[Xilefian]] showing how armor trims work.
    Xilefian Armor Trims 3.png|[[Xilefian]] showing how armor trims work.
    Armor Trims On Netherite Armors.png|A display of all eleven (before [[Java Edition 23w12a]]) armor trims and ten colors on netherite armors.
    Armor Trim Showcase.png|A display of all eleven (before [[Java Edition 23w12a]]) armor trims, on netherite armor using emerald as the trim material.
    Armor Trim Colors.png|A display of all ten armor trim colors, using the ward trim on a netherite helmet.
    Silence Armor Trim on All Armors.png|A display of all ten colors of the silence armor trim on all armors.
    Image 2023-06-07 154100087.png|A screenshot of every armor trim in every color(besides quartz) on leather armor.
    Armor Trim Friends.jpg|Official screenshot of [[Alex]] and [[Zuri]] wearing armor trims.
    LadyAgnes Armor Trims.jpg|Copper trims on netherite armor.
    Trim Lineup.jpg
    Fancy Delta.jpg|[[Kai]] wearing trimmed armor in a [[Basalt Delta]].
    Trims & Pots.jpg
    Noor Gold Armor Trim .jpeg
    Noor Diamond Armor Trim.jpeg
    Noor Netherite Armor Trim.jpeg
    Noor Iron Armor Trim.jpeg
    </gallery>
    
    == References ==
    {{Reflist}}
    
    {{Items}}
    
    [[Category:Bedrock Edition]]
    [[Category:Non-renewable resources]]
    
    [[de:Schmiedevorlage]]
    [[es:Molde de herrería]]
    [[fr:Modèle de forge]]
    [[ja:鍛冶型]]
    [[pl:Szablon kowalski]]
    [[pt:Molde de ferraria]]
    [[ru:Кузнечный шаблон]]
    [[uk:Ковальський шаблон]]
    [[zh:锻造模板]]</li></ul>
    15w32aThe detection range of zombie villagers is now halved when the player is wearing a zombie mob head.
    15w33cThe zombie villager's detection range for players wearing the zombie head has been adjusted, now 37.5% of the normal range.
    15w34aZombie villagers now have an attack animation similar to the one they had in Survival Test, even without weapons.
    15w35aZombie Farmer Zombie Librarian Zombie Priest Zombie Blacksmith Zombie Butcher Zombie Nitwit Zombie villagers now retain their professions and clothes, which have a tattered appearance. Before this version, the zombie villager's body texture shared the same texture as the regular zombie's body and Steve.
    Baby Zombie Farmer Baby Zombie Librarian Baby Zombie Priest Baby Zombie Blacksmith Baby Zombie Butcher Baby Zombie Nitwit Baby zombie villagers now retain their professions and clothes, which have a tattered appearance.
    A new VillagerProfession tag that determines what profession the zombie villager is, as well its profession when cured, has been added.
    15w36aThe zombie villager's detection range for players wearing the zombie head is now again 50% of the normal range.
    15w43aA zombie villager priest can now be found caged in an igloo basement.
    1.10
    {{Extension DPL}}<ul><li>[[Ghast Tear|Ghast Tear]]<br/>{{Item
    | image = Ghast Tear.png
    | renewable = Yes
    | stackable = Yes (64)
    }}
    
    '''Ghast tears''' are items [[Drops|dropped]] by [[ghast]]s. They can be used to make potions of [[Regeneration]] and [[end crystal]]s.
    
    == Obtaining ==
    
    === Mob loot ===
    [[Ghast]]s drop 0–1 ghast tears. [[Looting]] increases the maximum ghast tears dropped by one per level, for a maximum of 4 ghast tears with Looting III. Looting also works when knocking back a [[fireball]] with an enchanted item.
    
    == Usage ==
    
    === Brewing ingredient ===
    {{brewing
      |showname=1
      |head=1
      |Ghast Tear
      |Mundane Potion
      |base=Water Bottle
    }}
    {{brewing
      |foot=1
      |Ghast Tear
      |Potion of Regeneration
    }}
    
    === Crafting ingredient ===
    
    {{crafting usage}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Ghast Tear
    |spritetype=item
    |nameid=ghast_tear
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Ghast Tear
    |spritetype=item
    |nameid=ghast_tear
    |id=424
    |form=item
    |foot=1}}
    
    == History ==
    
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease|[[File:Ghast Tear JE1 BE1.png|32px]] Added ghast tears.}}
    {{History|||snap=Beta 1.9 Prerelease 3|Ghast tears can now be brewed in a [[water bottle]] to create a [[mundane potion]], or in an [[awkward potion]] to create a [[potion of Healing]].}}
    {{History|||snap=Beta 1.9 Prerelease 4|Ghast tears now create [[potion of regeneration|potions of Regeneration]]. This was due to the sheer difficulty in obtaining them.<ref>{{tweet|jeb|123671273904680960|Since Ghast Tears are so hard to get, I've decided to replace the "Instant Health" with "Regeneration" for them|October 11, 2011}}</ref> [[Glistering melon]]s have been added to create potions of Healing, instead.}}
    {{History||1.9|snap=15w44b|A ghast tear is now used to [[crafting|craft]] an [[end crystal]].}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 370.}}
    {{History||1.14|snap=18w43a|[[File:Ghast Tear JE2 BE2.png|32px]] The texture of ghast tears has been changed.}}
    
    {{History|pocket alpha}}
    {{History||v0.12.1|snap=build 1|[[File:Ghast Tear JE1 BE1.png|32px]] Added ghast tears.|Ghast tears are currently unobtainable as [[ghast]]s don’t [[drops|drop]] them.}}
    {{History|||snap=build 7|Ghasts now drop ghast tears.<ref>{{bug|MCPE-9338}}</ref>}} 
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|A ghast tear is now used to [[crafting|craft]] an [[end crystal]].}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Ghast Tear JE2 BE2.png|32px]] The texture of ghast tears has been changed.}}
    
    {{History|console}}
    {{History||xbox=TU7|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Ghast Tear JE1 BE1.png|32px]] Added ghast tears.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Ghast Tear JE2 BE2.png|32px]] The texture of ghast tears has been changed.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Ghast Tear JE1 BE1.png|32px]] Added ghast tears.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == References ==
    
    {{reflist}}
    
    {{items}}
    
    [[Category:Renewable resources]]
    [[Category:Brewing recipe]]
    
    [[cs:Ďasova slza]]
    [[de:Ghast-Träne]]
    [[es:Lágrima de ghast]]
    [[fr:Larme de Ghast]]
    [[hu:Kísértetkönny]]
    [[it:Lacrima di ghast]]
    [[ja:ガストの涙]]
    [[ko:가스트 눈물]]
    [[nl:Ghasttraan]]
    [[pl:Łza ghasta]]
    [[pt:Lágrima de ghast]]
    [[ru:Слеза гаста]]
    [[uk:Сльоза ґаста]]
    [[zh:恶魂之泪]]</li><li>[[Sweet Berries|Sweet Berries]]<br/>{{Block
    | title = Sweet Berries
    | image = <gallery>
    Sweet Berry Bush Age 0.png| Age 0
    Sweet Berry Bush Age 1.png| Age 1
    Sweet Berry Bush Age 2.png| Age 2
    Sweet Berry Bush Age 3.png| Age 3
    </gallery>
    | image2 = Sweet Berries JE1 BE1.png
    | transparent = Yes
    | light = No
    | tool = Any
    | renewable = Yes
    | stackable = Yes (64)
    | heals = {{hunger|2}}
    | flammable = Yes (60 java, 30 bedrock)
    | lavasusceptible = No
    }}
    
    '''Sweet berries''' are a [[food]] [[item]] obtained from sweet berry bushes and are used to plant them.
    
    '''Sweet berry bushes''' are quick-growing, [[Bone Meal|bonemealable]] [[Plant|plants]] that grow sweet berries, and damage and slow [[Player|players]] and most [[Mob|mobs]] moving through them. They can be found naturally in [[taiga]] and [[Snowy Taiga|snowy taiga]] biomes.
    
    == Obtaining ==
    
    === Breaking ===
    {{See also|Fortune#Discrete random}}
    Sweet berry bushes can be mined instantly with any tool or by hand. A mature sweet berry bush yields 2–3 sweet berries. On its third growth stage, it yields 1–2 sweet berries. Each level of [[Fortune]] can increase the amount of drops by 1.
    
    {{IN|ps4}}, the sweet berries drop into the player's inventory. In other editions, they drop on the ground.
    
    === Natural generation ===
    Berry bushes commonly generate in [[taiga]] and [[snowy taiga]] biomes. Each [[chunk]] has {{frac|1|12}} chance to generate sweet berry bushes in [[random patch]]es. They also generate in both [[old growth pine taiga]] and [[old growth spruce taiga]].
    
    === Chest loot ===
    {{LootChestItem|sweet-berries}}
    
    === Post-generation ===
    Sweet berries can be collected from a sweet berry bush by {{control|using}} or {{control|breaking}} it, which yield 1–2 sweet berries in its third growth stage, and 2–3 sweet berries in its final growth stage.
    
    == Usage ==
    === Placement ===
    Placing [[sweet berries]] on a [[grass block]], [[dirt]], [[podzol]], [[coarse dirt]], [[farmland]]{{Only|Java}}, or [[moss block]] creates a small sweet berry bush that eventually becomes a fully grown sweet berry bush.
    
    === Growth ===
    A sweet berry bush grows through four stages after it is planted. Its first growth stage is a small bush without any berries. It becomes a grown plant in its second stage, and produces berries in its third and fourth growth stage. The bush needs to be in light level 9 or greater to grow. {{control|Using}} [[bone meal]] on it increases its growth stage by one, and at full maturity, ejects the sweet berry item. The bush can be placed on a 1 block high space, but it cannot grow with a full, non-transparent block immediately above it.
    
    === Food ===
    
    To eat sweet berries, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|2}} [[hunger]] and 0.4{{only|je|short=1}} / 1.2{{only|be|short=1}} hunger [[saturation]].
    
    === Composting ===
    Placing sweet berries into a [[composter]] has a 30% chance of raising the compost level by 1.
    
    === Breeding ===
    Sweet berries can be fed to [[fox]]es to [[breeding|breed]] them. Foxes are similar to cats when being fed as a wild animal; a sudden movement by the [[player]] may cause the fox to flee even if the player holds sweet berries. A baby fox bred by a [[player]] trusts the player and does not flee.
    
    === Trading ===
    Master-level butcher [[villager]]s offer to [[trading|buy]] 10 sweet berries for an [[emerald]].
    
    === Entity movement ===
    
    A sweet berry bush (at any stage) slows down all [[entity|entities]] (except [[Item (entity)|items]]) passing through it. At stage 1 and higher, it causes damage. [[Fox]]es are immune to both characteristics, however. Sweet berry bushes deal {{hp|1}} [[damage]] every 0.5 seconds, only if the entity is moving in the hitbox of the bush. Entities that move through sweet berry bushes slow down to about 34.05% of their normal speed, similar to how a [[cobweb]] slows down mobs to 15% of normal speed. This makes it impossible to jump a full [[block]] while inside the bush.
    
    Mobs at standard block height in a [[minecart]] are not damaged when the minecart is pushed through sweet berries. Players in a sweet berry bush take no damage except from horizontal movement, but are unable to jump out of the bush, similar to a cobweb.
    
    === Bees ===
    [[Bee]]s pollinate sweet berry bushes, and then increase the honey level in [[beehive]]s and bee nests by 1.{{only|java}}
    
    == Sounds ==
    === Generic ===
    ==== Block ====
    {{Sound table/Block/Sweet berry bush}}
    ==== Item ====
    {{Sound table/Entity/Food}}
    === Unique ===
    {{edition|java}}:
    {{Sound table
    |rowspan=2
    |sound=Berries pick1.ogg
    |sound2=Berries pick2.ogg
    |subtitle=Berries pop
    |source=block
    |description=When sweet berries are picked by a player
    |id=block.sweet_berry_bush.pick_berries
    |translationkey=subtitles.item.berries.pick
    |volume=1.0
    |pitch=0.8-1.2
    |distance=16}}
    {{Sound table
    |subtitle=Berries pop
    |source=block
    |description=When sweet berries are picked by a fox
    |id=block.sweet_berry_bush.pick_berries
    |translationkey=subtitles.item.berries.pick
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Player hurt sweet berry bush1.ogg
    |sound2=Player hurt sweet berry bush2.ogg
    |subtitle=Player hurts
    |source=player
    |description=When a player is damaged by touching a sweet berry bush
    |id=entity.player.hurt_sweet_berry_bush
    |translationkey=subtitles.entity.player.hurt
    |volume=1.0
    |pitch=0.8-1.2
    |distance=16
    |foot=1}}
    
    {{edition|bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Berries pick1.ogg
    |sound2=Berries pick2.ogg
    |source=block
    |description=When sweet berries are picked
    |id=block.sweet_berry_bush.pick
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Player hurt sweet berry bush1.ogg
    |sound2=Player hurt sweet berry bush2.ogg
    |source=block
    |description=When a player is damaged by touching a sweet berry bush
    |id=block.sweet_berry_bush.hurt
    |volume=1.0
    |pitch=1.0
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showblocktags=y
    |showitemtags=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Sweet Berry Bush
    |spritetype=block
    |nameid=sweet_berry_bush
    |blocktags=azalea_log_replaceable, bee_growables
    |form=block}}
    {{ID table
    |displayname=Sweet Berries
    |spritetype=item
    |nameid=sweet_berries
    |itemtags=fox_food
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Sweet Berry Bush
    |spritetype=block
    |nameid=sweet_berry_bush
    |id=462
    |form=block}}
    {{ID table
    |displayname=Sweet Berries
    |spritetype=item
    |nameid=sweet_berries
    |id=287
    |form=item
    |foot=1}}
    
    === Block states ===
    {{see also|Block states}}
    {{/BS}}
    
    ==Advancements==
    {{Load advancements|Husbandry;A Balanced Diet;The Parrots and the Bats;Two by Two}}
    
    == History ==
    {{History||September 26, 2018|link={{tweet|minecraft|1044587405779451906}}|Berries are announced to be part of the [[biome]] vote at [[MINECON Earth 2018]].}}
    {{History||September 29, 2018|link={{tweet|minecraft|1046097775199498245}}|[[Taiga]] wins the [[biome]] vote, meaning berries are to be added to the game first.}}
    
    {{History|java}}
    {{History||December 3, 2018|link={{tweet|cojomax99|1069586461173919745}}|[[Cojomax99]] tweets an image of some berries.}}
    {{History||1.14|snap=18w49a|[[File:Sweet Berry Bush Age 0 JE1 BE1.png|32px]] [[File:Sweet Berry Bush Age 1 JE1 BE1.png|32px]] [[File:Sweet Berry Bush Age 2 JE1 BE1.png|32px]] [[File:Sweet Berry Bush Age 3 JE1 BE1.png|32px]] Added sweet berry bushes.|
    [[File:Sweet Berries JE1 BE1.png|32px]] Added sweet berries.}}
    {{History|||snap=18w50a|Sweet berries can now be found within [[taiga]] [[village]] loot [[chest]]s.}}
    {{History|||snap=19w03a|Placing a sweet berry into the new [[composter]] has a 10% chance of raising the compost level by 1.
    |Added [[sound]]s for sweet berry bushes.}}
    {{History|||snap=19w05a|Sweet berries now have a 30% chance of increasing the compost level in a composter by 1.
    |The [[sound]] for planting sweet berries has been changed.}}
    {{History|||snap=19w07a|Sweet berries can now be fed to [[fox]]es to [[breeding|breed]] them.}}
    {{History|||snap=19w11a|Butcher [[villager]]s now [[trading|buy]] sweet berries.}}
    {{History||1.15|snap=19w34a|[[Bee]]s can now pollinate sweet berry bushes.}}
    {{History|||snap=Pre-Release 2|Sweet berries now generate in [[giant tree taiga]] biomes.}}
    {{History||1.16|snap=Pre-release 1|Sweet berry bushes no longer prevent mob spawning inside them.}}
    {{History||1.17|snap=21w20a|The sound event for picking berries has been changed as to align better with that of glow berries.<ref>{{bug|MC-220063}}</ref>}}
    {{History||1.18|snap=1.18-pre5|Sweet berry bushes in taigas are about 4 times more common than in previous snapshots.}}
    
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Sweet Berries JE1 BE1.png|32px]] Added sweet berries, which are available only through Experimental Gameplay.|[[File:Sweet Berry Bush Age 0 JE1 BE1.png|32px]] [[File:Sweet Berry Bush Age 1 JE1 BE1.png|32px]] [[File:Sweet Berry Bush Age 2 JE1 BE1.png|32px]] [[File:Sweet Berry Bush Age 3 JE1 BE1.png|32px]] Added sweet berry bushes, available only through Experimental Gameplay.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Sweet berries can now be used to fill [[composter]]s.}}
    {{History|||snap=beta 1.11.0.3|Sweet berries and sweet berry bushes have been fully implemented and are now separate from Experimental Gameplay.}}
    {{History|||snap=beta 1.11.0.4|Sweet berries can now be [[trading|sold]] to butcher [[villager]]s.}}
    {{History||1.13.0|snap=beta 1.13.0.1|Sweet berries can now be fed to [[fox]]es to [[breeding|breed]] them.}}
    {{History||1.14.0|snap=beta 1.14.0.1|[[Bee]]s can now pollinate sweet berry bushes.}}
    {{History||1.16.100|snap=beta 1.16.100.54|Sweet berry bushes now properly damage entities.<ref>{{Bug|MCPE-56142}}</ref>}}
    {{History||1.17.0|snap=beta 1.17.0.56|Bees no longer gather nectar from sweet berry bushes.}}
    
    {{History|PS4}}
    {{History||1.91|[[File:Sweet Berries JE1 BE1.png|32px]] Added sweet berries.|[[File:Sweet Berry Bush Age 0 JE1 BE1.png|32px]] [[File:Sweet Berry Bush Age 1 JE1 BE1.png|32px]] [[File:Sweet Berry Bush Age 2 JE1 BE1.png|32px]] [[File:Sweet Berry Bush Age 3 JE1 BE1.png|32px]] Added sweet berry bushes.}}
    {{History|foot}}
    
    === Sweet berry bush "item" ===
    {{:Technical blocks/Sweet Berry Bush}}
    
    == Issues ==
    {{issue list|berry|berries|sweet berry|sweet berries|berry bush|sweet berry bush}}
    
    ==Trivia==
    * {{IN|java}}, sweet berry bushes absorb [[fall damage]] like [[water]].<ref>{{bug|MC-149990|||WAI}}</ref>
    * Foxes harvest mature sweet berry bushes that have grown into their third or fourth stage. Unlike how carrots eaten by rabbits are destroyed and not dropped as items, sweet berry bushes harvested by foxes drop as items, although the fox may pick up one of the dropped berries. The bush remains intact, allowing for automatic sweet berry farms.
    
    == Gallery ==
    <gallery>
    Berry Bush.png|A close-up look of a sweet berry bush.
    Naturally generated berry bushes.png|A naturally generated sweet berry bush.
    Multiplebushes.png|Multiple bushes of sweet berries in Taiga biome.
    BerryBushCloseToRavine.png|A berry bush that is close to a ravine.
    Cozy Cabin Berries.jpg|Berry bushes near a cozy cabin.
    </gallery>
    
    ==References==
    {{Reflist}}
    
    {{Blocks|vegetation}}
    {{Items}}
    
    [[Category:Food]]
    [[Category:Plants]]
    [[Category:Non-solid blocks]]
    [[Category:Natural blocks]]
    [[Category:Flammable blocks]]
    
    [[cs:Sladké bobule]]
    [[es:Bayas dulces]]
    [[de:Süßbeeren]]
    [[fr:Baies sucrées]]
    [[ja:スイートベリー]]
    [[ko:달콤한 열매]]
    [[pl:Słodkie jagody]]
    [[pt:Bagas doces]]
    [[ru:Сладкие ягоды]]
    [[th:เบอร์รีหวาน]]
    [[zh:甜浆果]]</li></ul>
    16w20a"Generic" green-robed zombie villager has been removed, due to the new ZombieType tag not allowing invalid villager professions.
    Zombie villagers now spawn in abandoned villages.
    pre1The chance of a zombie villager setting the target on fire when burning, and the duration of the effect, now depends on raw regional difficulty.
    Zombie villagers that spawn as part of abandoned villages no longer despawn.
    1.11
    {{Extension DPL}}<ul><li>[[Glowstone Dust|Glowstone Dust]]<br/>{{Item
    | image = Glowstone Dust.png
    |type=
    | renewable = Yes
    | stackable = Yes (64)
    }}
    '''Glowstone dust''' is an [[item]] obtained from mining [[glowstone]], and is mainly used to create [[potion]]s with increased strength and decreased duration.
    
    == Obtaining ==
    === Mining ===
    When broken using anything other than a [[Silk Touch]]-enchanted [[tool]], a [[glowstone]] block drops 2-4 glowstone dust. A [[Fortune]] enchantment increases the chances of higher drops, with Fortune III allowing an average yield of 3.5 glowstone dust per block.
    
    === Mob loot ===
    [[Witch]]es have a chance of dropping 0–6 glowstone dust upon death. This is increased by 3 per level of [[Looting]], for a maximum of 0-15 glowstone dust. <!-- Do not add the blaze as it is in violation of MCW:UPTODATE due to the Legacy Console Edition being discontinued. Any edit that adds the blaze to this section will be immediately reverted. -->
    
    === Trading ===
    
    {{IN|bedrock}}, journeyman-level cleric [[villager]]s sell one glowstone dust for 4 [[emerald]]s as part of their trades.
    
    == Usage ==
    === Crafting ingredient ===
    {{crafting usage}}
    
    === Brewing ingredient ===
    {{brewing
    |showname=1
    |head=1
    |Glowstone Dust
    |Thick Potion
    |base=Water Bottle
    }}
    {{brewing
      |name=Increased Potency
      |showbase=1
      |Glowstone Dust
      |base=[Potion of Healing II]Potion of Healing;[Potion of Regeneration II]Potion of Regeneration;[Potion of Strength II]Potion of Strength;[Potion of Swiftness II]Potion of Swiftness;[Potion of Harming II]Potion of Harming;[Potion of Poison II]Potion of Poison;[Potion of Leaping II]Potion of Leaping
      |foot=1
    }}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Glowstone Dust
    |spritetype=item
    |nameid=glowstone_dust
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Glowstone Dust
    |spritetype=item
    |nameid=glowstone_dust
    |id=394
    |form=item
    |foot=1}}
    
    == History ==
    {{History|java alpha}}
    {{History||v1.2.0|snap=preview|[[File:Glowstone Dust JE1 BE1.png|32px]] Added glowstone dust.
    |Glowstone dust currently uses nine dust to [[crafting|craft]] 1 [[glowstone]] block.
    |Also, each glowstone block drops only one glowstone dust.}}
    {{History|java beta}}
    {{History||1.6.6|The crafting recipe for glowstone blocks has been changed from 9 glowstone dust to 4.
    |Each glowstone block now drops 2-4 glowstone dust when broken.}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease 3|Glowstone dust can now be [[brewing|brewed]] in a [[water bottle]] to create a [[thick potion]].
    |Glowstone dust now strengthens the [[potion]]s of [[Swiftness]], [[Healing]], [[Harming]], [[Poison]], [[Regeneration]] and [[Strength]].}}
    {{History|||snap=Beta 1.9 Prerelease 4|Glowstone dust now strengthens the new potion of [[Regeneration]].}}
    {{History||1.3.1|snap=12w21a|Glowstone dust has become a renewable resource, as priest [[villager]]s now sell glowstone blocks.}}
    {{History||1.4.2|snap=12w38b|[[Witch]]es now have a chance of [[drops|dropping]] glowstone dust.}}
    {{History||1.4.6|snap=12w49a|Glowstone dust can now be used to [[crafting|craft]] a [[firework star]] with a twinkle effect.}}
    {{History||1.8|snap=14w27a|Glowstone dust now strengthens the new [[potion of Leaping]].}}
    {{History||1.9|snap=15w31a|Glowstone dust is now used to craft [[spectral arrow]]s.
    |Glowstone dust can no longer be added to extended [[potion]]s.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 348.}}
    {{History|||snap=18w07a|Glowstone dust now strengthens the new [[potion of the Turtle Master]].}}
    {{History||1.14|snap=18w43a|[[File:Glowstone Dust JE2 BE2.png|32px]] The texture of glowstone dust has been changed.}}
    {{History||1.16|snap=20w07a|Glowstone dust has a {{frac|2|109}} (~1.83%) chance of being offered by [[piglin]]s when [[bartering]], in a stack size of 2–4.}}
    {{History|||snap=20w09a|Glowstone dust now has a {{frac|10|226}} (~4.42%) chance of being offered by piglins when bartering, in a stack size of 1–5.}}
    {{History||1.16.2|snap=20w28a|Glowstone dust can no longer be obtained from bartering with piglins.}}
    
    {{History|pocket alpha}}
    {{History||v0.2.0|[[File:Glowstone Dust JE1 BE1.png|32px]] Added glowstone dust. It is currently unobtainable and serves no purpose.}}
    {{History||v0.5.0|Glowstone dust is now obtainable through the [[nether reactor]].
    |Glowstone dust can be used to craft [[glowstone]] blocks.}}
    {{History||v0.12.1|snap=build 1|Glowstone dust can now be obtained through [[the Nether]] instead of the nether reactor.
    |Glowstone dust is now available in the [[creative]] [[inventory]].|Glowstone dust can now be used to [[brewing|brew]] thick [[potion]]s and to strengthen potions.}}
    {{History||v0.14.0|snap=build 1|Added [[witch]]es, which have a chance of [[drops|dropping]] glowstone dust upon [[death]].}}
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|Glowstone dust can now be used to [[crafting|craft]] a [[firework star]] with a twinkle effect.}} 
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Glowstone Dust JE2 BE2.png|32px]] The texture of glowstone dust has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Glowstone dust can now be [[trading|bought]] from cleric [[villager]]s.}}
    {{History||1.16.0|snap=beta 1.16.0.57|Glowstone dust can now be obtained from [[bartering]] with [[piglin]]s.}}
    {{History||1.16.100|snap=beta 1.16.100.54|Glowstone dust can no longer be obtained from [[barter]]ing with [[piglin]]s.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Glowstone Dust JE1 BE1.png|32px]] Added glowstone dust.}}
    {{History||xbox=TU8|0–2 glowstone dust is now [[drops|dropped]] when a [[blaze]] is killed.}}
    {{History|Ps4}}
    {{History||1.90|[[File:Glowstone Dust JE2 BE2.png|32px]] The texture of glowstone dust has been changed.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Glowstone Dust JE1 BE1.png|32px]] Added glowstone dust.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    {{Items}}
    
    [[Category:Renewable resources]]
    [[Category:Brewing recipe]]
    
    [[de:Glowstonestaub]]
    [[es:Polvo de piedra luminosa]]
    [[fr:Poudre lumineuse]]
    [[hu:Izzókő-por]]
    [[ja:グロウストーンダスト]]
    [[ko:발광석 가루]]
    [[nl:Gloeisteenstof]]
    [[pl:Jasnopył]]
    [[pt:Pó de pedra luminosa]]
    [[ru:Светокаменная пыль]]
    [[tr:Işık Taşı Tozu]]
    [[uk:Пил світлокаменю]]
    [[zh:荧石粉]]</li><li>[[Golden Apple|Golden Apple]]<br/>{{Distinguish|Enchanted Golden Apple}}
    {{Item
    | image = Golden Apple.png
    | rarity = Rare
    | heals = {{hunger|4}}
    |effects=: {{EffectLink|Absorption}} (2:00)
    : {{EffectLink|Regeneration}} II (0:05)
    |renewable = Yes
    |stackable = Yes (64)
    }}
    
    A '''golden apple''' is a [[food]] item that bestows beneficial effects when consumed, and is also used to cure a [[Zombie Villager|zombie villager]] under the [[Weakness]] effect into a normal [[villager]].
    
    == Obtaining ==
    === Crafting ===
    {{Crafting
    |A1= Gold Ingot
    |B1= Gold Ingot
    |C1= Gold Ingot
    |A2= Gold Ingot
    |B2= Apple
    |C2= Gold Ingot
    |A3= Gold Ingot
    |B3= Gold Ingot
    |C3= Gold Ingot
    |Output= Golden Apple
    |type= Foodstuff
    }}
    
    === Chest loot ===
    On the base of <code>ancient_city/city_center/city_center_2</code>, a single golden apple is contained in the [[chest]]. Eating it at that location unlocks the [[piston]] doors to the [[redstone]] labs beneath.
    {{LootChestItem|golden-apple}}
    
    == Usage ==
    {{see also|Tutorials/Hunger management|title1=Hunger management}}
    
    To eat a golden apple, press and hold {{control|use}} while it is selected in the hotbar. It restores {{hunger|4}} points of hunger and 9.6 hunger [[Hunger#Mechanics|saturation]].
    
    Unlike most foods, golden apples can be eaten when the hunger bar is full.
    
    The golden apple provides: 
    *[[Absorption]] I for 2 minutes (providing {{hp|4|absorption=1}} points of absorption health)
    *[[Regeneration]] II ({{hp|1}} every 25 ticks, {{hp|2|notag=1}} × 0.4 per second) for 5 seconds (long enough to heal {{hp|4}} points of damage)
    
    === Curing zombie villagers ===
    {{main|Zombie Villager#Curing}}
    
    A golden apple and a [[potion of weakness]] can be used to convert a [[zombie villager]] into a regular [[villager]].
    
    === Horses ===
    Golden apples can be used for improving the chances of taming a [[horse]] by 10%, for [[breeding]] and leading horses, and for speeding up the growth of baby horses by 4 minutes.
    
    ===Piglins===
    {{EntityLink|Piglin|Piglins}} are attracted to golden apples. They run toward any golden apples on the ground, and inspect it for 6 to 8 seconds before putting it in their inventory. However, piglins do not eat golden apples (or any [[food]]).
    
    == Sounds ==
    {{Sound table/Entity/Food}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Golden Apple
    |spritetype=item
    |nameid=golden_apple
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Golden Apple
    |spritetype=item
    |nameid=golden_apple
    |id=258
    |form=item
    |foot=1}}
    
    == Achievements ==
    {{load achievements|Zombie Doctor;Oooh, shiny!}}
    
    == Advancements ==
    {{load advancements|Zombie Doctor;Oh Shiny;A Furious Cocktail;How Did We Get Here;Husbandry;A Balanced Diet}}
    
    == History ==
    {{History|java infdev}}
    {{History||February 23, 2010|link=http://www.minecraftforum.net/topic/2750582-the-secret-history-of-minecraft/|A [[player]] named JTE put a [[crafting]] recipe for golden apples as a joke at the bottom of a crafting guide she made. The recipe used [[gold ingot]]s instead of [[block of gold|gold blocks]].}}
    {{History||20100227-1|[[File:Golden Apple JE1 BE1.png|32px]] Added golden apples. 
    |Golden apples heal a full {{hp|20}} [[health]] points, making them the best [[food]] in the entire game. 
    |Golden apples are [[crafting|crafted]] with an [[apple]] and eight [[gold block|blocks of gold]].
    |However, since apples were not yet obtainable in normal gameplay, golden apples were not obtainable either.}}
    {{History||20100625-2|Golden apples can now be rarely found in [[dungeon]]s, making them obtainable in normal gameplay.}}
    {{History|java beta}}
    {{History||1.8|snap=Pre-release|Due to the addition of [[hunger]], golden apples have been changed so that they restore {{hunger|10}}, instead of {{hp|20}} [[health]] points, but also give [[Regeneration]] for 30 seconds.
    |[[Apple]]s can now be found in [[stronghold]] storeroom [[chest]]s, making golden apples craftable in normal gameplay for the first time.}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease 2|Golden apples have been given 'glint' (animated purple glow) when viewed from the [[player]]'s [[inventory]], and its tooltip has now changed from the standard white to a magenta color.}}
    {{History|||snap=Beta 1.9 Prerelease 3|Golden apples can now be found in the new [[stronghold]] altar [[chest]]s.}}
    {{History||1.1|snap=11w48a|Golden apples are now easier to [[crafting|craft]]. Standard [[apple]]s now rarely [[drops|drop]] from oak [[leaves]], meaning that [[player]]s no longer need to venture into [[stronghold]]s/[[dungeon]]s to find one.
    |As [[gold]] is also renewable via [[Zombified Piglin|zombie pigmen]], golden apples have become a [[renewable resource]].}}
    {{History|||snap=release|Golden apples have been changed, so that they now restore {{hunger|4}} and give only 4 seconds of [[Regeneration]]. 
    |The [[crafting]] recipe of golden apples has been modified, requiring 8 [[gold nugget]]s instead of 8 [[blocks of gold]] to craft. Although its natural spawn is rare, it is easier to obtain through crafting.}}
    {{History||1.3.1|snap=12w21a|With the addition of [[enchanted golden apple]]s, which got a purple tooltip, the standard golden apple's tooltip changed to blue. However, the standard golden apple's effects remain unchanged.}}
    {{History||1.4.2|snap=12w32a|Golden apples can now be fed to [[zombie villager]]s with the [[Weakness]] debuff causing them to revert to [[villager]]s after a delay of about 3 minutes.}}
    {{History||1.6.1|snap=13w23a|Golden apples now use 8 [[gold ingot]]s instead of 8 [[gold nugget]]s.
    |The [[Regeneration]] effect of golden apples has been slowed down.}}
    {{History|||snap=13w23b|Golden apples now give the player [[Health Boost]] for 1:30 and [[Regeneration]] II for 0:10. This temporarily gives the [[player]] 4 extra base [[health]] points, and it heals a total of {{hp|4}} health points.}}
    {{History|||snap=13w24b|The Health Boost effect has been replaced with [[Absorption]], lasting 1:30.}}
    {{History|||snap=13w25a|Absorption from golden apples now lasts 2:00.}}
    {{History|||snap=?|Golden apples can now be used to tame, breed and heal horses and donkeys.}}
    {{History||1.9|snap=15w37a|The [[Regeneration]] effect from golden apples has been reduced to Regeneration I (from II in [[Java Edition 1.8]]).}}
    {{History|||snap=15w43a|A single golden apple can now sometimes be found in [[igloo]] [[chest]]s.}}
    {{History|||snap=15w43b|A single golden apple is now always found in igloo chests.}}
    {{History|||snap=15w44a|The [[Regeneration]] effect from golden apples has been returned to Regeneration II, as it had been in [[Java Edition 1.8|1.8]].
    |The average yield of golden apples from [[dungeon]] chests has been increased.
    |Golden apples have been added to [[desert temple]] and [[mineshaft]] chests.}}
    {{History||1.11|snap=16w39a|Golden apples are now found in the new [[woodland mansion]] chests.}}
    {{History||1.13|snap=17w47a|The names and IDs have been split into golden apple and enchanted golden apple.
    |Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 322.}}
    {{History|||snap=18w09a|Golden apples can now generate in the [[chest]]s of [[underwater ruins]].}}
    {{History||1.14|snap=18w43a|[[File:Golden Apple JE2 BE2.png|32px]] The texture for golden apples has been changed.}}
    {{History||1.16|snap=20w16a|Golden apples can now be found inside [[ruined portal]] chests.}}
    {{History|||snap=20w18a|Golden apples are now less common in ruined portal [[chest]]s.}}
    {{History||1.16.2|snap=20w30a|Golden apples are now found in [[bastion remnant]] chests.}}
    {{History||1.18|snap=experimental snapshot 6|Horses, donkeys and mules now follow players holding golden apples.}}
    {{History||1.19|snap=22w14a|A single golden apple may now be found in the chest at {{cd|city_center_2}} in [[Ancient City|ancient cities]].}}
    
    {{History|pocket alpha}}
    {{History||v0.12.1|snap=build 1|[[File:Golden Apple JE1 BE1.png|32px]] Added golden apples.}}
    {{History|||snap=build 3|A [[crafting]] recipe has been added for golden apples.}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.20.1|Golden apples can now generate in the [[chest]]s of [[underwater ruins]].}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Golden Apple JE2 BE2.png|32px]] The texture for golden apples has been changed.}}
    {{History||1.16.0|snap=beta 1.16.0.57|Golden apples can now be found inside [[ruined portal]] chests.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Golden Apple JE1 BE1.png|32px]] Added golden apples.}}
    {{History||xbox=TU5|Due to the addition of [[hunger]], golden apples have been changed, so that they restore {{hunger|10}} instead of {{hp|20}} health points, but also give [[Regeneration]] for 30 seconds.}}
    {{History||xbox=TU19|xbone=CU7|ps=1.12|Golden apples now give extra "[[Absorption]]" health for a short period.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Golden Apple JE2 BE2.png|32px]] The texture for golden apples has been changed.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Golden Apple JE1 BE1.png|32px]] Added golden apples.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == Trivia ==
    Prior to [[Java Edition Beta 1.8]], the golden apple outwardly restored the player's full {{hp|20}} health points; Internally however, it is set to restore over double that, at {{hp|42}} health points. This is most likely a reference to [https://en.wikipedia.org/wiki/The_Hitchhiker's_Guide_to_the_Galaxy The Hitchhiker's Guide to the Galaxy], making it restore (the meaning of) life, 42 (health points). This is far before either the [[Absorption]] or [[Health Boost]] effects, causing this reference go unnoticed.
    
    == Gallery ==
    <gallery>
    File:GoldenAppleComparison.png|A comparison of the two golden apple variations.
    File:Golden apple in dungen 2013.png|A golden apple found in a dungeon.
    File:Notch Apple In Mansion Chest.png|An extremely rare occasion where a regular golden apple and an enchanted apple being found in the same woodland mansion chest {{in|ee}}.
    File:GoldenAppleDungeonChest.png|Golden apple in a [[dungeon]] chest, prior to 1.3.1. It resembles the enchanted golden apple.
    File:Golden Apple Mineshaft Loot.png|A golden apple was found in a minecart chest in an abandoned mineshaft.
    </gallery>
    
    {{Items}}
    
    [[Category:Renewable resources]]
    [[Category:Food]]
    
    [[cs:Zlaté jablko]]
    [[de:Goldener Apfel]]
    [[es:Manzana dorada]]
    [[fr:Pomme dorée]]
    [[hu:Aranyalma]]
    [[it:Mela d'oro]]
    [[ja:金のリンゴ]]
    [[ko:황금 사과]]
    [[nl:Gouden appel]]
    [[pl:Złote jabłko]]
    [[pt:Maçã dourada]]
    [[ru:Золотое яблоко]]
    [[th:แอปเปิ้ลทอง]]
    [[tr:Altın Elma]]
    [[uk:Золоте яблуко]]
    [[zh:金苹果]]</li></ul>
    16w32aAdded a zombie villager spawn egg.
    The entity ID Zombie has been changed to zombie, zombie_villager and husk for those respective mobs.
    The ZombieType, IsVillager tag has been removed and the Profession tag to the zombie_villager has been added, and the ConversionTime has been made to apply to zombie_villager only.
    Setting the Profession tag to 5 now makes green-robed villagers.
    The zombie villager's in-game name has been changed to "Zombie Villager" instead of "Zombie".
    Zombie villagers no longer drop zombie heads when killed by a charged creeper.
    Zombie villagers no longer spawn from zombie spawners.[5]
    16w32bZombie Nitwit Baby Zombie Nitwit Generic zombie villagers have been re-added, along with their normal villager counterpart.
    16w39aZombie villagers now have their own sounds.
    1.12
    {{Extension DPL}}<ul><li>[[Knowledge Book|Knowledge Book]]<br/>{{exclusive|java}}
    {{Item
    | image = Knowledge Book.png
    | renewable = No
    | stackable = No
    | rarity = Epic
    }}
    A '''knowledge book''' is a utility item that reveals available [[crafting]] recipes to the player when {{control|used|use}}.
    
    == Obtaining ==
    Knowledge books can be obtained only by using [[commands]], as it is not found in the [[creative]] inventory; therefore, it is impossible to obtain in other modes such as [[survival]] and [[adventure]] except with commands.
    
    For example, to give oneself a knowledge book that reveals the recipes for [[bucket]]s and [[flower pot]]s, use: {{cmd|give @s minecraft:knowledge_book{Recipes:["minecraft:bucket", "minecraft:flower_pot"]} }}.
    
    == Usage ==
    Knowledge books are used to reveal recipes to the player who uses it, by adding it to their [[recipe book]]. Using a knowledge book consumes it, removing it from the player's inventory.
    
    Knowledge books are especially useful to mapmakers in conjunction with {{cmd|gamerule doLimitedCrafting true}}, because then any item is craftable only if its recipe is unlocked first.
    
    == Sounds ==
    {{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 knowledge 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 knowledge 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}}
    
    == Data values ==
    === ID ===
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Knowledge Book
    |spritetype=item
    |nameid=knowledge_book
    |form=item
    |foot=1}}
    
    === Item data ===
    Recipe books use the NBT tag <code>Recipes</code> to indicate the recipes they contain.
    
    ''The following NBT structure is provided to show how the <code>Recipes</code> tag is organized, and is not comprehensive above the <code>tag</code> tag. The full NBT for an item can be found [[Chunk format#Items and XP Orbs|here]].''
    
    <div class="treeview" style="margin-top: 0;">
    * {{nbt|compound}} Entity data
    ** {{nbt|compound|Item}}: The item
    *** {{nbt|compound|tag}}: Additional information about the item. This tag is optional for most items.
    **** {{nbt|list|Recipes}}: The list of recipes this book contains.
    ***** {{nbt|string}} the name of a recipe, for instance <code>minecraft:gold_nugget</code> or <code>minecraft:gold_ingot_from_nuggets</code>
    </div>
    
    == History ==
    {{History|java}}
    {{History||1.12|snap=17w13a|[[File:Knowledge Book JE1.png|32px]] Added knowledge books.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 453.}}
    {{History||1.14|snap=18w43a|[[File:Knowledge Book JE2.png|32px]] The texture of knowledge books has now been changed.}}
    {{History||1.20|snap=1.20 Release Candidate 1|Knowledge books can now be placed in [[chiseled bookshelf|chiseled bookshelves]].}}
    {{History|Foot}}
    
    == Issues ==
    {{Issue list}}
    
    == See also ==
    * [[Book]]
    * [[Enchanted Book]]
    * {{cmd|recipe}} command
    
    {{Items}}
    
    [[Category:Non-renewable resources]]
    
    [[de:Buch des Wissens]]
    [[es:Enciclopedia]]
    [[fr:Livre des connaissances]]
    [[ja:知恵の本]]
    [[ko:지식의 책]]
    [[lzh:天工開物]]
    [[pl:Księga wiedzy]]
    [[pt:Enciclopédia]]
    [[ru:Книга знаний]]
    [[zh:知识之书]]</li><li>[[Warped Fungus on a Stick|Warped Fungus on a Stick]]<br/>{{Item
    | image = Warped Fungus on a Stick.png
    | durability = 100
    | renewable = Yes
    | stackable = No
    }}
    
    A '''warped fungus on a stick''' is an item that can be used to control saddled [[strider]]s.
    
    == Obtaining ==
    
    === Crafting ===
    
    {{Crafting
    |head=1
    |showdescription=1  
    |A1=Fishing Rod; Damaged Fishing Rod
    |B2=Warped Fungus
    |Output= Warped Fungus on a Stick
    |description=Crafting from a damaged fishing rod is available only {{in|bedrock}}. ''Java Edition'' requires a pristine fishing rod. The [[2×2 grid]] can also be used for crafting instead of a crafting table.
    |type= Transportation
    }}
    {{crafting
    |foot=1
    |ignoreusage=1
    |Damaged Warped Fungus on a Stick
    |Damaged Warped Fungus on a Stick
    |Output= Warped Fungus on a Stick
    |description= The durability of the two warped fungi on sticks is added together, plus an extra 5% durability.
    |type= Transportation
    }}
    
    === Mobs ===
    A [[zombified piglin]] that spawns as a strider jockey holds a warped fungus on a stick instead of a {{ItemLink|golden sword}}, and has an 8.5%{{Only|java|short=y}} or 25%{{Only|bedrock|short=y}} chance to drop it if killed by a player or tamed [[wolf]], or upon death when angry. chance is increased by 1%{{Only|java|short=y}} or 5%{{Only|bedrock|short=y}} per level of Looting, for a maximum of 11.5%{{Only|java|short=y}} or 40%{{Only|bedrock|short=y}} with Looting III.
    
    == Usage ==
    [[File:Strider riding.gif|A [[player]] shown using a warped fungus on a stick to ride a [[strider]] (click to see animation).|thumb|350px]]
    Similar to how a [[carrot on a stick]] is used to control [[pig]]s, the [[player]]s can use a warped fungus on a stick to control a [[strider]]. To do this, the player simply holds the [[item]] in one hand and any nearby striders within view is attracted toward the player. If mounted on a [[saddle]]d strider, the strider moves in the direction the player is facing while holding the warped fungus on a stick. Right clicking with the item makes the strider go faster, but reduces the item's durability by 1 for every speed boost. If the item durability reaches 0, it turns into a fishing rod.
    
    Due to a strider's ability to walk on [[lava]], this is a beneficial [[tools|tool]] for using striders as a safe transport across [[the Nether]]'s terrain, which is otherwise considered difficult to traverse.
    
    === Enchantments ===
    A warped fungus on a stick can receive the following enchantments, but only through an [[anvil]]:
    
    {|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
    |sound=Random break.ogg
    |subtitle=Item breaks
    |source=player
    |description=When a warped fungus on a stick'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 warped fungus on a stick'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=Warped Fungus on a Stick
    |spritetype=item
    |nameid=warped_fungus_on_a_stick
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Warped Fungus on a Stick
    |spritetype=item
    |nameid=warped_fungus_on_a_stick
    |id=618
    |form=item
    |foot=1}}
    
    == Advancements ==
    {{load advancements|This Boat Has Legs}}
    
    == History ==
    {{History|java}}
    {{History||1.16|snap=20w13a|[[File:Warped Fungus on a Stick JE1 BE1.png|32px]] Added warped fungus on a stick.}}
    {{History|||snap=20w14a|Now has 100 durability instead of 25.
    |Now takes only 1 damage every time the strider is speed boosted.}}
    {{History||1.16.2|snap=Pre-release 1|The [[zombified piglin]] riding a [[strider]] now spawns holding a warped fungus on a stick.}}
    
    {{History|bedrock}}
    {{History||1.16.0|snap=beta 1.16.0.57|[[File:Warped Fungus on a Stick JE1 BE1.png|32px]] Added warped fungus on a stick.}}
    {{History|||snap=beta 1.16.0.63|Warped Fungus on a Stick can now be enchanted.}}
    {{History||1.16.100|snap=beta 1.16.100.54|The [[zombified piglin]] riding a [[strider]] now spawns holding a warped fungus on a stick.}}
    {{History|foot}}
    
    == Issues ==
    {{Issue list}}
    
    == See also ==
    * {{ItemLink|Carrot on a Stick}}
    * {{ItemLink|Saddle}}
    
    == References ==
    
    {{Items}}
    
    [[Category:Renewable resources]]
    
    [[de:Wirrpilzrute]]
    [[es:Caña con hongo distorsionado]]
    [[fr:Champignon biscornu sur un bâton]]
    [[ja:歪んだキノコ付きの棒]]
    [[lzh:譎蕈釣竿]]
    [[pl:Spaczony grzyb na patyku]]
    [[pt:Vara com fungo distorcido]]
    [[ru:Удочка с искажённым грибком]]
    [[zh:诡异菌钓竿]]</li></ul>
    17w14aAdded ConversionPlayerLeast and ConversionPlayerMost tags to the zombie villager, for the purpose of the minecraft:cured_zombie_villager trigger for advancements.
    1.13
    {{Extension DPL}}<ul><li>[[Blue Dye|Blue Dye]]<br/>{{Item
    |image = Blue_Dye_JE1_BE1.png
    |renewable = Yes
    |stackable = Yes (64)
    }}
    
    '''Blue dye''' is a [[Dye#Primary|primary dye color]].
    
    == Obtaining ==
    === Crafting ===
    {{Crafting
     |Lapis Lazuli
     |Output=Blue Dye
     |type=Material
     |head=1
    }}
    {{Crafting
     |Cornflower
     |Output=Blue Dye
     |type=Material
     |foot=1
    }}
    === Chest loot ===
    {{#invoke:LootChest|base3|blue-dye}}
    
    == Usage ==
    
    {{dye usage}}
    
    === Crafting ingredient ===
    
    {{crafting usage|ignore=Banner|continue=1}}
    {{banner crafting usage}}
    
    === Loom ingredient ===
    {{Banner loom usage|Blue Dye}}
    
    === Trading ===
    Expert-level shepherd villagers have a {{frac|1|6}} chance to buy 12 blue dye for an emerald.
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Blue Dye
    |spritetype=item
    |nameid=blue_dye
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Blue Dye
    |spritetype=item
    |nameid=blue_dye
    |aliasid=dye / 18
    |id=399
    |form=item
    |translationkey=item.dye.blue_new.name
    |foot=1}}
    
    == History ==
    
    {{History|java}}
    {{History||1.14|snap=18w43a|[[File:Blue_Dye_JE1_BE1.png|32px]] Added blue dye.}}
    {{History|||snap=18w44a|Blue dyes now can changed the text color on the [[sign]]s to blue.}}
    {{History|||snap=19w05a|Added the [[wandering trader]], which sell blue dyes.}}
    {{History|||snap=19w11a|Blue dyes can now be [[trading|bought]] by shepherd villagers.}}
    {{History||1.17|snap=20w45a|Blue dyes can now used to craft newly added [[blue candle]]s.}}
    {{History|||snap=21w19a|Blue dyes can no longer used to craft blue candles.}}
    {{History|||snap=Pre-release 1|Blue dyes can once again used to craft blue candles.}}
    {{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Blue dyes can now change the text color on [[hanging sign]]s to blue.}}
    {{History||1.20|snap=23w12a|Blue dye can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}
    {{History|||snap=23w16a|Blue dye no longer generates in [[suspicious sand]] in [[trail ruins]].|Due to the split of the archaeological loot tables for the suspicious gravel within the [[trail ruins]]; blue dye now is in the common loot.}}
    
    {{History|bedrock}}
    {{History||1.8.0|snap=beta 1.8.0.10|[[File:Blue_Dye_JE1_BE1.png|32px]] Added blue dye.}}
    {{History||1.9.0|snap=beta 1.9.0.0|Added [[flower|cornflowers]], which can be used to [[crafting|craft]] blue dye.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Blue dye can now be used to [[dye]] white [[carpet]]s and uncolored [[glass pane]]s.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Blue dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of blue dye has been changed from <code>dye/18</code> to <code>blue_dye</code>.}}
    
    {{History|ps4}}
    {{History||1.83|[[File:Blue_Dye_JE1_BE1.png|32px]] Added blue dye.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == References ==
    {{Reflist}}
    
    {{Items}}
    
    [[Category:Items]]
    [[Category:Dyes]]
    [[Category:Renewable resources]]
    
    [[de:Blauer Farbstoff]]
    [[es:Tinte azul]]
    [[fr:Teinture bleue]]
    [[ja:青色の染料]]
    [[ko:파란색 염료]]
    [[pl: Niebieski barwnik]]
    [[pt:Corante azul]]
    [[zh:蓝色染料]]</li><li>[[Raw Mutton|Raw Mutton]]<br/>{{Distinguish|Cooked Mutton}}
    {{Item
    | title = Raw Mutton
    | image = Raw Mutton.png
    | heals = {{hunger|2}}
    | renewable = Yes
    | stackable = Yes (64)
    }}
    '''Raw mutton''' is a [[food]] item dropped by [[sheep]] when killed.
    
    == Obtaining ==
    
    === Mob loot ===
    
    An adult [[sheep]] drops 1–2 raw mutton when killed. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 1–5 with Looting III. If killed while on fire, a sheep drops [[cooked mutton]] instead.
    
    === Chest loot ===
    
    {{LootChestItem|raw-mutton}}
    
    == Usage ==
    
    === Food ===
    
    To eat raw mutton, press and hold {{control|use}} while it is selected in the [[hotbar]]. Eating one restores {{hunger|2}} [[hunger]] and 1.2 [[Hunger#Mechanics|saturation]].
    
    === Smelting ingredient ===
    
    {{Smelting
      |showname=1
      |Raw Mutton
      |Cooked Mutton
    |0.35
    }}
    
    === Wolves ===
    
    Raw mutton can be used to [[breed]] and heal tamed [[wolves]], lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time.
    
    === Trading ===
    
    Journeyman-level butcher [[villager]]s have a 50% chance to buy 7 raw mutton for an [[emerald]] as part of their trades.{{only|bedrock}}
    
    Journeyman-level butcher villagers always offer to buy 7 raw mutton 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 Mutton
    |spritetype=item
    |nameid=mutton
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Raw Mutton
    |spritetype=item
    |nameid=mutton
    |aliasid=muttonraw
    |id=550
    |form=item
    |translationkey=item.muttonRaw.name
    |foot=1}}
    
    == Advancements ==
    {{load advancements|Husbandry;A Balanced Diet}}
    
    == Video ==
    
    <div style="text-align:center">{{yt|PXlW-sZygTs}}</div>
    
    == History ==
    
    {{History||September 23, 2011|link={{tweet|jeb|117313469900009472}}|Mutton is mentioned by [[Jeb]].}}
    {{History||September 11, 2012|link={{tweet|jeb|245503714167750656}}|Jeb again mentions the possibility of mutton as well as calamari being added into the game.}}
    {{History|java}}
    {{History||June 30, 2014|link=https://twitter.com/TheMogMiner/status/483636993780232192|[[Ryan Holtz]] tweets images of raw mutton and some other new items.}}
    {{History||1.8|snap=14w27a|[[File:Raw Mutton JE1.png|32px]] Added raw mutton.}}
    {{History||1.8|snap=14w33b|[[File:Raw Mutton JE2 BE1.png|32px]] The texture of raw mutton 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 423.}}
    {{History||1.14|snap=18w43a|[[File:Raw Mutton JE3 BE2.png|32px]] The texture of raw mutton has been changed.}}
    {{History|||snap=18w49a|Raw mutton can now be found in [[chest]]s in [[village]] butcher shops.}}
    {{History|||snap=19w11a|Butcher villagers now [[trading|buy]] raw mutton.}}
    
    {{History|pocket alpha}}
    {{History||v0.15.0|snap=build 1|[[File:Raw Mutton JE2 BE1.png|32px]] Added raw mutton.}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Raw Mutton JE3 BE2.png|32px]] The texture of raw mutton has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Raw mutton can now be found in [[village]] butcher [[chest]]s.}}
    {{History|||snap=beta 1.11.0.4|Raw mutton can now be [[trading|sold]] to butcher [[villager]]s.}}
    {{History||1.16.0|snap=beta 1.16.0.57|Trading has been changed; journeyman butcher villagers now buy 7 raw mutton for an emerald instead of 8.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of raw mutton has been changed from <code>muttonraw</code> to <code>mutton</code>.}}
    {{History||1.16.210|snap=beta 1.16.210.51|Raw mutton is [[drops|dropped]] by [[goats]].}}
    {{History||1.17.0|snap=beta 1.17.0.52|Goats no longer drop raw mutton.}}
    
    {{History|console}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|[[File:Raw Mutton JE2 BE1.png|32px]] Added raw mutton.}}
    {{History|PS4}}
    {{History||1.90|[[File:Raw Mutton JE3 BE2.png|32px]] The texture of raw mutton has been changed.}}
    
    {{History|3ds}}
    {{History||0.1.0|[[File:Raw Mutton JE2 BE1.png|32px]] Added raw mutton.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == Gallery ==
    <gallery>
    Rabbit Items 3 Ryan Holtz.png|First image of the item by [[Ryan Holtz]].
    Pocket Edition Mutton.jpg|First image of the item in ''Bedrock Edition'' by [[Jason Major]].
    </gallery>
    
    == References ==
    {{reflist}}
    
    {{items}}
    
    [[de:Rohes Hammelfleisch]]
    [[es:Cordero crudo]]
    [[fr:Mouton cru]]
    [[ja:生の羊肉]]
    [[ko:익히지 않은 양고기]]
    [[nl:Rauw schapenvlees]]
    [[pl:Surowa baranina]]
    [[pt:Carneiro cru]]
    [[ru:Сырая баранина]]
    [[zh:生羊肉]]
    [[Category:Food]]
    [[Category:Renewable resources]]</li></ul>
    18w07aZombie villagers now intentionally stomp on turtle eggs and attack turtles.
    18w10dBaby zombie villagers now burn in the sun.
    1.14
    {{Extension DPL}}<ul><li>[[Light Gray Dye|Light Gray Dye]]<br/>{{Item
    | image = Light Gray Dye.png
    | renewable = Yes
    | stackable = Yes (64)
    }}
    '''Light gray dye'''{{fn|Known as '''Light Grey Dye''' in British, Canadian, Australian, and New Zealand English variants.}} is a [[Dyeing#Primary Colors|quasi-primary dye]].
    
    == Obtaining ==
    
    === Crafting ===
    
    {{Crafting
      |head=1
      |showname=0
      |showdescription=1
      |Azure Bluet;Oxeye Daisy;White Tulip
      |Output=Light Gray Dye
      |type=Material
    }}
    {{Crafting
      |Black Dye
      |White Dye
      |White Dye
      |Output=Light Gray Dye,3
      |type=Material
      |description={{IN|bedrock}}, the black and white dye can be replaced with [[ink sac]]s and [[bone meal]], respectively.
    }}
    {{Crafting
      |Gray Dye
      |White Dye
      |Output=Light Gray Dye,2
      |type=Material
      |description={{IN|bedrock}}, the white dye can be replaced with [[bone meal]].
      |foot=1
    }}
    
    === Trading ===
    
    [[Wandering trader]]s sell 3 light gray dye for an [[emerald]].
    
    == Usage ==
    
    {{dye usage}}
    
    === Crafting ingredient ===
    
    {{crafting usage|ignore=Banner|continue=1}}
    {{banner crafting usage}}
    
    === Loom ingredient ===
    {{Banner loom usage|Light Gray Dye}}
    
    === Trading ===
    Expert-level shepherd villagers have {{frac|1|6}} chance to buy 12 light gray dye for an emerald.
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Light Gray Dye
    |spritetype=item
    |nameid=light_gray_dye
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Light Gray Dye
    |spritetype=item
    |nameid=light_gray_dye
    |aliasid=dye / 7
    |id=402
    |form=item
    |translationkey=item.dye.silver.name
    |foot=1}}
    
    == Video ==
    
    <div style="text-align:center">{{yt|1w3j1SKcoww}}</div>
    
    == History ==
    
    {{History|java beta}}
    {{History||1.2|[[File:Light Gray Dye JE1 BE1.png|32px]] Added light gray 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|Light gray 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|Light gray dye is now crafted using [[white dye|white]] and [[black dye]]s, instead of [[bone meal]] and [[ink sac]]s.
    |[[File:Light Gray Dye JE2 BE2.png|32px]] The texture of light gray dye has now been changed.}}
    {{History|||snap=18w44a|Light gray dye can now change the text color on [[sign]]s to light gray.}}
    {{History|||snap=19w05a|Added the [[wandering trader]], which sells light gray dye.}}
    {{History|||snap=19w11a|Light gray dye can now be [[trading|bought]] by shepherd villagers.}}
    {{History||1.17|snap=20w45a|Light gray dye can now be used to craft [[light gray candle]]s.}}
    {{History|||snap=21w19a|Light gray dye can no longer be used to craft light gray candles.}}
    {{History|||snap=Pre-release 1|Light gray dye can now once again be used to craft light gray candles.}}
    {{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Light gray dye can now change the text color on [[hanging sign]]s to light gray.}}
    
    {{History|pocket alpha}}
    {{History||v0.3.0|[[File:Light Gray Dye JE1 BE1.png|32px]] Added light gray dye. It is currently unobtainable and serves no purpose.}}
    {{History||v0.8.0|snap=build 1|Light gray dye can be [[craft]]ed with [[bone meal]] and [[gray dye]], or with two bone meals and an [[ink sac]], despite there being no way of obtaining gray dye or ink sacs at the time.}}
    {{History||v0.8.0|snap=build 3|Light gray dye is now available in [[creative]] mode.}}
    {{History||v0.9.0|snap=build 3|Light gray dye can now be obtained in [[survival]] mode.}}
    {{History|||snap=build 11|Light gray dye can now be used to craft colored [[terracotta]].}}
    {{History||v0.11.0|snap=build 1|Light gray dye can now be used to dye tamed [[wolf]] collars.}}
    {{History||v0.14.0|snap=build 1|Light gray dye can now be used to dye [[water]] in [[cauldron]]s.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Light gray dye can now be used to dye [[shulker]]s.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Light gray 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|Light gray 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|Light gray dye can now be used to craft [[balloon]]s and [[glow stick]]s.}}
    {{History||1.8.0|snap=beta 1.8.0.8|Light gray dye can now be used to dye tamed [[cat]] collars.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Light gray dye is now [[trading|sold]] by [[wandering trader]]s.
    |Light gray dye can now be used to dye white [[carpet]]s and undyed [[glass pane]]s.
    |[[File:Light Gray Dye JE2 BE2.png|32px]] The texture of light gray dye has now been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Light gray dye can be [[trading|sold]] to shepherd [[villager]]s.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of light gray dye has been changed from <code>dye/7</code> to <code>light_gray_dye</code>.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.00|switch=1.0.1|wiiu=Patch 1|[[File:Light Gray Dye JE1 BE1.png|32px]] Added light gray dye.}}
    {{History|PS4}}
    {{History||1.90|[[File:Light Gray Dye JE2 BE2.png|32px]] The texture of light gray dye has now been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Light Gray Dye JE1 BE1.png|32px]] Added light gray dye.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Trivia ==
    
    * In [[Bedrock Edition]], Some items/blocks' Block states/Item NBT uses '''Silver''' instead of '''Light Gray''' 
    
    == Notes ==
    {{fnlist}}
    
    {{Items}}
    
    [[Category:Dyes]]
    
    [[cs:Světle šedé barvivo]]
    [[de:Hellgrauer Farbstoff]]
    [[es:Tinte gris claro]]
    [[fr:Teinture gris clair]]
    [[hu:Világosszürke festék]]
    [[ja:薄灰色の染料]]
    [[ko:회백색 염료]]
    [[nl:Lichtgrijze kleurstof]]
    [[pl:Jasnoszary barwnik]]
    [[pt:Corante cinza-claro]]
    [[ru:Светло-серый краситель]]
    [[zh:淡灰色染料]]
    [[Category:Renewable resources]]</li><li>[[:Category:Fungi|Category:Fungi]]<br/>All pages covering blocks that are fungi.
    
    [[Category:Blocks]]
    [[Category:Items]]
    
    [[ja:カテゴリ:菌類]]</li></ul>
    18w50aZombie villagers now have new skins, corresponding to biome and profession.


    Desert Zombie Villager Base Desert Zombie Armorer JE1 BE1 Desert Zombie Butcher Desert Zombie Cartographer Desert Zombie Cleric Desert Zombie Farmer Desert Zombie Fisherman Desert Zombie Fletcher Desert Zombie Leatherworker Desert Zombie Librarian JE1 BE1 Desert Zombie Mason Desert Zombie Nitwit Desert Zombie Shepherd Desert Zombie Toolsmith Desert Zombie Weaponsmith JE1 BE1 Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn in badlands biomes.
    Jungle Zombie Villager Base Jungle Zombie Armorer JE1 BE1 Jungle Zombie Butcher Jungle Zombie Cartographer Jungle Zombie Cleric Jungle Zombie Farmer Jungle Zombie Fisherman Jungle Zombie Fletcher Jungle Zombie Leatherworker Jungle Zombie Librarian JE1 BE1 Jungle Zombie Mason Jungle Zombie Nitwit Jungle Zombie Shepherd Jungle Zombie Toolsmith Jungle Zombie Weaponsmith JE1 BE1 Added jungle zombie villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these zombie villagers spawn only after the player has a jungle village.
    Plains Zombie Villager Base Plains Zombie Armorer JE1 BE1 Plains Zombie Butcher Plains Zombie Cartographer Plains Zombie Cleric Plains Zombie Farmer Plains Zombie Fisherman Plains Zombie Fletcher Plains Zombie Leatherworker Plains Zombie Librarian JE1 BE1 Plains Zombie Mason Plains Zombie Nitwit Plains Zombie Shepherd Plains Zombie Toolsmith Plains Zombie Weaponsmith JE1 BE1 Added plains zombie villagers, which all have unique textures for that biome.
    Savanna Zombie Villager Base Savanna Zombie Armorer JE1 BE1 Savanna Zombie Butcher Savanna Zombie Cartographer Savanna Zombie Cleric Savanna Zombie Farmer Savanna Zombie Fisherman Savanna Zombie Fletcher Savanna Zombie Leatherworker Savanna Zombie Librarian JE1 BE1 Savanna Zombie Mason Savanna Zombie Nitwit Savanna Zombie Shepherd Savanna Zombie Toolsmith Savanna Zombie Weaponsmith JE1 BE1 Added savanna zombie villagers, which all have unique textures for that biome.
    Snowy Zombie Villager Base Snowy Zombie Armorer JE1 BE1 Snowy Zombie Butcher Snowy Zombie Cartographer Snowy Zombie Cleric Snowy Zombie Farmer Snowy Zombie Fisherman Snowy Zombie Fletcher Snowy Zombie Leatherworker Snowy Zombie Librarian JE1 BE1 Snowy Zombie Mason Snowy Zombie Nitwit Snowy Zombie Shepherd Snowy Zombie Toolsmith Snowy Zombie Weaponsmith JE1 BE1 Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
    Swamp Zombie Villager Base Swamp Zombie Armorer JE1 BE1 Swamp Zombie Butcher Swamp Zombie Cartographer Swamp Zombie Cleric Swamp Zombie Farmer Swamp Zombie Fisherman Swamp Zombie Fletcher Swamp Zombie Leatherworker Swamp Zombie Librarian JE1 BE1 Swamp Zombie Mason Swamp Zombie Nitwit Swamp Zombie Shepherd Swamp Zombie Toolsmith Swamp Zombie Weaponsmith JE1 BE1 Added swamp zombie villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in swamp.
    Taiga Zombie Villager Base Taiga Zombie Armorer JE1 BE1 Taiga Zombie Butcher Taiga Zombie Cartographer Taiga Zombie Cleric Taiga Zombie Farmer Taiga Zombie Fisherman Taiga Zombie Fletcher Taiga Zombie Leatherworker Taiga Zombie Librarian JE1 BE1 Taiga Zombie Mason Taiga Zombie Nitwit Taiga Zombie Shepherd Taiga Zombie Toolsmith Taiga Zombie Weaponsmith JE1 BE1 Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes.
    Desert Baby Zombie VillagerJungle Baby Zombie VillagerPlains Baby Zombie VillagerSavanna Baby Zombie VillagerSnowy Baby Zombie VillagerSwamp Baby Zombie VillagerTaiga Baby Zombie Villager Added baby zombie villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in those biomes.

    Cured zombie villagers now retain their trades.
    1.15
    {{Extension DPL}}<ul><li>[[Map|Map]]<br/>{{about|the craftable map|maps showing the locations of certain structures|Explorer Map|other uses|Map (disambiguation)}}
    {{distinguish|World}}
    {{Item
    | image = Map Zoom 4.png
    | renewable = Yes
    | stackable = Yes (64)
    }}
    
    A '''map''' is an [[item]] used to view explored [[Chunk|terrain]] and mark landmarks.
    
    ==Obtaining==
    ===Crafting===
    {{crafting
    |head=1
    |showname=0
    |showdescription=1
    |A1= Paper
    |B1= Paper
    |C1= Paper
    |A2= Paper
    |B2= Compass
    |C2= Paper
    |A3= Paper
    |B3= Paper
    |C3= Paper
    |Output= Empty Map
    |type= Miscellaneous
    |description=This variation is called an "empty locator map" {{in|bedrock}}, or an "empty map" {{in|java}}.
    
    When the player first creates a map, it is blank. It needs to be activated by holding it and pressing ''{{Control|use item}}''. after which it records terrain and location markers as the player travels within (or close to) the area it maps.
    }}
    {{crafting
    |A1= Paper
    |B1= Paper
    |C1= Paper
    |A2= Paper
    |B2= Paper
    |C2= Paper
    |A3= Paper
    |B3= Paper
    |C3= Paper
    |Output= Empty Map
    |type= Miscellaneous
    |description={{only|bedrock}}
    
    This variation is called an "empty map". It does not show location markers. It is intended for cloning and zooming locator maps without having to consume an additional [[compass]] (thereby saving [[iron ingot]]s and [[redstone dust]]), but it can also be {{Control|use|text=activated}} and later converted to a locator map by combining it with a compass on an [[anvil]], [[crafting table]], or [[cartography table]].
    |foot=1
    }}
    
    === Natural generation ===
    ==== Chest loot ====
    {{LootChestItem|empty-map,map 
    }}
    
    === Cartography table ===
    A map can also be created using a single paper on a [[cartography table]] to create an empty map, or a paper with a compass for an empty locator map.{{only|bedrock}}
    
    === Starting map ===
    {{exclusive|bedrock|section=1}}
    When creating a new world {{in|bedrock}}, the player can enable the "Starting Map" option to spawn with an empty locator map in the hotbar. The map's zoom scale is 1:8. The map is updated only while the player holds it.
    
    === Trading ===
    Novice-level cartographer [[Villager|villagers]] sell a single empty map for 7 [[Emerald|emeralds]] as their trades.
    
    {{IN|java}}, cartographer villagers may give players with the [[Hero of the Village]] effect an empty map.
    
    == Usage ==
    {{See also|Tutorials/Mapping}}
    
    === Mapping ===
    
    Crafting a map creates an empty map. The map is drawn for the first time when it is held and used (with ''{{control|use item}}''). This map can then be adjusted to different zoom levels. After conversion to a drawn map item, it starts to draw a top-down view of the player's surroundings, with North pointing to the top of the map. A pointed oval pointer indicates the player's position on the map, and moves in real-time as the player moves across the terrain shown on the map. The map does ''not'' center on the player when created, rather, the world is broken up into large invisible grid squares, and the map displays the area of whichever grid square it is in when it is first used. For example, if a player uses a new map in a certain grid square, and then moves a distance away and uses another fresh map but is still within the same grid square, both maps appear identical. To make a map that is not identical to the first one, the player would have to move outside of the edges of the first map (because then they would be in a new grid square). This way, no two maps of the same size can ever partially overlap and every map can display only a fixed area.
    
    To record the world on a map, that specific map must be held in the player's hands while the player moves around the world. The world is recorded as-is during exploration, meaning that if the world is modified, a player must revisit the area while holding the map to update the map's view. Maps can also be [[Map#Cloning|cloned]]. If a player holds a map whose one or more clones are on display in item frames, updates are made on all clone-connected maps. 
    
    Other players are displayed on the map only if they have a map in their inventory cloned from the one being looked at. When placing a map into an [[item frame]], the map displays with a green pointer shown at the location of the item frame. This is to help the player see where they are in relation to the area that the map is showing. If the player leaves a map in an item frame and views a clone of it, the green pointer remains in the spot of the framed copy. This can be used to set up waypoints. Unexplored areas are transparent, making the item frame visible.
    
    When the player leaves the area shown on a specific map, the player pointer transforms into a white dot that moves on that map. The marker shrinks to a smaller white dot if the player is far from the map's center: the area is 320 by 320 blocks per scale factor. The dot moves along the edge of the map to show the relative location of the player. However {{in|bedrock}}, the pointer remains as an arrow but shrinks until the player is near the area shown on the map.
    
    While maps in [[the Nether]] work, they show only the red-and-gray pattern, regardless of the blocks placed. The only useful function is finding where the player is in relation to placed framed maps, which show as green pointers.  Additionally, the player pointer rapidly spins and is not a good indicator of direction. Placing a [[banner]] in [[the Nether]] still shows it on the map as usual.  Having a smaller map image while riding a [[strider]] in the Nether can help one to see one's footing while traveling over [[lava]].
    
    {{IN|java}}, when using a map from another dimension, the map shows the player's position and direction when they were last in the dimension of the map. {{IN|bedrock}}, however, the player can use maps from one dimension while in another dimension. For locator maps, the place marker changes color depending on the dimension that the player is currently in (white for the Overworld, red for [[the Nether]], and magenta for [[the End]]). An Overworld map in the Nether shows the player's corresponding location and direction in the Overworld.<ref name=multiverse>{{ytl|EpP1diZdEdI}}</ref> Similarly, a Nether Map in the Overworld shows the player's corresponding location in the Overworld, but the place marker spins, just like a Nether map in the Nether. An Overworld map in the End shows the world spawn.<ref name=multiverse/> A Nether map cannot be used in the End — the map appears, but the place marker is not shown anywhere — and similarly, an End map cannot be used in the Overworld or the Nether.
    
    A player can make a large piece of pixel art (128×128) facing upward, center a map on it, and place that map in an [[item frame]] to create a custom picture. Locking is recommended. See [[Map item format#Map Pixel Art]] for details on the techniques.
    
    Maps display as a mini-map when held in the off-hand, or if the off-hand slot is occupied; the map is full-sized only when held in the dominant hand with both hands free.
    
    A map always positions itself facing towards North when placed horizontally within an item frame regardless of how the map is placed.
    
    === Map content ===
    {{Main|Map item format}}
    
    Maps consist of square pixels arranged like pixels in a 128×128 square pattern, with each pixel representing a square portion of land. {{IN|java}}, the [[Map item format#Color table|color of a map pixel]] generally matches the color of the most common [[opaque]] block in the corresponding area, as seen from the sky. 'Minority blocks' in the target area have no effect on the color of the pixel, thus small features tend to be undetectable on zoomed-out maps.
    
    {{IN|bedrock}}, the [[Map item format#Color table|color of a map pixel]] instead matches the single top-most opaque block in a grid sized by the map magnification pixel size (see the table in the "Player marker and pointer" section below). For example, a 3/4 magnification map has a pixel size of 8x8 blocks; this means the map will read only the top-most opaque blocks at the 0,0 coordinate, the 8,0 coordinate, the 0,8 coordinate, etcetera, ignoring all other blocks in the area. This means that {{in|bedrock}}, map pixel art requires only one block per pixel regardless of map magnification.
    
    {{IN|bedrock}}, grass, foliage and water colors that are biome-dependent are represented accurately on a map.
    
    {| class="wikitable"
    |-
    ! style="width: 300px;" | {{el|je}}
    ! style="width: 300px;" | {{el|be}}
    |-
    | style="text-align: center;" | [[File:Map Zoom 4.png|alt=All banners marked on a map, alongside a named banner.|216px]]
    | style="text-align: center;" | [[File:Map item BE.png|216px]]
    |-
    | Biome colors on ''Java Edition''.
    | Biome colors on ''Bedrock Edition''.
    |-
    |}
    
    Maps also show ground up to about 15 blocks below the surface of the water in oceans as slightly lighter blue, to show where the ground rises. This is not true with land above water. Higher elevations in the world mean lighter colors on the map. The map records the surface even as the player moves below the surface.
    
    A standard map represents 128x128 blocks (1 block per pixel, 8x8 [[chunks]]) but maps can be zoomed-out to represent up to 2048x2048 blocks (16 square blocks per pixel, 128x128 [[chunks]]).
    
    Some relevant distances: 64 blocks (4 chunks) is the update radius from a player in the Overworld and the End. However, it is half this (32 blocks) in the Nether. Also, 1024 blocks is the minimum Overworld distance from a [[nether portal]], at which players can build another portal and expect to reach a new location in the Nether. This is the distance across a 1:8 map, and also from a 1:16 map's center to its edge.
    
    === Player marker and pointer ===
    {{IN|java}}, every map contains a marker that marks the position of the player, and points in the same direction as the player. When a player moves out of a map, a big white dot appears and moves relative to the player's position. The pointer either disappears when the player moves away a certain distance from the border of the map or, in case of [[explorer map]]s, the big white dot changes to a smaller white dot. The distance required for the small white dot to appear(explorer maps) or for the big dot to vanish (normal maps) changes with the scaling of the map.
    * '''Level 0/4 :''' 128×128 blocks (each map pixel represents 1 block)
    * '''Level 1/4 :''' 256×256 blocks (2×2 blocks per map pixel)
    * '''Level 2/4 :''' 512×512 blocks (4×4 blocks per map pixel)
    * '''Level 3/4 :''' 1024×1024 blocks (8×8 blocks per map pixel)
    * '''Level 4/4 :'''  2048×2048 blocks  (16×16 blocks per map pixel)
    {{IN|bedrock}}, a map can be crafted with or without this marker, and a map without a position marker can add one later by adding a compass to the map.  When a map is crafted without a compass, it's simply called an "empty map", but when crafted with a compass, it's called an "empty locator map". The marker also turns red if the player enters the Nether with an Overworld map and shows the player's Overworld location relative to the Nether location. A map created in the End has a purple marker showing the player's location. If an Overworld map is used in the End, a magenta dot appears on the player's spawn point.{{/BE|position}}
    {{crafting
    |name=Map<br>(with marker)
    |ingredients=[[Map]] or Empty Map +<br>[[Compass]]
    |showdescription=1
    |Map (no markers);Empty Map 
    |Compass
    |Output= Locator Map;Empty Locator Map
    |type= Miscellaneous
    |description={{el|be}} only.
    Maps crafted from only paper do not show the location marker; to add it, a compass must be added to the map.
    |foot=1
    }}
    
    {{IN|bedrock}}, a cartography table can also be used to add a pointer to create a locator map or empty locator map. This can be done by adding a compass to paper, or to an empty map or map.
    
    === Zooming out ===
    [[File:Cartography table UI zoom.png|thumb|300px|{{IN|java}}, cartography table's UI, showing the map is being zoomed out.]]
    
    A [[cartography table]] can also be used to zoom out, taking only one piece of paper per zoom level.
    
    A blank map can not be zoomed out. A map has to have something already marked on it for the zooming to be possible.
    
    {{Crafting
      |A1= Paper |B1= Paper |C1= Paper
      |A2= Paper |B2= Map;Locator Map   |C2= Paper
      |A3= Paper |B3= Paper |C3= Paper
      |Output= Map;Locator Map
      |showdescription=1
      |description=Locator Map {{el|be}} only.
    }}
    {{/BE|zoom}}
    
    ==== Zoom details ====
    The zooming function starts from when the map is created (zoom level 0) up to its fourth zoom step (zoom level 4).
    
    {| class="wikitable" style="text-align: center" data-description="Zoom levels"
    ! colspan="2" | 
    ! Zoom step 0  
    ! Zoom step 1  
    ! Zoom step 2  
    ! Zoom step 3  
    ! Zoom step 4
    |-
    ! colspan="2" |
    | [[File:Map Zoom 0.png|116px|Zoom step 0, 1:1]]
    | [[File:Map Zoom 1.png|116px|Zoom step 1, 1:2]]
    | [[File:Map Zoom 2.png|116px|Zoom step 2, 1:4]]
    | [[File:Map Zoom 3.png|116px|Zoom step 3, 1:8]]
    | [[File:Map Zoom 4.png|116px|Zoom step 4, 1:16]]
    |-
    ! colspan="2" | Zoom level
    | 0/4
    | 1/4
    | 2/4
    | 3/4
    | 4/4
    |-
    ! colspan="2" | 1 map pixel represents
    | 1 block
    | 2×2 blocks
    | 4×4 blocks
    | 8×8 blocks
    | 16×16 blocks<br>(1×1 chunk)
    |-
    ! colspan="2" | Scaling ratio
    | 1:1
    | 1:2
    | 1:4
    | 1:8
    | 1:16
    |-
    ! rowspan="2" colspan="2" | Map covers an area of
    | 128×128 blocks
    | 256×256 blocks
    | 512×512 blocks
    | 1024×1024 blocks
    | 2048×2048 blocks
    |-
    | 8×8 chunks
    | 16×16 chunks
    | 32×32 chunks
    | 64×64 chunks
    | 128×128 chunks
    |-
    ! colspan="2" | Smallest discernible features
    | Blocks
    | Trees, Paths
    | Lakes, Buildings
    | Mountains, Rivers
    | Biomes, Mountain Ranges
    |-
    ! colspan="2" | Use cases
    | Pixel art, Base plans
    | Base surroundings
    | Structure mapping
    | Landscape mapping
    | Biome mapping
    |-
    ! rowspan="2" | Total paper needed to zoom out from Level 0
    ! in anvil{{only|bedrock|short=1}} or crafting table
    | -
    | {{ItemSprite|Paper}} 8
    | {{ItemSprite|Paper}} 16
    | {{ItemSprite|Paper}} 24
    | {{ItemSprite|Paper}} 32
    |-
    ! in cartography table
    | -
    | {{ItemSprite|Paper}} 1
    | {{ItemSprite|Paper}} 2
    | {{ItemSprite|Paper}} 3
    | {{ItemSprite|Paper}} 4
    |}
    
    Maps are always aligned to a grid at all zoom levels. That means zooming out any different map in a specific area covered by that map always has the same center. As such, maps are aligned by map width (1024 blocks for a level 3 maps) minus 64. A level 3 map generated at spawn covers X and Z coordinates from -64 to 959. All maps generated in this area zoom out to the same coordinates, guaranteeing that they are always 'aligned' on a map wall. For a zoomed-out map to cover a new area, it must start with a base (level 0) map that is in that area.
    
    At zoom level 0, a map created on the point (0,0) has (0,0) at the center of the map. At higher zoom levels of the same map, the coordinate (0,0) is in the top left square of the map.
    
    {{IN|java}}, zoom level can be seen on a map by turning on Advanced Tooltips (a [[Debug screen#More debug keys|debug screen]] option that can be toggled by using the key combination {{key|F3+H}}). The tooltip of the map then shows the zoom level, scaling factors, and map ID.
    
    === Cloning ===
    [[File:Cartography table UI clone.png|thumb|300px|{{IN|Java}}, cartography table's UI, showing the map is being cloned.]]
    
    A mix of empty maps and empty locator maps may be used. Whether the cloned maps show position markers is dependent only on the input map.
    
    A [[cartography table]] can also be used to clone a map.
    
    The parts of the world that have already been explored and mapped are copied, and newly explored areas appear on both instances. If one of the maps is later zoomed out, then the maps lose their connection to each other and function as completely separate maps that have to be individually filled by exploring.
    
    In Creative mode, a map in an item frame may be cloned by using {{control|pick block}} on it, as long as that map is not also in the player's inventory.
    
    It doesn't matter if the map to be cloned is at a higher zoom level (made of more paper) than the blank map. Upon copying the map, both resulting maps have the same magnification as the starting map.
    
    {{/BE|clone}}
    
    === Crafting ingredient ===
    
    {{crafting usage|Map, Empty Map}}
    
    === Marking points ===
    {{IN|java}} the player has the ability to mark spots on a map. To do this, {{control|use}} a map on a placed-down [[banner]], and the spot of the banner gets marked on the map. The mark takes the color of whatever the base color is for the banner, and if the banner has a name, the mark shows that name. Banner marks on a map are always oriented with their top facing north, regardless of the banner's actual orientation. If the banner is destroyed, the mark of the banner remains at first, but if the player gets closer to where the banner previously was, it disappears as the area is updated on the map.
    
    If a map is mounted on an item frame and is within the area it depicts, the mounted map displays its current location with a green indicator rotated to match its orientation.
    
    [[File:Map Marker Bedrock on Item frame.png|thumb|181x181px|{{IN|bedrock}} this is what a map lying on an item frame looks like, while showing markers.]]
    {{IN|bedrock}} the player can place copies of locator maps in [[item frame]]s in order to create a land mark. The marker is a green dot that resembles the shape of the player's marker, but in green color. The position the marker points at depends on the direction the item frame is facing. It is worth noting that the markers work only on copies of the same map. Other maps of the same area do not show the existing markers that the player(s) had placed.
    
    If a player has a cloned map in their inventory, their pointer appears white when viewed on the same map held by another player. Hence, if all players have the same cloned map in their inventory, all markers would appear white when the clone map is viewed. 
    
    {| class="wikitable"
    |-
    ! style="width: 300px;" | {{el|je}}
    ! style="width: 300px;" | {{el|be}}
    |-
    | style="text-align: center;" | [[File:Banner marked map.png|alt=All banners marked on a map, alongside a named banner.|216px]]
    | style="text-align: center;" | [[File:Tracking map with markers bedrock.png|216px]]
    |-
    | How every banner appears {{IN|java}} on a map, including named banners.
    | {{IN|bedrock}} this is how a locator map shows map markers while held by a player.
    |-
    |}
    
    ===Locking===
    [[File:Cartography table UI lock.png|thumb|300px|{{IN|Java}}, cartography table's UI, showing the map is being locked.]]
    
    Maps can be locked when using a [[glass pane]] in a [[cartography table]]. This creates a new map containing the same data and locks it. All copies of this new map are also locked. A locked map never changes, even when the depicted terrain changes. {{IN|Be}}, locked maps have a unique texture.
    
    {| class="wikitable" style="text-align: center;"
    |-
    ! Condition
    ! style="width: 200px;" | Newly created map
    ! style="width: 200px;" | Map after terrain alteration
    |-
    ! Unlocked map
    | [[File:Map Zoom 0.png|174px]] || [[File:Unlocked Map.png|174px]]
    |-
    ! Locked map
    | [[File:Map Zoom 0.png|174px]] || [[File:Map Zoom 0.png|174px]]
    |-
    |}
    
    {{-}}
    
    == Sounds ==
    {{Edition|Java}}:
    {{Sound table
    |rowspan=2
    |sound=Drawmap1.ogg
    |sound2=Drawmap2.ogg
    |sound3=Drawmap3.ogg
    |subtitle=Map drawn
    |source=player
    |description=When a map is drawn
    |id=ui.cartography_table.take_result
    |translationkey=subtitles.ui.cartography_table.take_result
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |subtitle=Map drawn
    |source=block
    |description=When a map is edited using a cartography table
    |id=ui.cartography_table.take_result
    |translationkey=subtitles.ui.cartography_table.take_result
    |volume=1.0
    |pitch=1.0
    |distance=16
    |foot=1}}
    
    {{Edition|Bedrock}}:
    {{Sound table
    |type=bedrock
    |rowspan=2
    |sound=Drawmap1.ogg
    |sound2=Drawmap2.ogg
    |sound3=Drawmap3.ogg
    |source=block
    |description=When a map is drawn<wbr>{{Upcoming|BE 1.20.20.20}}
    |id=ui.cartography_table.take_result|idnote={{Verify|Could be block.cartography_table.use}}
    |volume=0.8
    |pitch=1.0}}
    {{Sound table
    |type=bedrock
    |source=block
    |description=When a map is edited using a cartography table
    |id=ui.cartography_table.take_result
    |volume=0.8
    |pitch=1.0
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Empty Map
    |spritetype=item
    |nameid=map
    |form=item}}
    {{ID table
    |displayname=Map
    |spritetype=item
    |nameid=filled_map
    |form=item
    |translationkey=item.minecraft.filled_map, filled_map.buried_treasure, filled_map.explorer_jungle{{upcoming|java 1.20.2}}, filled_map.explorer_swamp{{upcoming|java 1.20.2}}, filled_map.mansion, filled_map.monument, filled_map.unknown, filled_map.village_desert{{upcoming|java 1.20.2}}, filled_map.village_plains{{upcoming|java 1.20.2}}, filled_map.village_savanna{{upcoming|java 1.20.2}}, filled_map.village_snowy{{upcoming|java 1.20.2}}, filled_map.village_taiga{{upcoming|java 1.20.2}}
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Empty Map
    |spritetype=item
    |nameid=empty_map
    |aliasid=emptymap
    |id=515
    |form=item
    |translationkey=item.emptyMap.name, item.emptyLocatorMap.name}}
    {{ID table
    |displayname=Map
    |spritetype=item
    |spritename=map-be
    |nameid=filled_map
    |aliasid=map
    |id=420
    |form=item
    |translationkey=item.map.name, item.map.exploration.mansion.name, item.map.exploration.monument.name, item.map.exploration.treasure.name
    |foot=1}}
    
    === Metadata ===
    {{see also|Bedrock Edition data values}}
    {{IN|bedrock}}, maps use the following data values:
    
    {{/DV}}
    
    === Item data ===
    {{el|java}}:
    {{main|Player.dat format}}
    <div class="treeview">
    * {{nbt|compound|tag}}: The item's '''tag''' tag.
    {{:Player.dat_format/Maps}}
    </div>
    
    {{el|bedrock}}:
    : See [[Bedrock Edition level format/Item format]].
    
    === Map icons ===
    {{see also|Player.dat format|Map item format|map_icons.png}}
    Map icons are 8×8 in ''Java Edition'', but 16×16 in Bedrock Edition. As such, there are minor misalignment issues in ''Java Edition''.<ref>{{bug|MC-214649|||WF}}</ref>
    [[File:Map icons.png|thumb|128px|Map icons texture {{in|Java}}]]
    [[File:Map icons BE.png|thumb|128px|Map icons texture {{in|Bedrock}}]]
    
    {| class="wikitable"
    |-
    ! Java ID !! Bedrock ID !! Text ID !! Appearance !! Purpose !! Shown in item frames?
    |-
    | 0 ||  ||<code>player</code> || [[File:Player (texture) JE1 BE1.png|16px]] [[File:Player (texture) BE2.png|16px]] White marker || Players (on map) || No
    |-
    | 1 || 1 ||<code>frame</code> || [[File:Green Marker (texture) JE1 BE1.png|16px]] [[File:Green Marker (texture) BE2.png|16px]] Green marker || The current map in an item frame || Yes
    |-
    | 2 ||  ||<code>red_marker</code> || [[File:Red Marker (texture) JE1 BE1.png|16px]] [[File:Red Marker (texture) BE2.png|16px]] Red marker || Position converted to Overworld when opening Overworld map in the Nether{{Only|bedrock}} || No
    |-
    | 3 ||  ||<code>blue_marker</code> || [[File:Blue Marker (texture) JE1 BE1.png|16px]] [[File:Blue Marker (texture) BE2.png|16px]] Blue marker || Other players || No
    |-
    | 4 ||  ||<code>target_x</code> || [[File:Target X (texture) JE1 BE1.png|16px]] White X || Unused || Yes
    |-
    | 5 ||5
    |<code>target_point</code> || [[File:Target Point (texture) JE1 BE1.png|16px]] [[File:Target Point (texture) BE2.png|16px]] Red triangle || Unused || Yes
    |-
    | 6 || 6 ||<code>player_off_map</code> || [[File:Player Off Map (texture) JE1 BE1.png|16px]] Large white dot || Players off map, nearby{{only|java}} || No
    |-
    | 7 || 13 ||<code>player_off_limits</code> || [[File:Player Off Limits (texture) JE1.png|16px]] [[File:Player Off Limits (texture) BE.png|16px]] Small white dot || Players off map, far away{{only|java}} || No
    |-
    | 8 ||14
    |<code>mansion</code> || [[File:Mansion (texture) JE1.png|16px]] [[File:Mansion (Texture) BE2.png|frameless|16x16px]] Woodland mansion || Woodland mansion || Yes
    |-
    | 9 || 15 ||<code>monument</code> || [[File:Monument (texture) JE1.png|16px]] [[File:Monument Texture BE2.png|frameless|16x16px]] Ocean monument || Ocean monument || Yes
    |-
    | 10 - 25 ||  ||<code>{{tooltip|banner_*|banner_white, banner_orange, banner_magenta, banner_light_blue, banner_yellow, banner_lime, banner_pink, banner_gray, banner_light_gray, banner_cyan, banner_purple, banner_blue, banner_brown, banner_green, banner_red, banner_black}}</code> || [[File:Banner White (texture) JE1.png|16px]] [[File:Banner Light Gray (texture) JE1.png|16px]] [[File:Banner Gray (texture) JE1.png|16px]] [[File:Banner Black (texture) JE1.png|16px]] [[File:Banner Brown (texture) JE1.png|16px]] [[File:Banner Red (texture) JE1.png|16px]] [[File:Banner Orange (texture) JE1.png|16px]] [[File:Banner Yellow (texture) JE1.png|16px]] [[File:Banner Lime (texture) JE1.png|16px]] [[File:Banner Green (texture) JE1.png|16px]] [[File:Banner Cyan (texture) JE1.png|16px]] [[File:Banner Light Blue (texture) JE1.png|16px]] [[File:Banner Blue (texture) JE1.png|16px]] [[File:Banner Magenta (texture) JE1.png|16px]] [[File:Banner Purple (texture) JE1.png|16px]] [[File:Banner Pink (texture) JE1.png|16px]]<br>Banners in all 16 wool colors{{only|java}}|| Banner markers || Yes
    |-
    | 26 ||4
    |<code>red_x</code> || [[File:Red X (texture) JE1.png|16px]] [[File:Target X (texture) BE2.png|16px]] Red X || Buried treasure || Yes
    |-
    | || 8 || || [[File:Magenta Marker (texture) BE1.png|16px]] Magenta marker
    | Position converted to Overworld when opening Overworld map in the End{{Only|bedrock}} || No 
    |-
    | || 9 || || [[File:Orange Marker (texture) BE1.png|16px]] Orange marker{{more info}}
    |Other players
    |Yes
    |-
    | || 10 || || [[File:Yellow Marker (texture) BE1.png|16px]] Yellow marker
    | Other players || No
    |-
    | || 11 || || [[File:Cyan Marker (texture) BE1.png|16px]] Cyan marker
    | Other players || No
    |- 
    | -
    |12
    | || [[File:Green Point (texture) BE1.png|16px]] Green Triangle
    | Other structure such as stronghold, fortress, end city, etc. when used as explorer map destination{{Only|bedrock}} || Yes
    |}
    It should be noted that even if the player used a NBT editor to add an additional icon on the map, ''Minecraft'' shows only the first one listed when the player loads up their world.
    
    == Achievements ==
    {{load achievements|Map Room}}
    
    == History ==
    {{see also|section=24|map_icons.png|Java Edition history of textures#Map icons}}
    {{more images|section=24|{{bug|MC-72962}}}}
    {{History||April 27, 2011|link=https://web.archive.org/web/0/http://notch.tumblr.com/post/4988431144/the-maps|[[Notch]] unveiled screenshots of the map.}}
    {{History||April 28, 2011|link={{tweet|notch|63500114005721088}}|[[Notch]] said that he would try to make maps place-able on [[wall]]s.}}
    {{History|java beta}}
    {{History||1.6|snap=Test Build 3|[[File:Map (item) JE1 BE1.png|32px]] Added maps.}}
    {{History||1.6.6|The ability to auto-craft maps using shift-click has been disabled.}}
    {{History||1.8|snap=Pre-release|Maps can now be found in library chests in the brand-new [[stronghold]]s.
    |Auto crafting maps has been restored. Map cloning, therefore, is unavailable for a period of time.}}
    {{History||1.8.1|Maps now work both while walking and flying.}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease 5|Prior to this update, the [[sun]] in ''[[Minecraft]]'' rose in the North, which threw off many [[player]]s and led to a common misconception that ''Minecraft'' maps/[[world]]s were oriented with East at the top. The sun now rises in the east and sets in the west, making navigation much more intuitive.
    |Before the change in sun position, it was commonly said that ''Minecraft'' maps/worlds are oriented with East at the top; sunrise, by definition, occurs at the East, which means it is certainly true that the maps were oriented "East" since the Sun rose from the top (North). However, [[Jeb]] asserted (and [[Notch]] agreed) that the sun rose in the north.<ref>{{Tweet|jeb|87815841160237056}}</ref><ref>{{Tweet|notch|88155424880201728}}</ref> Most mods and map-making tools, however, used the terms East and North consistent with their actual definitions (e.g. a [[Programs and editors/Cartograph|Cartograph]]-generated map with North at the top is rotated 90 degrees from the in-game map).}}
    {{History||1.4.2|snap=12w34a|[[File:Empty Map JE1 BE1.png|32px]] [[Crafting]] a map now creates an empty map. The map is drawn for the first time when it is held and right clicked, and is centered near the location of the [[player]] when clicked (not as before where it was centered on the location it was crafted.)
    |Previously, in order to map a new area, the map had to be ''crafted'' in that area (rather than carrying a previously-crafted map to the new area). The point where a map is crafted becomes its permanent center, and could never be changed. 
    |The pointer no longer disappears when leaving the map, but transforms into a white dot, indicating on what side of the map the player is located.
    |Maps now align to a grid, making it easier to create adjacent maps.
    |Maps can now be zoomed out (but not zoomed in).
    |Maps can now be cloned and scaled.}}
    {{History||1.4.2|snap=12w34b|Maps now have a ''zoom level'', which was fixed at 1:8 prior to snapshot [[Java Edition 12w34a|12w34a]],<ref name="mapinfo">https://web.archive.org/web/0/http://notch.tumblr.com/post/4988431144/the-maps</ref> but  now starts at 1:1 and can be increased up to 1:16 by re-crafting an existing map.
    |Maps are no longer numbered on the top-left corner and is labeled through the tooltip.}}
    {{History|||snap=12w36a|New maps are now crafted at a scale factor of 1:1. A zoomed in map can be zoomed out by re-crafting it with another 8 sheets of [[paper]] on a [[crafting table]]. Each time this is done, the scale increases - 1:1, 1:2, 1:4, 1:8, 1:16 with a map scale of 1:16 being the current maximum.}}
    {{History||1.7.2|snap=13w38a|The map size has been increased when placed on a [[wall]] using the [[item frame]].
    |More colors have been added to maps for different [[block]]s.<ref name="infodump2">https://web.archive.org/web/0/https://www.mojang.com/2013/10/minecraft-1-7-the-update-that-changed-the-world</ref>}}
    {{History||1.8|snap=14w31a|Zoomed maps now conform to an expanded grid based on their zoom level. Previously, careful considerations would need to be taken to creating a wall of adjoining maps.}}
    {{History||1.8.1|snap=pre1|Some colors have been changed on maps to more accurately represent their respective [[block]].}}
    {{History||1.9|snap=15w31a|Maps now display as a mini-map when held in the off-hand, or if the off-hand slot is occupied; the (old) large version is visible only when held in the dominant hand with the secondary hand free.}}
    {{History|||snap=15w34a|New maps can now be [[crafting|crafted]] at a scale factor of 1:4.
    |A crafting recipe has been added for zooming in maps.}}
    {{History|||snap=15w43a|The average yield of empty maps from [[stronghold]] library [[chest]]s has been doubled.}}
    {{History|||snap=15w45a|New maps are once again [[crafting|crafted]] at a scale factor of 1:1, as they had been before snapshot [[15w34a]].
    |The [[crafting]] recipe, that was introduced in 15w34a, for zooming in maps has been removed.}}
    {{History|||snap=15w49a|Map making now uses armor equipping sounds.}}
    {{History||1.11|snap=16w39a|Maps now work in [[the End]].
    |Empty maps are now [[trading|sold]] by cartographer [[villager]]s as their tier 3 [[trading|trade]].
    |Added [[explorer map]]s, sold by cartographers as their tier 4 trades.}}
    {{History||1.12|snap=17w17a|Maps now have separate colors for colored [[terracotta]] blocks from other colored blocks.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral IDs were 358 and 395.
    |Maps now use additional NBT to specify which map they contain. Prior to this version, they used the [[damage]] value instead.
    |Map IDs are no longer limited to 32,768.}}
    {{History|||snap=17w50a|Maps can now be placed on floor and ceiling [[item frame]]s.}}
    {{History|||snap=18w10a|Spots on maps can now be marked using [[banner]]s.}}
    {{History|||snap=18w11a|Empty maps can now generate in [[shipwreck]] [[chest]]s.}}
    {{History|||snap=pre7|Maps have been changed slightly, in regard to which [[block]]s are shown and which blocks are not.}}
    {{History||1.14|snap=18w43a|[[File:Empty Map JE2 BE2.png|32px]] [[File:Map (item) JE2 BE2.png|32px]] The textures of maps have been changed.}}
    {{History|||snap=18w48a|Empty maps can now be found in chests in [[village]] cartographer houses.}}
    {{History|||snap=19w02a|Maps can now be cloned and zoomed out (extended) by using a [[cartography table]].
    |Maps can now be locked by using a [[glass pane]] with a cartography table.
    |The recipes for cloning and zooming out maps have been removed.}}
    {{History|||snap=19w06a|Map making is now silent again.}}
    {{History|||snap=19w13a|Cartographer villagers now give empty maps to players under the [[Hero of the Village]] effect.}}
    {{History||1.16|snap=20w21a|Map making sounds are now the same as when using a cartography table.}}
    
    {{History|pocket alpha}}
    {{History||v0.14.0|snap=build 1|[[File:Empty Map JE1 BE1.png|32px]] [[File:Map (item) JE1 BE1.png|32px]] Added maps.
    |Maps are crafted using nine [[paper]], one for every slot of the [[crafting]] grid.
    |Maps must be combined with a [[compass]] using an [[anvil]] in order to show the [[player]]'s position.
    |Maps can be zoomed using an anvil.}}
    {{History|||snap=build 3|New maps are now [[crafting|crafted]] at full zoom.
    |Empty maps now have a "Create Map" button to initialize them.}}
    {{History|||snap=build 7|New maps are now crafted at a scale factor of 1:1.}}
    {{History||v0.15.0|snap=unknown|Maps can now be crafted either with 8 pieces of [[paper]] and a [[compass]] ''or'' 9 pieces of paper, to get a map with or without a position marker.}}
    {{History||v0.16.0|snap=build 1|Different colors have been added to maps for different [[biome]]s.}}
    {{History|pocket}}
    {{History||1.0.0|snap=?|[[Windows 10 Edition]] can now use the [[anvil]] as well as the [[crafting table]] to clone, zoom and apply markers, just as [[Pocket Edition]] in general could.
    |Maps can now be found inside [[stronghold]] library [[chest]]s.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Empty maps with direction markers built-in are now called "locator maps".}}
    {{History|||snap=alpha 1.1.0.3|"Locator maps" are now called "empty locator maps".
    |Empty maps are now [[trading|sold]] by cartographer [[villager]]s for 7-11 [[emerald]]s as their tier 3 [[trading|trade]].}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.14.2|Maps can now be found inside map room [[chest]]s in [[shipwreck]]s.}}
    {{History||?|The texture of the filled map overlay has been changed.}}
    {{History||?|Maps now function in dimensions other than the dimension in which they were created.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Maps can now be found in cartographer house [[chest]]s in [[village]]s.
    |[[File:Empty Map JE2 BE2.png|32px]] The texture of empty maps has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Empty maps can now be created from 1 [[paper]] in [[cartography table]]s.
    |Maps can now be zoomed, cloned, renamed, and have pointers added in cartography tables.}}
    {{History|||snap=beta 1.11.0.4|Cartographer [[villager]]s now [[trading|sell]] empty map for an [[emerald]] as their first tier [[trading|trades]].
    |Empty locator maps can now be [[trading|bought]] from cartographer villagers.}}
    {{History||1.13.0|snap=beta 1.13.0.1|[[File:Map (item) BE3.png|32px]] [[File:Locked Map (item) BE2.png|32px]] Filled maps and locked maps now have unique inventory icons.}}
    {{History||1.16.0|snap=beta 1.16.0.57|Trading has been changed, novice-level cartographer now sell an empty map for 7 emeralds. Cartographer villager no longer sell empty locator map.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of maps have been changed from <code>emptymap</code> to <code>empty_map</code> and <code>map</code> to <code>filled_map</code>.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.00|wiiu=Patch 1|switch=1.0.1|[[File:Map (item) JE1 BE1.png|32px]] Added maps. 
    |The [[player]] spawns with a free map. 
    |Maps are available only as zoom step 3 maps centered at coordinates 0,0. Biome colors do not appear on maps.}}
    {{History||xbox=none|xbone=CU1|ps=1.0|wiiu=none|Larger sized worlds on Xbox One, Playstation 4, and Nintendo Switch have zoom step 3 maps aligned to a grid with maps centered at 0, 1024, or 2048 on the X or Z coordinates.}}
    {{History||xbox=TU21|xbone=CU9|ps=1.14|wiiu=Patch 1|[[File:Empty Map JE1 BE1.png|32px]] [[Crafting]] a map now produces an empty map.}}
    {{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|The outer end islands appear on different maps; even on Xbox 360, Playstation 3, Vita, and Wii U editions.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Empty Map JE2 BE2.png|32px]] [[File:Map (item) JE2 BE2.png|32px]] The textures of maps have been changed.}}
    {{History||ps=1.91|Maps can now be created and used in [[cartography table]]s.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == Trivia ==
    * Use of the {{key|F1}} key can allow the player to hold a map without blocking their view at all.
    * In ''Java Edition'', a map created using {{cmd|give}} can be any map by using the Map parameter to specify the map number desired. E.g. {{cmd|give [player] minecraft:filled_map{map:5<nowiki>}}} gives the specified player map_5. If no data value is supplied it defaults to map_0. If map_0 has not ever been crafted, it is centered on x=0, z=0.
    * The maps are stored separately as their own data (<code>.dat</code>) file as <code>map_x.dat</code> with (x) being the map number, see [[map item format]] for more info. By manipulating this number, players can organize their maps to suit them, or if they accidentally create a map in the same location, they can delete their extra map so as to save the number they make.
    * Certain programs can be used to make customized maps with images or text on them instead of actual maps, many people use these in adventure maps to show pictures or to tell a story.
    * Since all copies of a map are links to the same file, copying an unfinished map keeps it synchronized with the copy as the player fills it in. Thus, a copy stored in a chest can act as a remote backup.
    * A map that is in an item frame does not update itself until a player picks it up, lets it reload, and places it back again. However, if a player holds a clone of the map, both maps update.
    * Filled maps are the only items that make 90 degree rotations in item frames, and also the only items that can expand the item frame into full block wide.
    * On [[Legacy Console Edition]], the player always spawns with a map in their inventory after creating a world. This was later added to Bedrock Edition as an optional feature in the world creation menu.
    * Maps on Legacy Console Edition always show the player's current coordinates, as a substitute for the optional [[Coordinates|coordinate display]] in other editions.
    * A map cannot be created on [[New Nintendo 3DS Edition]]. Instead, the map is always displayed on the bottom screen along with the coordinates. Biome colors do not appear on maps.
    
    == Gallery ==
    <gallery>
    MapItem1.png|A fully zoomed map.
    MapRotation.png|Having a map in hand does not stop the ability to see ahead.
    MapItem3.png|A world being recorded onto a map.
    Mcmap4.png|Nearly fully explored map.
    Zoomed Map.png|A map edited to the scale of 1.
    Sky Map.png|A map mapping the [[Sky Dimension]].
    MapOfVillage.png|A village and how it is represented on a map.
    Pumpkin map.png|A map containing a custom image made by placing a large number of blocks.
    Complete Map.png|A completely explored map.
    MapZooms.png|A diagram showing how maps zoomed out before [[Java Edition 1.8]]. Notice how the larger maps have borders made of half and quarter small maps.
    Map18zooms.png|From 1.8, zoomed maps are aligned to this grid exactly.
    Large Biome Map.png|A map of a [[Large Biomes]] world.
    Map0140-0160.png|A comparison of maps between versions in Pocket Edition Alpha [[Pocket Edition Alpha 0.14.0|0.14.0]] and [[Pocket Edition Alpha 0.16.0|0.16.0]].
    Mycelium Map.png|A map view of a mushroom biome, showing that mycelium appears purple on a map.
    MiniMap.png|Maps held in the off-hand or in either hand while [[dual wielding]] appear as mini-maps.
    Partly filled treasure map.png|Partly filled treasure map with an odd area at the bottom left. Normally a partly filled map would look striped (as in the top left), but this map seems to be bugged and is possibly showing caves, or something, in the bottom left.
    Partly filled ocean explorer map.png|Partly filled ocean explorer map. Updating the game from an older version (in this case the area was first generated before 1.18) and buying a map after updating (in this case in 1.19.4) can result in the map displaying rivers and terrain where there is really a frozen sea.
    Map Stained Glass 1.png|Stained glasses' appearances on maps before and after 1.13.
    Map Stained Glass 2.png|Stained glasses' appearances on maps before and after 1.13.
    Map Various Blocks 1.png|Various blocks' appearances on maps before and after 1.13.
    Map Various Blocks 2.png|Various blocks' appearances on maps before and after 1.13.
    Better Together Map.jpg|Holding a map in the offhand in ''Bedrock Edition''.
    Better Together Map Icon.jpg|Holding a map in both hands in ''Bedrock Edition''.
    File:MapFailedtoFill.png|A map that has not yet filled. A rare bug in Java.
    </gallery>
    
    === The Nether ===
    <gallery>
    Nethermap.png|A map in [[the Nether]].
    Maponnether.png|A map in the Nether; the arrow turns around itself, like in [[compass]].
    </gallery>
    
    === The End ===
    <gallery>
    Jeb End Map.png|The first image of a map in [[the End]].
    Endmap.png|A map in the End.
    </gallery>
    
    === Maps in item frames ===
    <gallery>
    FramedMap.png|A map displayed on an item frame, as it looked before [[Java Edition 1.7.2]].
    Structure Map Collection.png|Multiple maps in item frames. Notice a [[village]], two [[desert temple]]s and a lava lake.
    Minecraft maps 3by3.png|A collection of 9 connected full maps.
    Full Map.png|A combination of 25 maps pasted together as one map.
    Map wall BE.png|A map wall on ''Bedrock Edition'', showing large areas of biome colors for each biome.
    Map's in item frames.png|Maps can be placed into [[item frame]]s so they can be viewed together.
    Comparing Maps.png|The comparison between 3 zooms of maps.
    SuperflatMap.png|A map in a [[Superflat]] world, with some [[village]]s.
    MapWallWithMarkers.png|A 3x3 map wall with banner markers.
    HEYYEYAAEYAAAEYAEYAA.png|He-Man map art.
    Map Player Icons 1.png|First image of player icons on maps.
    Map Player Icons 2.png|Second image of player icons on maps.
    </gallery>
    
    == See also ==
    * [[Explorer Map]]
    * [[Clock]]
    * [[Tutorials/Navigation|Navigation]]
    
    == References ==
    {{Reflist}}
    
    {{Items}}
    
    [[cs:Mapa]]
    [[de:Karte]]
    [[es:Mapa]]
    [[fr:Carte (objet)]]
    [[hu:Térkép (tárgy)]]
    [[ja:地図]]
    [[ko:지도]]
    [[nl:Kaart]]
    [[pl:Mapa]]
    [[pt:Mapa]]
    [[ru:Карта]]
    [[tr:Harita]]
    [[th:แผนที่]]
    [[uk:Мапа]]
    [[zh:地图]]
    [[Category:Renewable resources]]</li><li>[[:Category:Joke items|Category:Joke items]]<br/>[[Category:Joke features|Items]]
    [[Category:Items]]</li></ul></nowiki>
    19w37aMobs that spawn wearing carved pumpkins or jack o'lanterns on Halloween no longer drop them.
    19w41aZombie villagers that were converted from villagers are supposed to no longer despawn. However, they still do.[6]
    1.16
    {{Extension DPL}}<ul><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><li>[[Egg|Egg]]<br/>{{About|chicken eggs|the similar item that spawns mobs|Spawn egg|other uses}}
    {{ItemEntity
    |image=Egg.png
    |renewable=Yes
    |stackable=Yes (16)
    |size=Height: 0.25 Blocks<br>Width: 0.25 Blocks
    }}
    
    An '''egg''' is an [[item]] that can be used to craft [[food]] items, or thrown for a chance to spawn [[chick]]s on impact.
    
    == Obtaining ==
    === Mob loot ===
    {{see also|Tutorials/Egg farming}}
    A [[chicken]] drops an egg item every 5–10 minutes. The theoretical average would be expected at 1 egg every 7.5 minutes, or 0.1333 eggs per minute.
    
    A [[fox]] sometimes spawns holding an egg, which it always drops upon death. Alternatively, a player dropping a food item causes the fox to drop the egg.
    
    === Chest loot ===
    {{LootChestItem|egg}}
    
    == Usage ==
    
    === Crafting ingredient ===
    {{crafting usage}}
    
    === Combat ===
    Players are able to throw eggs and deal knockback to [[mob]]s (but not other players{{only|JE|short=1}}<ref>{{bug|MC-3179|||WAI}}</ref>{{until|JE Combat Tests}}), but no damage is dealt, similar to a [[snowball]]. Likewise, throwing eggs at [[neutral mobs]] provokes them. Eggs can also be fired from [[dispenser]]s and are affected by gravity.
    
    === Spawning chickens ===
    When thrown by a dispenser or by pressing the {{control|use}} button, an egg has a {{fraction|1|8}} (12.5%) chance of spawning a [[chick]]. If this occurs, there is a {{fraction|1|32}} (3.125%) chance of spawning three additional chicks (on average, 1 out of every 256 eggs spawns 4 chicks). In other words, whenever an egg is thrown, there is a {{fraction|31|256}} chance of spawning 1 chick and a {{fraction|1|256}} chance of spawning four chicks.
    
    The expected value of the number of chicks an egg produces is {{fraction|35|256}} or 13.7%. This means that on average, a chick is spawned every 7.3 eggs, a stack of 16 eggs spawns 2.188 chicks, and a full inventory including the hotbar and off-hand (<code>37 * 16 = 592</code> eggs) is expected to spawn approximately 81 chicks.
    
    == Sounds ==
    {{Edition|Java}}:<br>
    Thrown eggs use the Friendly Creatures sound category for entity-dependent sound events.
    {{Sound table
    |rowspan=2
    |sound=Bow shoot.ogg
    |subtitle=Egg flies
    |source=player
    |description=When an egg is thrown
    |id=entity.egg.throw
    |translationkey=subtitles.entity.egg.throw
    |volume=0.5
    |pitch={{frac|1|3}}-0.5
    |distance=16}}
    {{Sound table
    |subtitle=Dispensed item
    |source=block
    |description=When a dispenser shoots an egg
    |id=block.dispenser.launch
    |translationkey=subtitles.block.dispenser.dispense
    |volume=1.0
    |pitch=1.2
    |distance=16}}
    {{Sound table
    |sound=Chicken plop.ogg
    |subtitle=Chicken plops
    |source=Friendly Creatures
    |description=When an egg is laid by a chicken
    |id=entity.chicken.egg
    |translationkey=subtitles.entity.chicken.egg
    |volume=1.0
    |pitch=0.8-1.2
    |distance=16
    |foot=1}}
    
    {{Edition|Bedrock}}:
    {{Sound table
    |type=bedrock
    |rowspan=2
    |sound=Bow shoot.ogg
    |source=player
    |description=When an egg is thrown
    |id=random.bow
    |volume=0.5
    |pitch=0.33-0.5}}
    {{Sound table
    |source=player
    |description=When a dispenser shoots an egg
    |id=random.bow
    |volume=1.0
    |pitch=0.83-1.25}}
    {{Sound table
    |sound=Chicken plop.ogg
    |source=neutral
    |description=When an egg is laid by a chicken
    |id=mob.chicken.plop
    |volume=1.0
    |pitch=0.8-1.2
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Egg
    |spritetype=item
    |nameid=egg
    |form=item
    |foot=1}}
    {{ID table
    |edition=java
    |showentitytags=y
    |generatetranslationkeys=y
    |displayname=Thrown Egg
    |spritetype=entity
    |spritename=Egg
    |nameid=egg
    |entitytags=impact_projectiles
    |foot=1}}
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Egg
    |spritetype=item
    |nameid=egg
    |id=390
    |form=item
    |foot=1}} 
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |generatetranslationkeys=y
    |displayname=Egg
    |spritetype=entity
    |nameid=egg
    |id=82
    |foot=1}}
    
    === Entity Data ===
    
    Thrown eggs have entity data that define various properties of the entity.
    
    {{el|java}}:
    {{main|Entity format}}
    {{/ED}}
    
    {{el|bedrock}}:
    : See [[Bedrock Edition level format/Entity format]].
    
    == Achievements ==
    {{load achievements|The Lie}}
    
    ==Advancements==
    {{Load advancements|Bullseye}}
    
    == Video ==
    <div style="text-align:center">{{yt|8rDbF8UYuTc}}</div>
    
    == History ==
    {{History|java alpha}}
    {{History||v1.0.14|[[File:Egg JE1 BE1.png|32px]] Added eggs.
    |Eggs currently have no purpose.}}
    {{History|java beta}}
    {{History||1.0|Eggs are now throwable at the request of a fan as the result of a [[wikipedia:Twitter|Twitter]] conversation about a man eating his [[wikipedia:USB|USB]], if [[Notch]] added egg throwing.<ref>{{tweet|notch|11773078791000065}}</ref>}}
    {{History||1.2|Eggs are now used to craft [[cake]]s.
    |Eggs can now be thrown by [[dispenser]]s.}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease 2|[[Breeding]] has been added, making eggs easier to obtain.}}
    {{History|||snap=RC1|Thrown eggs now hatch chicks instead of adult chickens.
    |The egg's throw [[sound]] has been changed.}}
    {{History||1.4.2|snap=12w37a|Eggs are now used to craft [[pumpkin pie]]s.}}
    {{History||1.9|snap=15w32a|Eggs no longer [[damage]] the [[ender dragon]].}}
    {{History|||snap=15w36b|Eggs now produce particles when thrown at an entity.}}
    {{History|||snap=15w49a|Eggs, like all throwable projectiles, now take the thrower's motion into account when fired.}}
    {{History||1.11|snap=16w32a|The [[entity]] ID has now been changed from <code>ThrownEgg</code> to <code>egg</code>.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 344.}}
    {{History||1.14|snap=18w43a|[[File:Egg JE2 BE2.png|32px]] The texture of eggs has been changed.}}
    {{History|||snap=18w50a|Eggs can now be found in [[chest]]s in [[village]] fletcher houses.
    |Therefore, chickens are no longer the only source of eggs.}}
    {{History|||snap=19w07a|Added [[fox]]es, which sometimes spawn with eggs in their mouths.}}
    {{History||1.16.2|snap=Pre-Release 1|Eggs are now affected by [[bubble column]]s.}}
    
    {{History|pocket alpha}}
    {{History||v0.4.0|[[File:Egg JE1 BE1.png|32px]] Added eggs. They are currently unobtainable.
    |Eggs are throwable, but are unable to spawn chickens.}}
    {{History||v0.7.0|[[Chicken]]s now occasionally lay eggs.
    |Eggs can be used to craft [[cake]].
    |Thrown eggs now have a chance of spawning adult chickens.}}
    {{History||v0.8.0|snap=build 1|Eggs are now used to craft [[pumpkin pie]]s.}}
    {{History|||snap=build 3|Thrown eggs now have a chance of spawning chicks instead of adult chickens.}}
    {{History|pocket}}
    {{History||1.1.0|snap=alpha 1.1.0.0|The [[entity]] ID has now been changed from <code>thrownegg</code> to <code>egg</code>.}}
    {{History|bedrock}}
    {{History||1.2.0|Eggs now deal knockback to [[player]]s.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Egg.png|32px]] The texture of eggs has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Eggs can now be found in [[village]] fletcher [[chest]]s.}}
    {{History|||snap=beta 1.11.0.4|Eggs can now be [[trading|sold]] to farmer [[villager]]s.}}
    {{History||1.13.0|snap=beta 1.13.0.1|Added [[fox]]es, which can [[drops|drop]] eggs.}}
    {{History||1.16.0|snap=beta 1.16.0.57|[[Trading]] has now been changed, eggs can no longer be [[trading|sold]] to farmer [[villager]]s.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Egg JE1 BE1.png|32px]] Added eggs.}}
    {{History|PS4}}		
    {{History||1.90|[[File:Egg JE2 BE2.png|32px]] The texture of eggs has been changed.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Egg JE1 BE1.png|32px]] Added eggs.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == Trivia ==
    * Eggs break mid-fall if hit by another projectile; the chance of spawning a chick is not affected.
    * Throwing an egg at a [[nether portal]] breaks the egg when it hits the portal.
    * A thrown egg faces toward the [[player]] in first-person view, while it appears rotated horizontally in third-person view. This is the case for all throwable [[item]]s ([[ender pearl]]s, eggs, [[snowball]]s, and all throwable [[potion]]s).
    
    == References ==
    {{Reflist}}
    
    {{Items}}
    {{entities}}
    
    [[Category:Combat]]
    [[Category:Egg]]
    
    [[cs:Vajíčko]]
    [[de:Ei]]
    [[es:Huevo]]
    [[fr:Œuf]]
    [[hu:Tojás]]
    [[it:Uovo]]
    [[ja:卵]]
    [[ko:달걀]]
    [[nl:Ei]]
    [[pl:Jajko]]
    [[pt:Ovo]]
    [[ru:Яйцо]]
    [[th:ไข่ไก่]]
    [[uk:Яйце]]
    [[zh:鸡蛋]]
    <br /></li></ul>
    20w06aZombie villagers that were converted from villagers no longer despawn.[6]
    1.17
    {{Extension DPL}}<ul><li>[[Bottle of Entity|Bottle of Entity]]<br/>{{joke feature}}
    {{exclusive|java}}
    {{WIP}}
    {{see also|Potion|Splash Potion}}
    {{Item
    |image=Bottle of Entity.png
    |image2=Splash Bottle of Entity.png
    |image3=Bottle of Void.png
    |stackable= No
    }}
    
    '''Bottles of entity''' are items that transform players into the respective mobs when drunk.
    
    '''Splash bottle of entity''' are a variation of bottles of mob that can be thrown.
    
    '''Bottle of void''' is a special bottle to transform back to the original player. Right clicking with it on a transformed player will remove the transformation and convert the bottle into a bottle of entity of that transformation.
    
    A transformation into an entity will sometimes lead to special effects. For example, transforming into a chicken will allow the player to glide slowly to the ground. The chicken will however take fall damage upon landing, killing it and transforming the player back to themselves.
    Transforming into an enderman will cause the player to be teleported randomly when a projectile it aimed at it or when they're being looked at by other players. Transforming into any mob capable of flight (for example, a bat) will allow the player to fly in survival mode as if they were in creative mode.
    
    == Sounds ==<!--No sounds when thrown from a player or dispenser-->
    Splash bottles of entities use the Friendly Creatures sound category for entity-dependent sound events.
    {{Sound table
    |sound=Bottle fill water1.ogg
    |sound2=Bottle fill water2.ogg
    |sound3=Bottle fill water3.ogg
    |sound4=Bottle fill water4.ogg
    |subtitle=Bottle fills
    |source=neutral
    |description=When an entity is collected using a bottle of void
    |id=item.bottle.fill
    |translationkey=subtitles.item.bottle.fill
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Drink.ogg
    |subtitle=Sipping
    |source=player
    |description=While a player is drinking a bottle of entity
    |id=entity.generic.drink
    |translationkey=subtitles.entity.generic.drink
    |volume=0.5
    |pitch=0.9-1.0
    |distance=16}}
    {{Sound table
    |sound=Glass dig1.ogg
    |sound2=Glass dig2.ogg
    |sound3=Glass dig3.ogg
    |subtitle=Bottle smashes
    |source=neutral
    |description=When a splash bottle of entity impacts something <ref group=sound>This sound is played six times simultaneously</ref>
    |id=entity.splash_potion.break
    |translationkey=subtitles.entity.potion.splash
    |volume=1.0
    |pitch=0.9-1.0
    |distance=16
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Bottle of Entity
    |spritetype=item
    |nameid=bottle_of_entity
    |form=item
    |translationkey=item.minecraft.bottle_of_entity,item.minecraft.bottle_of_entity.specific}}
    {{ID table
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Splash Bottle of Entity
    |spritetype=item
    |nameid=splash_bottle_of_entity
    |form=item
    |translationkey=item.minecraft.splash_bottle_of_entity,item.minecraft.splash_bottle_of_entity.specific}}
    {{ID table
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Bottle of Void
    |spritetype=item
    |nameid=bottle_of_void
    |form=item
    |translationkey=item.minecraft.bottle_of_void
    |foot=1}}
    
    == History ==
    {{History|java}}
    {{History||23w13a_or_b|[[File:Bottle of Entity.png|32px]] [[File:Splash Bottle of Entity.png|32px]] [[File:Bottle of Void.png|32px]] Added bottle of entity, splash bottle of entity, and bottle of void.}}
    {{History|foot}}
    
    {{items}}
    {{Jokes}}
    
    [[ja:Bottle of Entity]]
    [[pt:Frasco de entidade]]
    [[Category:Joke items]]</li><li>[[Potion|Potion]]<br/>{{about|the drinkable potions|the throwable potions|Splash Potion|the throwable potions that leave a lingering area of effect|Lingering Potion}}
    {{Redirect|Potion of Water Breathing|the potion in Minecraft Dungeons|MCD:Potion of Water Breathing}}{{About|the mechanics of potions|instructions on how to brew potions, and their recipes|Brewing}}{{update|The texture for ''[[Bedrock Edition]]'' is different, please add it.
    
    Some potions texture/color was changed as of 1.19.4 pre-release 3, please add them.}}
    {{Item
    | image = Water Bottle.png
    | extratext = View [[#Potions|all potions]]
    | renewable = '''Uncraftable, Luck{{only|je|short=y}}, Decay{{only|be|short=y}}''': No<br>'''All others''': Yes
    | stackable = BE: No<br/>JE: No{{until|Java Combat Tests}}<br>Yes (16){{upcoming|Java Combat Tests}}
    }}'''Potions''' are bottled substances designed to inflict [[effects]]. They are created by [[brewing]] and when drunk give the player an [[effect]] for a limited time. All potions are brewed from a '''water bottle''', which is considered a type of potion but has no effects.
    
    == Obtaining ==
    
    === Mob loot ===
    
    ==== Witches ====
    
    [[Witch]]es can drop potions of Healing, Fire Resistance, Swiftness, or Water Breathing if they die while drinking that potion.
    
    ==== Wandering traders ====
    
    [[Wandering trader]]s have a chance to drop a Potion of Invisibility if they die while drinking the potion.
    
    === Fishing ===
    [[Water bottle]]s can be [[fishing|fished]] up as junk items.
    
    === Brewing ===
    {{main|Brewing}}
    
    Almost all potions are obtained by [[brewing]].
    
    The Potion of Luck{{only|java|short=1}} and the Potion of Decay{{only|bedrock|short=1}} cannot be brewed. A command to give a Luck Potion is {{cmd|give @s minecraft:potion{Potion:luck} }}, while a Potion of Decay can be obtained via {{cmd|give @s potion 1 36}}. Both are also available in the [[creative inventory]].
    
    === Chest loot ===
    
    Two Health II potions can be found in the brewing stand on ships in [[end cities]], and one splash potion of Weakness can be found in a brewing stand in [[igloo]] basements.
    
    {{In|Bedrock}}, the cauldron in a [[swamp hut]] contains a random potion.
    {{LootChestItem|potion-of-regeneration,potion-of-water-breathing,potion-of-healing}}
    
    === Bartering ===
    [[Piglin]]s may [[barter]] a potion or a splash potion of Fire Resistance when given a [[gold ingot]].
    
    == Usage ==
    
    Potions are used by pressing and holding {{control|use}} with the potion bottle in hand, as with all consumable items. When drunk they bestow the corresponding [[status effect]] to the player.
    
    Drinking a potion while already under the effects of the same potion does not add onto the effect's duration, but simply resets it. A potion effect does not "downgrade" if a lower level is activated. For example, if a [[player]] has [[Regeneration]] II, drinking a regular potion of Regeneration does not have any effect.
    
    Using a potion on a cauldron does not transfer the potion to the cauldron, but begins to play the drinking animation.{{only|java|short=1}}
    
    === Modifiers ===
    {{main|Brewing}}
    
    Potions can be modified in five ways. 
    # Brewing [[glowstone dust]] into certain potions will ''enhance'' their level of effect. 
    # Adding [[redstone]] will ''extend'' the duration of the effect.
    # Brewing [[gunpowder]] into a potion makes it into a ''splash'' potion (area effect).
    # Adding [[dragon's breath]] to a splash potion creates a [[lingering potion]] (area effect that lingers on the ground).
    # Brewing a [[fermented spider eye]] into specific potions modifies their effect, usually inverting it, which is referred to as "corruption". 
    
    The modifications of Enhancement and Extension are mutually exclusive. 
    
    Enhancing most potions trades some of its duration for a bigger effect. For example, the base Regeneration works for 44 seconds whereas Regeneration II lasts for only 22 seconds but heals more per tick during that time. 
    
    Extending a potion generally makes it last {{frac|8|3}} as long as its base potion, so a duration of 3 minutes becomes 8 minutes. 
    ==== Corruption ====
    The usual result of corruption is to invert the potion's effect (for example Swiftness becomes Slowness). Interestingly, corrupting Poison (continuous damage effect) creates a Potion of Harming, an instant damage effect, instead of the continuous healing effect (regeneration) one would normally expect. Corrupting a Potion of Night Vision turns it into a Potion of Invisibility rather than an inverse effect that might be something like blindness.
    
    Corrupting an extended or enhanced potion results in a corrupted potion with the same modifier, if it is supported by the corrupted effect. All of the "corrupted" potions except Harming can be extended, but it is the only one that can be enhanced. {{IN|bedrock}}, the corruption of Healing II or Poison II potions results in a potion of Harming I.
    
    === Base potions ===
    
    Base potions are potions that have no effect when the player drinks them, but are necessary as the basis for other potions.
    
    {| class="wikitable col-1-center col3-left" data-description="Base potions"
    ! Icon
    ! Name
    ! Use
    |-
    | {{Slot|Water Bottle|link=none}}
    ! Water Bottle
    | the base for the Awkward Potion and Potions of Weakness
    |-
    | rowspan="3"| {{Slot|Water Bottle|link=none}}
    ! Awkward Potion
    | The base for all other effect potions
    |-
    ! Mundane Potion
    | Only usable as an alternative base for  Potion of Weakness{{only|bedrock}}
    |-
    ! Thick Potion
    | No use
    |}
    
    === Effect potions ===
    
    ==== Potions with positive effects ====
    
    {| class="wikitable col-1-center" data-description="Positive potions"
    ! Icon
    ! Name
    ! Duration
    ! Effect
    ! Description
    |-
    | rowspan="3" | {{Slot|Potion of Regeneration|link=none}}
    ! {{text anchor|Potion of Regeneration}}
    | 0:45
    | rowspan="3" | {{EffectLink|Regeneration}}
    | Restores {{hp|18}} health over time, {{hp|1}} every 50 [[tick]]s (2.5 seconds).
    |-
    ! Potion of Regeneration +
    | 1:30{{only|java|short=1}}<br>2:00{{only|bedrock|short=1}}
    | Restores {{hp|36}}{{only|java|short=1}} or {{hp|48}}{{only|bedrock|short=1}} health over time, {{hp|1}} every 50 ticks (2.5 seconds).
    |-
    ! Potion of Regeneration II
    | 0:22.5
    | Restores {{hp|18}} health over time, {{hp|1}} every 25 ticks (1.25 seconds).
    |-
    | rowspan="3" | {{Slot|Potion of Swiftness|link=none}}
    ! {{text anchor|Potion of Swiftness}}
    | 3:00
    | rowspan="3" | {{EffectLink|Speed}}
    | rowspan="2" | Increases speed and jump distance by 20% and increases FOV (6.6 meters per second sprinting).
    |-
    ! Potion of Swiftness +
    | 8:00
    |-
    ! Potion of Swiftness II
    | 1:30
    | Increases speed and jump distance by 40% and increases FOV (8 meters per second sprinting).
    |-
    | rowspan="2" | {{Slot|Potion of Fire Resistance|link=none}}
    ! {{text anchor|Potion of Fire Resistance}}
    | 3:00
    | rowspan="2" | {{EffectLink|Fire Resistance}}
    | rowspan="2" | Gives immunity to all heat-related damage.
    |-
    ! Potion of Fire Resistance +
    | 8:00
    |-
    | rowspan="2" | {{Slot|Potion of Healing|link=none}}
    ! {{text anchor|Potion of Healing}}
    | Instant
    | rowspan="2" | {{EffectLink|Instant Health}}
    | Restores {{hp|4}} health.
    |-
    ! Potion of Healing II
    | Instant
    | Restores {{hp|8}} health. (doubles with every additional level)
    |-
    | rowspan="2" | {{Slot|Potion of Night Vision|link=none}}
    ! {{text anchor|Potion of Night Vision}}
    | 3:00
    | rowspan="2" | {{EffectLink|Night Vision}}
    | rowspan="2" | Visually brightens everything to a light level of 15, brightens up water with a blue shine, brightens up lava with an orange shine (other players cannot see the enhanced lighting without this effect).
    |-
    ! Potion of Night Vision +
    | 8:00
    |-
    | rowspan="3" | {{Slot|Potion of Strength|link=none}}
    ! {{text anchor|Potion of Strength}}
    | 3:00
    | rowspan="3" | {{EffectLink|Strength}}
    | rowspan="2" | Increases melee damage by {{hp|3}}.{{only|java}}<br>Increases melee damage by 30% of the base damage and {{Hp|1}}.{{only|bedrock}}
    |-
    ! Potion of Strength +
    | 8:00
    |-
    ! Potion of Strength II
    | 1:30
    | Increases melee damage by {{hp|6}} (+ {{hp|3}} per tier).{{only|java}}<br>Increases melee damage by 69% of the base damage and {{Hp|1.3}}. 
    For each level: (<math>BaseDamage\times1.3^{level}+{1.3^{level}-1\over0.3}</math>){{only|bedrock}}
    |-
    | rowspan="3" | {{Slot|Potion of Leaping|link=none}}
    ! {{text anchor|Potion of Leaping}}
    | 3:00
    | rowspan="3" | {{EffectLink|Jump Boost}}
    | rowspan="2" | Allows the player to jump {{frac|1|2}} blocks higher and reduces fall damage.
    |-
    !Potion of Leaping +
    | 8:00
    |-
    ! Potion of Leaping II
    | 1:30
    | Further increases jump height to {{frac|2|1|2}} blocks and further reduces fall damage.
    |-
    | rowspan="2" | {{Slot|Potion of Water Breathing|link=none}}
    ! style="white-space:nowrap" | {{text anchor|Potion of Water Breathing}}
    | 3:00
    | rowspan="2" | {{EffectLink|Water Breathing}}
    | rowspan="2" | Allows the entity to swim without drowning or needing to surface for air. The oxygen bar does not decrease when underwater.
    |-
    ! Potion of Water Breathing +
    | 8:00
    |-
    | rowspan="2" | {{Slot|Potion of Invisibility|link=none}}
    ! {{text anchor|Potion of Invisibility}}
    | 3:00
    | rowspan="2" | {{EffectLink|Invisibility}}
    | rowspan="2" |
    Makes player  disappear from view. Mobs can detect and track the player only at close range, although the range increases when the player wears armor. The splash version make mobs or other players invisible. Some items are unaffected and so remain visible. These include: armor, items held in hand, arrows stuck into the player, a [[pig]]'s saddle, a [[llama]]'s carpet pattern, a [[shulker]]'s yellow head, and the glowing eyes of [[spider]]s, [[Phantom|phantoms]], and [[enderman|endermen]].
    |-
    ! Potion of Invisibility +
    | 8:00
    |-
    | rowspan="2" | {{Slot|Potion of Slow Falling|link=none}}
    ! {{text anchor|Potion of Slow Falling}}
    | 1:30
    | rowspan="2" | {{EffectLink|Slow Falling}}
    | rowspan="2" | The mob/player falls at a much slower rate, and damage from hitting the ground is reduced to zero. A sprinting  leap of almost 6 blocks becomes possible and farmland is not affected by the player falling onto it.
    |-
    ! Potion of Slow Falling +
    | 4:00
    |-
    | {{Slot|Potion of Luck|link=none}}
    ! {{text anchor|Potion of Luck}}<br>{{only|java|short=1}}{{only|Console|short=1}}
    | 5:00
    | {{EffectLink|Luck}}
    | Increases the luck [[Attribute#Attributes for players|attribute]] by 1 point.
    |}
    
    ==== Potions with negative effects ====
    
    {| class="wikitable col-1-center" data-description="Negative potions"
    ! Icon
    ! Name
    ! Duration
    ! Effect
    ! Description
    |-
    | rowspan="3" | {{Slot|Potion of Poison|link=none}}
    ! {{text anchor|Potion of Poison}}
    | 0:45
    | rowspan="3" | {{EffectLink|Poison}}
    | Causes up to {{hp|36|poisoned=1}} damage over time at a rate of 1 every 50 ticks, but does not reduce health below {{hp|1}}.
    |-
    ! Potion of Poison +
    | 1:30
    | Causes up to {{hp|72|poisoned=1}}{{only|java|short=1}} or {{hp|96|poisoned=1}}{{only|bedrock|short=1}} damage over time, but does not reduce health below {{hp|1}}.
    |-
    ! Potion of Poison II
    | 0:21.6{{only|java|short=1}}<br>0:22.5{{only|bedrock|short=1}}
    | Causes up to {{hp|38|poisoned=1}} damage over time, but does not reduce health below {{hp|1}}.
    |-
    | rowspan="2" | {{Slot|Potion of Weakness|link=none}}
    ! {{text anchor|Potion of Weakness}}
    | 1:30
    | rowspan="2" | {{EffectLink|Weakness}}
    | rowspan="2" | Reduces melee damage by {{hp|4}}.{{only|java}}<br>Reduces melee damage by 20% of the base damage and {{hp|0.5}}.{{only|bedrock}}
    |-
    ! Potion of Weakness +
    | 4:00
    |-
    | rowspan="3" | {{Slot|Potion of Slowness|link=none}}
    ! {{text anchor|Potion of Slowness}}
    | 1:30
    | rowspan="3" | {{EffectLink|Slowness}}
    | rowspan="2" | Slows players and mobs by 15%, to about 4.75 blocks per second sprinting.
    |-
    ! Potion of Slowness +
    | 4:00
    |-
    ! Potion of Slowness IV<!--The IV is correct, it is not Slowness II-->
    | 0:20
    | Slows players and mobs by 60%, to about 2.25 blocks per second sprinting.
    |-
    | rowspan="2" |{{Slot|Potion of Harming|link=none}}
    ! {{text anchor|Potion of Harming}}
    | Instant
    | rowspan="2" | {{EffectLink|Instant Damage}}
    | Damages {{hp|6}}.
    |-
    ! Potion of Harming II
    | Instant
    | Damages {{hp|12}}. (doubles with every additional level)
    |-
    | {{Slot|Potion of Decay|link=none}}
    ! Potion of Decay<br>{{only|bedrock|short=1}}{{Anchor|Potion of Decay}}
    | 0:40
    | {{EffectLink|Wither|link=Wither (status effect)}}
    | Damages {{hp|1|withered=1}} every second, making a total of {{hp|40|withered=1}} damage 
    |}
    
    ==== Potions with mixed effects ====
    
    {| class="wikitable col-1-center col-2-center" data-description="Base potions"
    ! Icon
    ! Name
    ! Duration
    ! Effect
    ! Description
    |-
    | rowspan="3" | {{Slot|Potion of the Turtle Master|link=none}}
    ! {{text anchor|Potion of the Turtle Master}}
    | style="text-align:center" | 0:20
    | rowspan="3" | {{EffectLink|Slowness}}<br>{{EffectLink|Resistance}}
    | rowspan="2" | Slows players and mobs by 60%, to about 2.25 blocks per second sprinting, and reduces their damage taken by 60%.
    |-
    ! Potion of the Turtle Master +<br>
    | 0:40
    |-
    ! Potion of the Turtle Master II<br>
    | 0:20
    | Slows players and mobs by 90%, to about 0.5625 blocks per second sprinting, and reduces their damage taken by 80%.
    |}
    
    === Uncraftable Potion ===
    
    {{IN|java}}, the Uncraftable Potion is a potion with no effect that is unobtainable in regular gameplay.
    
    It is also available in splash potion and lingering potion forms, as well as for tipped arrows.
    
    It can be obtained using the following command: {{cmd|give @s minecraft:potion{Potion:"minecraft:empty"} }}. It is also obtained any time a potion has invalid or missing potion effect tags, and thus serves as a placeholder.
    
    {| class="wikitable" style="text-align: center;" data-description="Unused potions"
    ! Icon
    ! Name
    ! Effect
    |-
    | {{Slot|Uncraftable Potion|link=none}}
    ! Uncraftable Potion
    | No effect
    |}
    
    === Joke potions===
    
    ====[[Java Edition 15w14a]]====
    
    {| class="wikitable col-1-center col-2-center" data-description="Base potions"
    !Icon
    !Name
    !Duration
    !Effect
    ! Description 
    |-
    |{{Slot|Potion of Slowness Revision 1|link=none}}
    !{{text anchor|Potion of Caring}}
    | style="text-align:center" |Instant
    |{{EffectLink|id=Slowness Revision 1|Caring}}
    | rowspan="3" |Changes the mob AI to move toward the nearest mob as if it were to attack it.
    |-
    | rowspan="2" |{{Slot|Potion of Poison Revision 1|link=none}}
    !{{text anchor|Potion of Caring}}
    | style="text-align:center" |Instant
    | rowspan="2" | {{EffectLink|id=Poison Revision 1|Caring}} 
    |-
    ! {{text anchor|Potion of Caring II}}
    | style="text-align:center" |Instant
    |-
    | rowspan="2" |{{Slot|Potion of Weakness Revision 1|link=none}}
    !{{text anchor|Potion of Sharing}}
    | style="text-align:center" |1:30
    | rowspan="2" |{{EffectLink|id=Weakness Revision 1|Sharing}}
    | rowspan="2" |Drops items in a random amount of time, ranging from food to rare items like [[saddle]]s or [[diamond]]s.
    |-
    !{{text anchor|Potion of Sharing +}}
    | style="text-align:center" |4:00
    |}
    
    ==== [[Java Edition 23w13a_or_b]]====
    
    {{Empty section}}
    
    ===Undead mobs===
    
    The effects given by Potions of Healing and Harming are opposite on undead mobs, which includes skeletons and zombies. Potions of Healing cause harm, and Harming heals them. In addition, undead mobs are not affected by Poison or Regeneration. 
    
    {{IN|bedrock}}, hitting an undead mob with a Regeneration Potion will always register as Regeneration I, no matter the level of the used potion.
    
    ===Mud conversion===
    
    Using a water bottle, splash water bottle, or lingering water bottle on [[dirt]], [[coarse dirt]], or [[rooted dirt]] will convert it into [[mud]], returning a glass bottle with it. This process can be automated with a [[dispenser]]. 
    
    ===Filling cauldrons with Potions===
    
    {{IN|Bedrock|Legacy Console}} potion bottles may be used on a cauldron to fill it. Using a glass bottle on a cauldron filled with a potion drains it and fills the bottle. Potions cannot be combined in a cauldron, nor can they be mixed with water, but as an added bonus if you use a stack of arrows in a full cauldron you get a stack of tipped arrows. for 1 layer you get 16, 2 layers 32.
    
    ==Custom effects==
    
    {{IN|java}}, potions can also be obtained with any status effect using {{cmd|give}} and the tag <code>custom_potion_effects</code>, which is an array of effects for the potion. See [[Item format#Potion Effects]] for more information, and [[status effect]] for a list of effects and IDs.
    
    ==Sounds==
    {{edition|java}}:
    {{Sound table
    |sound=Drink.ogg
    |subtitle=Sipping
    |source=player
    |description=While a player is drinking a potion
    |id=entity.generic.drink
    |translationkey=subtitles.entity.generic.drink
    |volume=0.5
    |pitch=0.9-1.0
    |distance=16}}
    {{Sound table
    |sound=Witch drink1.ogg
    |sound2=Witch drink2.ogg
    |sound3=Witch drink3.ogg
    |sound4=Witch drink4.ogg
    |subtitle=Witch drinks
    |source=hostile
    |description=When a witch drinks a potion
    |id=entity.witch.drink
    |translationkey=subtitles.entity.witch.drink
    |volume=1.0
    |pitch=0.8-1.2
    |distance=16}}
    {{Sound table
    |sound=Wandering trader drink potion.ogg
    |sound2=Drink.ogg
    |subtitle=Wandering Trader drinks potion
    |source=neutral
    |description=While a [[wandering trader]] is drinking a potion to become invisible during nighttime
    |id=entity.wandering_trader.drink_potion
    |translationkey=subtitles.entity.wandering_trader.drink_potion
    |volume=''varies'' <ref group=sound>0.35 for the first sound, 0.325 for the second sound</ref>
    |pitch=0.9-1.0
    |distance=16}}
    {{Sound table
    |sound=Bottle empty1.ogg
    |sound2=Bottle empty2.ogg
    |subtitle=Bottle empties
    |source=block
    |description=When a water bottle is emptied
    |id=item.bottle.empty
    |translationkey=subtitles.item.bottle.empty
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Bottle fill water1.ogg
    |sound2=Bottle fill water2.ogg
    |sound3=Bottle fill water3.ogg
    |sound4=Bottle fill water4.ogg
    |subtitle=Bottle fills
    |source=block
    |description=When a water bottle is filled
    |id=item.bottle.fill
    |translationkey=subtitles.item.bottle.fill
    |volume=1.0
    |pitch=1.0
    |distance=16
    |foot=1}}
    
    {{edition|bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Drink.ogg
    |source=player
    |description=When a player drinks a potion
    |id=random.drink
    |volume=0.35
    |pitch=0.9-1.1}}
    {{Sound table
    |sound=Witch drink1.ogg
    |sound2=Witch drink2.ogg
    |sound3=Witch drink3.ogg
    |sound4=Witch drink4.ogg
    |source=hostile
    |description=When a witch drinks a potion
    |id=mob.witch.drink
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Wandering trader drink potion.ogg
    |sound2=Drink.ogg
    |source=neutral
    |description=When a wandering trader drinks a potion to become invisible during nighttime
    |id=mob.wanderingtrader.drink_potion
    |volume=''varies'' <ref group=sound>0.7 for the first sound, 0.65 for the second sound</ref>
    |pitch=0.8-1.2}}
    {{Sound table
    |rowspan=4
    |sound=Water Splash Old.ogg
    |source=block
    |description=When a potion is placed in a cauldron<wbr><ref group=sound name=potionsplash>{{Bug|MCPE-174867}}</ref>
    |id=cauldron.fillpotion
    |volume=0.1
    |pitch=1.0}}
    {{Sound table
    |source=block
    |description=When a potion is taken from a cauldron<wbr><ref group=sound name=potionsplash/>
    |id=cauldron.takepotion
    |volume=0.1
    |pitch=1.0}}
    {{Sound table
    |source=block
    |description=When water from a bottle is placed in a cauldron<wbr><ref group=sound name=potionsplash/>
    |id=cauldron.fillwater
    |volume=0.1
    |pitch=1.0}}
    {{Sound table
    |source=block
    |description=When water from a bottle is taken from a cauldron<wbr><ref group=sound name=potionsplash/>
    |id=cauldron.takewater
    |volume=0.1
    |pitch=1.0}}
    {{Sound table
    |sound=Bottle empty1.ogg
    |sound2=Bottle empty2.ogg
    |source=sound<!--bottle-->
    |description=When a water bottle or potion is emptied<wbr>{{Upcoming|BE 1.20.40}}
    |id=bottle.empty
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Bottle fill water1.ogg
    |sound2=Bottle fill water2.ogg
    |sound3=Bottle fill water3.ogg
    |sound4=Bottle fill water4.ogg
    |source=sound<!--bottle-->
    |description=When a water bottle or potion is filled<wbr>{{Upcoming|BE 1.20.40}}
    |id=bottle.fill
    |volume=1.0
    |pitch=1.0
    |foot=1}}
    
    ==Data values==
    ===ID===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Potion
    |spritetype=item
    |nameid=potion
    |form=item
    |translationkey=item.minecraft.potion,item.minecraft.potion.effect.empty,item.minecraft.potion.effect.water,item.minecraft.potion.effect.mundane,item.minecraft.potion.effect.thick,item.minecraft.potion.effect.awkward,item.minecraft.potion.effect.night_vision,item.minecraft.potion.effect.invisibility,item.minecraft.potion.effect.leaping,item.minecraft.potion.effect.fire_resistance,item.minecraft.potion.effect.swiftness,item.minecraft.potion.effect.slowness,item.minecraft.potion.effect.water_breathing,item.minecraft.potion.effect.healing,item.minecraft.potion.effect.harming,item.minecraft.potion.effect.poison,item.minecraft.potion.effect.regeneration,item.minecraft.potion.effect.strength,item.minecraft.potion.effect.weakness,item.minecraft.potion.effect.levitation,item.minecraft.potion.effect.luck,item.minecraft.potion.effect.turtle_master,item.minecraft.potion.effect.slow_falling
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Potion
    |spritetype=item
    |nameid=potion
    |id=426
    |form=item
    |translationkey=potion.emptyPotion.name,potion.mundane.name,potion.mundane.extended.name,potion.thick.name,potion.awkward.name,potion.nightVision.name,potion.invisibility.name,potion.jump.name,potion.fireResistance.name,potion.moveSpeed.name,potion.moveSlowdown.name,potion.heal.name,potion.harm.name,potion.poison.name,potion.regeneration.name,potion.damageBoost.name,potion.weakness.name,potion.wither.name,potion.turtleMaster.name,potion.slowFalling.name
    |foot=1}}
    
    === Metadata===
    {{IN|bedrock}}, potions use the following item data values to indicate the kind of potion:
    {{/DV}}
    
    ===Item data===
    
    ====Java Edition====
    
    <div class="treeview">
    * {{nbt|compound|tag}}: The item's '''tag''' tag.
    {{:Player.dat_format/Potion}}
    </div>
    Normal potions use an NBT "Potion" tag to indicate the potion type. The values of the tag (to be prefixed with <code>minecraft:</code>) are:
    {| class="wikitable sortable" style="text-align: center;" data-description="Potion NBT data"
    !Potion
    ! Regular
    !Level II
    !Extended + 
    |-
    | Uncraftable Potion
    |anything except the below
    |–
    |–
    |-
    |Water Bottle
    |{{code|water}} 
    |–
    |–
    |-
    |Mundane Potion
    |{{code|mundane}}
    |–
    |–
    |-
    | Thick Potion
    |{{code|thick}}
    |–
    |–
    |-
    |Awkward Potion
    |{{code|awkward}}
    |–
    |–
    |-
    | Night Vision
    |{{code|night_vision}}
    |–
    |{{code|long_night_vision}}
    |-
    |Invisibility
    |{{code|invisibility}}
    |–
    |{{code|long_invisibility}}
    |-
    |Leaping
    |{{code|leaping}}
    |{{code|strong_leaping}}
    |{{code|long_leaping}}
    |-
    |Fire Resistance
    |{{code|fire_resistance}}
    |–
    |{{code|long_fire_resistance}}
    |-
    |Swiftness
    |{{code|swiftness}}
    |{{code|strong_swiftness}}
    |{{code|long_swiftness}}
    |-
    |Slowness
    |{{code|slowness}}
    |{{code|strong_slowness}}
    |{{code|long_slowness}}
    |-
    |Water Breathing
    |{{code|water_breathing}}
    |–
    |{{code|long_water_breathing}}
    |-
    | Instant Health
    |{{code|healing}}
    |{{code|strong_healing}}
    |–
    |-
    | Harming
    |{{code|harming}}
    |{{code|strong_harming}}
    |–
    |-
    |Poison
    |{{code|poison}}
    |{{code|strong_poison}}
    |{{code|long_poison}}
    |-
    |Regeneration
    |{{code|regeneration}}
    |{{code|strong_regeneration}}
    | {{code|long_regeneration}}
    |-
    |Strength
    |{{code|strength}} 
    | {{code|strong_strength}}
    |{{code|long_strength}}
    |-
    |Weakness
    |{{code|weakness}}
    |–
    |{{code|long_weakness}}
    |-
    |Luck
    |{{code|luck}}
    |–
    |–
    |-
    |The Turtle Master
    |{{code|turtle_master}}
    |{{code|strong_turtle_master}}
    |{{code|long_turtle_master}}
    |-
    | Slow Falling
    |{{code|slow_falling}}
    |–
    |{{code|long_slow_falling}}
    |}
    
    ====Bedrock Edition====
    
    :See [[Bedrock Edition level format/Item format]].
    
    ==Achievements==
    {{load achievements|Local Brewery|Taste of your own Medicine}}
    
    ==Advancements==
    {{Load advancements|Local Brewery;A Furious Cocktail;How Did We Get Here?;Husbandry}}
    
    ==History==
    {{Info needed section|Potion of Weakness;Uncraftable Potion texture in JE 1.11}}
    {{History|java beta}}
    {{History||July 7, 2010|link=https://web.archive.org/web/0/http://notch.tumblr.com/post/779956568/the-rationale-for-redstone|[[Brewing|Alchemy]] was first hinted by [[Notch]] when he explained why [[redstone ore]] disintegrates into "[[redstone|dust]]". He states that dust would be used later in potions.}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease 2|[[Jeb]] tweeted a screenshot showing potion durations and [[glass bottle]]s.<ref>{{tweet|jeb|118681103350501376|This will probably ->NOT<- be included in Beta 1.9, but it's a nice screenshot: http://i.imgur.com/oK2tE.png |September 28, 2011}}</ref>
    |Potions are [[brewing|brewed]] using [[cauldron]]s<ref>{{tweet|jeb|119466949708222465|Potions are delayed because *add to cauldron, pick up, look at tooltip, pour back into cauldron, repeat* was extremely tedious|September 30, 2011}}</ref> by combining ingredients and other potions in cauldrons. Cauldrons, although they are functional and can be used to brew potions, are unavailable in this update.
    |In total, there are 161 possible potion combinations and 2,653 different types of potions.<ref>{{tweet|jeb|120520408792432641|In the prerelease, there are 161 brewable unique potions. Unless we change it, there are 2,653 with all ingredients added.|October 3, 2011}}</ref>
    |[[Jeb]] later tweeted that both [[Notch]] and he had come up with a different way to [[brewing|brew]] potions, which was revealed to be [[brewing stand]]s.<ref>{{tweet|jeb|119710836469149697|A quick discussion with @notch led me in on a new way of doing the potion brewing. Cauldron is out...|September 30, 2011}}</ref>}}
    {{History|||snap=Beta 1.9 Prerelease 3|[[Brewing stand]]s have been implemented, which has replaced the (previously unimplemented) [[cauldron]]s' [[brewing]] functionality, so potions are now obtainable without mods. Potions Brewed in the previous version will now be glitched. Water Bottles have been added.}}
    {{History||1.3.1|snap=12w21b|[[File:Water Bottle JE1 BE1.png|32px]] Water bottles have been added to the [[Creative inventory]].}}
    {{History||1.3.1|snap=12w22a|[[File:Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Potion of Swiftness JE1 BE1.png|32px]] [[File:Potion of Slowness JE1 BE1.png|32px]] [[File:Potion of Healing JE1 BE1.png|32px]] [[File:Potion of Harming JE1 BE1.png|32px]] [[File:Potion of Poison JE1 BE1.png|32px]] [[File:Potion of Regeneration JE1 BE1.png|32px]] [[File:Potion of Strength JE1 BE1.png|32px]] [[File:Potion of Weakness JE1 BE1.png|32px]] Potions have been added to the [[Creative]] [[inventory]]. This includes extended-enhanced potions with both extended duration and enhanced effect for four potion effects.}}
    {{History||1.4.2|snap=12w32a|[[File:Potion of Night Vision JE1 BE1.png|32px]] Added potion of [[Night Vision]]. However, it is [[brewing|unbrewable]] at the time.}}
    {{History|||snap=12w38a|Added Healing and Harming potions to the Creative inventory.}}
    {{History||1.5|snap=?|Extended-enhanced potions are no longer available in the Creative inventory for all four potion effects. {{info needed}}{{verify}}<!--only checked v1.4.7 and v1.5.2, but did not check any version in between, please check all-->}}
    {{History|||snap=12w34a|[[File:Potion of Invisibility JE1 BE1.png|32px]] Added potions of [[Invisibility]].
    |Potions of Night Vision are now [[brewing|brewable]].}}
    {{History|||snap=12w38a|[[Witch]]es now cast potions at [[player]]s and can rarely [[drops|drop]] potions upon [[death]].}}
    {{History|||snap=12w39a|Potions are now customizable using NBT editors or MCEdit.}}
    {{History||1.6.1|snap=?|Potions of [[Weakness]] now reduce [[damage]] by half hearts, instead of 1 heart as it was before.}}
    {{History|||snap=13w23a|Potions of [[Healing]] and [[Regeneration]] have been nerfed (by 33.3% and 50%).}} 
    {{History||1.7.2|snap=13w36a|[[File:Potion of Water Breathing JE1 BE1.png|32px]] Added potions of [[Water Breathing]].
    |[[Water bottle]]s can now be obtained as one of the "junk" [[item]]s from [[fishing]].}}
    {{History||1.8|snap=14w27a|[[File:Potion of Leaping JE1 BE1.png|32px]] Added potions of [[Leaping]].}}
    {{History||1.8.1|snap=pre1|Potion of Leaping can now be extended.}}
    {{History||1.9|snap=15w31a|Numeric IDs are no longer used for potions. Instead, an NBT "Potion" [[tag]] is used, e.g. {{cmd|give @p minecraft:potion 1 0 {Potion:"minecraft:swiftness"} }}. See [[/Before 1.9|here]] for the old numeric IDs. This means the order of potion effects have changed in the Creative inventory.
    |Splash potions now have a separate data value and ID name.
    |[[File:Water Bottle JE1 BE1.png|32px]] [[File:Water Bottle JE1 BE1.png|32px]] [[File:Water Bottle JE1 BE1.png|32px]] Added Mundane, Thick and Awkward potions to the [[creative]] [[inventory]].
    |Mixed potions' colors now blend.}}
    {{History|||snap=15w33a|Added [[lingering potion]]s, which are [[brewing|brewed]] with [[splash potion]]s and [[dragon breath]] after splash potions are brewed with potions and [[gunpowder]].
    |The duration of potions of [[Poison]] has been extended, the duration of potions of [[Regeneration]] has been extended, and the duration of potions of [[Poison]] II has been reduced.
    |Potion of [[Strength]] has been changed from 130% increase to 3-point increase.
    |Potion of [[Weakness]] has been changed to 4-point decrease, was 0.5-point decrease.}}
    {{History|||snap=15w44b|[[File:Uncraftable Potion JE1.png|32px]] Added the uncraftable potion.
    |[[File:Potion of Luck JE1.png|32px]] Added potions of [[Luck]].}}
    {{History||1.11|snap=16w33a|A [[water bottle]] is now able to add 1 water level to a [[cauldron]].}}
    {{History|||snap=16w38a|The uncraftable potion is now magenta, has no glint, and is now obtained anytime a potion is specified with invalid or missing potion effect [[tag]]s.
    |Due to the [[water bottle]] without tags being changed to the uncraftable potion, the [[brewing]] icon has also been changed to the uncraftable potion in [[creative]] [[inventory]].
    |The uncraftable potion has been removed from the [[creative]] [[inventory]].}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 373.}}
    {{History|||snap=18w07a|[[File:Potion of the Turtle Master JE1 BE1.png|32px]] Added potion of the Turtle Master, which gives Slowness IV and Resistance IV for 1 minute.
    |Extended potions give both effects for 3 minutes.
    |Level 2 potions give level VI of both effects for 1 minute.}}
    {{History|||snap=18w14a|[[File:Potion of Slow Falling JE1 BE1.png|32px]] Added potions of [[Slow Falling]].}}
    {{History|||snap=18w16a|Regular and extended potions of the Turtle Master now give only Resistance III.
    |Level 2 potions of the Turtle Master now give only Resistance IV. This is because Resistance VI made the player invincible.}}
    {{History||1.14|snap=18w43a|[[File:Potion of Night Vision JE2 BE2.png|32px]] [[File:Potion of Invisibility JE2 BE2.png|32px]] [[File:Potion of Leaping JE2 BE2.png|32px]] [[File:Potion of Fire Resistance JE2 BE2.png|32px]] [[File:Potion of Swiftness JE2 BE2.png|32px]] [[File:Potion of Slowness JE2 BE2.png|32px]] [[File:Potion of the Turtle Master JE2 BE2.png|32px]] [[File:Potion of Water Breathing JE2 BE2.png|32px]] [[File:Potion of Healing JE2 BE2.png|32px]] [[File:Potion of Harming JE2 BE2.png|32px]] [[File:Potion of Poison JE2 BE2.png|32px]] [[File:Potion of Regeneration JE2 BE2.png|32px]] [[File:Potion of Strength JE2 BE2.png|32px]] [[File:Potion of Weakness JE2 BE2.png|32px]] [[File:Potion of Luck JE2.png|32px]] [[File:Potion of Slow Falling JE2 BE2.png|32px]] [[File:Water Bottle JE2 BE2.png|32px]] [[File:Uncraftable Potion JE2.png|32px]]<br>[[File:Potion of Night Vision.gif|32px]] [[File:Potion of Invisibility.gif|32px]] [[File:Potion of Leaping.gif|32px]] [[File:Potion of Fire Resistance.gif|32px]] [[File:Potion of Swiftness.gif|32px]] [[File:Potion of Slowness.gif|32px]] [[File:Potion of the Turtle Master.gif|32px]] [[File:Potion of Water Breathing.gif|32px]] [[File:Potion of Healing.gif|32px]] [[File:Potion of Harming.gif|32px]] [[File:Potion of Poison.gif|32px]] [[File:Potion of Regeneration.gif|32px]] [[File:Potion of Strength.gif|32px]] [[File:Potion of Weakness.gif|32px]] [[File:Potion of Luck.gif|32px]] [[File:Potion of Slow Falling.gif|32px]] The textures of potions have been changed.}}
    {{History|||snap=19w06a|[[Wandering trader]]s now drink [[Invisibility]] potions at [[night]] and [[milk bucket]]s at dawn.}}
    {{History||1.16|snap=20w09a|[[Fire resistance]] potions can now be obtained through [[bartering]].}}
    {{History||1.16.2|snap=20w28a|Water bottles can now be obtained through [[bartering]].|Potions and splash potions of Fire Resistance now have a {{frac|8|459}} (~1.74%) chance of being offered by [[piglin]]s when bartering.}}
    {{History||1.18|snap=21w39a|Potions of Water Breathing can now generate in [[buried treasure]] chests.}}
    {{History||1.19|snap=Deep Dark Experimental Snapshot 1|Potions of Healing now generate in [[ancient city]] chests.}}
    {{History|||snap=22w11a|Water bottles can now be used on [[dirt]], [[coarse dirt]], or [[rooted dirt]] to turn it into [[mud]].}}
    {{History|||snap=22w13a|Potions of Healing no longer generate in [[ancient city]] [[chest]]s.|Potions of Regeneration may now be found in [[ancient city]] [[chest]]s.}}
    {{History||1.19.4|snap=Pre-release 1|Potions no longer have an enchantment glint.}}
    {{History|||snap=Pre-release 3|[[File:Potion of Night Vision JE3.png|32px]] [[File:Potion of Invisibility JE3.png|32px]] [[File:Potion of Leaping JE3.png|32px]] [[File:Potion of Fire Resistance JE3.png|32px]] [[File:Potion of Swiftness JE3.png|32px]] [[File:Potion of Slowness JE3.png|32px]] [[File:Potion of the Turtle Master JE3.png|32px]] [[File:Potion of Water Breathing JE3.png|32px]] [[File:Potion of Harming JE3.png|32px]] [[File:Potion of Poison JE3.png|32px]] [[File:Potion of Strength JE3.png|32px]] Changed colors of the following potions (all forms): Night Vision, Invisibility, Leaping, Fire Resistance, Swiftness, Slowness, Turtle Master, Water Breathing, Harming, Poison, Strength, Resistance.}}
    {{History||1.20|snap=23w12a|Wither [[effect]] particle colors have been adjusted to make them more distinguishable.
    |The potion of [[Slow Falling]] has had its color tweaked to make it more distinguishable from the potion of [[Invisibility]].}}
    {{History||1.20.2|snap=23w32a|Game no longer uses numerical values for potion IDs.|Renamed the following tags:
    * <code>CustomPotionEffects</code> -> <code>custom_potion_effects</code>
    * <code>Id</code> (integer) -> <code>id</code> (string, resource location)
    * <code>Ambient</code> -> <code>ambient</code>
    * <code>Amplifier</code> -> <code>amplifier</code>
    * <code>Duration</code> -> <code>duration</code>
    * <code>ShowParticles</code> -> <code>show_particles</code>
    * <code>ShowIcon</code> -> <code>show_icon</code>}}
    {{History|java upcoming}}
    {{History||Combat Tests|snap=Combat Test 7c|Potions with the same tags can now stack to 16.}}
    {{History|||snap=Combat Test 8b|Potions (and liquid food) can now be drank faster (20 ticks, was 32 ticks).}}
    {{History|upcoming java}}
    {{History||Villager Trade Rebalance<br>(Experimental)|link=Java Edition 1.20.2|snap=23w31a|[[Wandering trader]]s now have a chance to [[trading|buy]] a water bottle or sell a potion of Invisibility.}}
    
    {{History|pocket alpha}}
    {{History||v0.12.1|snap=build 1|[[File:Water Bottle JE1 BE1.png|32px]] [[File:Potion of Night Vision JE1 BE1.png|32px]] [[File:Potion of Invisibility JE1 BE1.png|32px]] [[File:Potion of Leaping JE1 BE1.png|32px]] [[File:Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Potion of Swiftness JE1 BE1.png|32px]] [[File:Potion of Slowness JE1 BE1.png|32px]] [[File:Potion of Water Breathing JE1 BE1.png|32px]] [[File:Potion of Healing JE1 BE1.png|32px]] [[File:Potion of Harming JE1 BE1.png|32px]] [[File:Potion of Poison JE1 BE1.png|32px]] [[File:Potion of Regeneration JE1 BE1.png|32px]] [[File:Potion of Strength JE1 BE1.png|32px]] [[File:Potion of Weakness JE1 BE1.png|32px]] Added potions.
    |Water bottles, mundane, long mundane, thick, and awkward potions are all available in the Creative inventory.}}
    {{History||v0.13.0|snap=build 1|Potions of [[Leaping]] are now obtainable in [[survival]].}}
    {{History||v0.14.0|snap=build 1|Potions can now be used to fill 1/3 layer of [[cauldron]], filling cauldron with different [[liquids|liquid]] empties the cauldron.
    |Using a [[glass bottle]] to a [[cauldron]] filled by a potion now fills the glass bottle with that potion.
    |[[Swamp hut]]s now generate [[cauldron]]s filled with a random potion, making potions now obtainable in [[survival]] without [[brewing]].
    |Potions of [[Healing]], [[Fire Resistance]], [[Water Breathing]] and [[Swiftness]] can now be obtained by killing [[witch]]es while they're drinking potions.}}
    {{History||v0.16.0|snap=build 4|[[File:Potion of Decay BE1.png|32px]] Added potions of [[Wither (status effect)|Decay]].}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|2 Potions of [[Healing]] II can now be found in a [[brewing stand]] inside [[end ship]]s.}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.14.2|Potions of [[Water Breathing]] and potions of [[Regeneration]] can now be found inside [[buried treasure]] chests.}}
    {{History||1.5.0|snap=beta 1.5.0.4|[[File:Potion of the Turtle Master JE1 BE1.png|32px]] Added potions of the Turtle Master.}}
    {{History||1.6.0|snap=beta 1.6.0.5|[[File:Potion of Slow Falling JE1 BE1.png|32px]] Added potions of [[Slow Falling]].}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Water Bottle JE2 BE2.png|32px]] [[File:Potion of Night Vision JE2 BE2.png|32px]] [[File:Potion of Invisibility JE2 BE2.png|32px]] [[File:Potion of Leaping JE2 BE2.png|32px]] [[File:Potion of Fire Resistance JE2 BE2.png|32px]] [[File:Potion of Swiftness JE2 BE2.png|32px]] [[File:Potion of Slowness JE2 BE2.png|32px]] [[File:Potion of Water Breathing JE2 BE2.png|32px]] [[File:Potion of Healing JE2 BE2.png|32px]] [[File:Potion of Harming JE2 BE2.png|32px]] [[File:Potion of Poison JE2 BE2.png|32px]] [[File:Potion of Regeneration JE2 BE2.png|32px]] [[File:Potion of Strength JE2 BE2.png|32px]] [[File:Potion of Weakness JE2 BE2.png|32px]] [[File:Potion of Decay BE2.png|32px]] [[File:Potion of the Turtle Master JE2 BE2.png|32px]] [[File:Potion of Slow Falling JE2 BE2.png|32px]] The textures of potions have been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.3|Potions of [[Invisibility]] can now be obtained by killing [[wandering trader]]s while they're drinking potions.}}
    {{History||1.16.0|snap=beta 1.15.0.51|Added potions of [[Slowness]] IV, which can be brewed from potions of Slowness using glowstone dust.}}
    {{History|||snap=beta 1.16.0.57|[[Fire resistance]] potions can now be obtained through [[bartering]].}}
    {{History||1.16.100|snap=beta 1.16.100.54|Water Bottles can now be obtained through [[bartering]].|Potions and splash potions of Fire Resistance now have a {{frac|8|459}} (~1.74%) chance of being offered by [[piglin]]s when bartering.}}
    {{History||1.19.80|snap=beta 1.19.80.21|Changed potion colors for the following potions: Fire Resistance, Harming, Invisibility, Leaping, Night Vision, Poison, Slowness, Strength, Swiftness, Turtle Master, and Water Breathing.
    |Removed enchantment glint from splash potions.}}
    
    {{History|console}}
    {{History||xbox=TU7|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Water Bottle JE1 BE1.png|32px]] [[File:Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Potion of Swiftness JE1 BE1.png|32px]] [[File:Potion of Slowness JE1 BE1.png|32px]] [[File:Potion of Healing JE1 BE1.png|32px]] [[File:Potion of Harming JE1 BE1.png|32px]] [[File:Potion of Poison JE1 BE1.png|32px]] [[File:Potion of Regeneration JE1 BE1.png|32px]] [[File:Potion of Strength JE1 BE1.png|32px]] [[File:Potion of Weakness JE1 BE1.png|32px]] Added potions.}}
    {{History||xbox=TU8|Added the awkward potion to the [[Creative]] menu.}}
    {{History||xbox=TU14|ps=1.04|[[File:Potion of Night Vision JE1 BE1.png|32px]] [[File:Potion of Invisibility JE1 BE1.png|32px]] Added potions of [[Night Vision]] and potions of [[Invisibility]].
    |Awkward potion is no longer obtainable from the [[Creative inventory]].
    |Extended-enhanced potions are now listed individually for four potion effects.}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|[[File:Potion of Leaping JE1 BE1.png|32px]] [[File:Potion of Water Breathing JE1 BE1.png|32px]] Added potions of [[Jump Boost|Leaping]] and potions of [[Water Breathing]]. These are both available in four variants unlike ''Java'' and ''Bedrock'' where the latter group only added two variants of water breathing and three variants for leaping.}}
    {{History||xbox=TU34|xbone=CU22|ps=1.25|wiiu=Patch 4|Removed two of the four types of water breathing potions and splash potions.}}
    {{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|[[File:Potion of Luck JE1.png|32px]] Added potions of [[Luck]].
    |Added [[lingering potion]]s, which are [[brewing|brewed]] with [[splash potion]]s and [[dragon breath]] after splash potions are brewed with potions and [[gunpowder]].
    |Removed all types of extended-enhanced potions for all five potion effects.
    |Potions effects are now arranged more like ''Java Edition''.}}
    {{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|[[File:Potion of Decay BE1.png|32px]] [[File:Potion of the Turtle Master JE1 BE1.png|32px]] [[File:Potion of Slow Falling JE1 BE1.png|32px]] Added potions of [[Wither (status effect)|Decay]], Turtle Master, and [[Slow Falling]].}}
    {{History||xbox=none|xbone=none|ps=1.83|wiiu=none|switch=none|Awkward potion is once again obtainable from the Creative inventory.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Water Bottle JE2 BE2.png|32px]] [[File:Potion of Night Vision JE2 BE2.png|32px]] [[File:Potion of Invisibility JE2 BE2.png|32px]] [[File:Potion of Leaping JE2 BE2.png|32px]] [[File:Potion of Fire Resistance JE2 BE2.png|32px]] [[File:Potion of Swiftness JE2 BE2.png|32px]] [[File:Potion of Slowness JE2 BE2.png|32px]] [[File:Potion of Water Breathing JE2 BE2.png|32px]] [[File:Potion of Healing JE2 BE2.png|32px]] [[File:Potion of Harming JE2 BE2.png|32px]] [[File:Potion of Poison JE2 BE2.png|32px]] [[File:Potion of Regeneration JE2 BE2.png|32px]] [[File:Potion of Strength JE2 BE2.png|32px]] [[File:Potion of Weakness JE2 BE2.png|32px]] [[File:Potion of Luck JE2.png|32px]] [[File:Potion of Decay BE2.png|32px]] [[File:Potion of the Turtle Master JE2 BE2.png|32px]] [[File:Potion of Slow Falling JE2 BE2.png|32px]] The textures of potions have been changed.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Water Bottle JE1 BE1.png|32px]] [[File:Potion of Night Vision JE1 BE1.png|32px]] [[File:Potion of Invisibility JE1 BE1.png|32px]] [[File:Potion of Leaping JE1 BE1.png|32px]] [[File:Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Potion of Swiftness JE1 BE1.png|32px]] [[File:Potion of Slowness JE1 BE1.png|32px]] [[File:Potion of Healing JE1 BE1.png|32px]] [[File:Potion of Harming JE1 BE1.png|32px]] [[File:Potion of Poison JE1 BE1.png|32px]] [[File:Potion of Regeneration JE1 BE1.png|32px]] [[File:Potion of Strength JE1 BE1.png|32px]] [[File:Potion of Weakness JE1 BE1.png|32px]] Added potions.
    |Water bottles, mundane, thick, and awkward potions are all available in the Creative inventory.}}
    {{History||1.3.12|[[File:Potion of Decay BE1.png|32px]] Added potions of [[Wither (status effect)|Decay]].}}
    {{History||1.7.10|Added [[lingering potion]]s, which are [[brewing|brewed]] with [[splash potion]]s and [[dragon breath]] after splash potions are brewed with potions and [[gunpowder]].}}
    {{History|foot}}
    
    <gallery>
    Health_Potion.png|Thick Potion with status effects of Mining Fatigue (duration 4:00) and Instant Health II (duration 4:00).
    Invisible_sheep.png|An invisible sheep. Its wool can still be seen.
    New Potion Colors.png|The new potion colors.
    </gallery>
    
    ==Issues==
    {{issue list}}
    
    ==Trivia==
    *A potion can reach a maximum tier of 127, but using the {{cmd|effect}} [[commands|command]], effect levels can reach 255.
    *When a player drinks two potions by quickly switching to another potion immediately after drinking one, the second drinking animation is not shown.{{verify|type=current|Still in recent versions?}} 
    *A potion of [[Poison]] II lasts for 22.5 seconds, but it is displayed as 22 seconds because the [[item]] hover display shows rounded-down integer values.
    *The "Local Brewery" [[advancement]] uses the Uncraftable Potion texture for its icon.
    
    ==Unused potions ==
    ''[[Bedrock Edition]]'' has [[History of textures/Unused textures#Unused potions|unused potion textures]] for several [[effect]]s, along with their [[Splash Potion#Unused splash potions|splash variants]]. These effects are: [[Absorption]], [[Blindness]], [[Haste]], [[Health Boost]], [[Hunger]], [[Mining Fatigue]], [[Nausea]], [[Resistance]], [[Saturation]], and [[Levitation]], as well as the [[Luck]] potion textures also present in [[Java Edition]]. These unused textures were added along with the other potion textures in [[Pocket Edition v0.12.1 alpha]], except for the potion of levitation, which was added in [[Pocket Edition 1.0.0]]. The textures were changed along with the other potion textures during the [[texture update]] in [[Bedrock Edition 1.10.0]]. Strangely, the potion of levitation texture is a duplicate of the splash potion of levitation texture.
    <gallery>
    Potion of Absorption BE2.png|Potion of Absorption
    Potion of Blindness BE2.png|Potion of Blindness
    Potion of Haste BE2.png|Potion of Haste
    Potion of Health Boost BE2.png|Potion of Health Boost
    Potion of Hunger BE2.png|Potion of Hunger
    Potion of Mining Fatigue BE2.png|Potion of Mining Fatigue
    Potion of Nausea BE2.png|Potion of Nausea
    Potion of Resistance BE2.png|Potion of Resistance
    Potion of Saturation BE2.png|Potion of Saturation
    Potion of Levitation BE2.png|Potion of Levitation
    </gallery>
    
    ==Gallery==
    ===Potions===
    ;Java Edition
    <gallery>
    Water Bottle.png|Water Bottle
    Potion of Night Vision.png|Potion of Night Vision
    Potion of Invisibility.png|Potion of Invisibility
    Potion of Leaping.png|Potion of Leaping
    Potion of Fire Resistance.png|Potion of Fire Resistance
    Potion of Swiftness.png|Potion of Swiftness
    Potion of Slowness.png|Potion of Slowness
    Potion of the Turtle Master.png|Potion of the Turtle Master
    Potion of Water Breathing.png|Potion of Water Breathing
    Potion of Healing.png|Potion of Healing
    Potion of Harming.png|Potion of Harming
    Potion of Poison.png|Potion of Poison
    Potion of Regeneration.png|Potion of Regeneration
    Potion of Strength.png|Potion of Strength
    Potion of Weakness.png|Potion of Weakness
    Potion of Slow Falling.png|Potion of Slow Falling
    Potion of Luck.png|Potion of Luck
    Potion of Decay.png|Potion of Decay
    Uncraftable Potion.png|Uncraftable Potion
    </gallery>
    
    ===Screenshots===
    <gallery>
    OK2tE.png|Potion effects showing up in [[inventory]].
    PotionBubbles.png|The bubbles emitted when a player drinks a potion.
    Nightvision.png|The effect of night vision (left image is with night vision, right image is without).
    NetherPotionEffect.png|The view when a player uses night vision in the Nether.
    PotionTable.png|A brewing stand with a potion displayed next to it.
    MinecraftPotionsClean.png|A guide to brewing before [[Java Edition 1.6.1|1.6]].
    </gallery>
    
    === In other media===
    <gallery>
    File:Elixir (MCSM).png|The [[Minecraft Story Mode:Elixir|Elixir]], a unique potion featured in [[Minecraft Story Mode]].
    File:Witch Potion (Dungeons).png|A potion thrown by a [[MCD:Witch|witch]], as depicted in [[Minecraft Dungeons]].
    File:Strength Potion.png|A [[MCD:Strength Potion|strength potion]], as it appears in Minecraft Dungeons.
    File:Swiftness Potion.png|A [[MCD:Swiftness Potion|Swiftness Potion]], as depicted in Minecraft Dungeons.
    File:Potion of Water Breathing (MCD).png|A [[MCD:Potion of Water Breathing|Potion of Water Breathing]], as it appears in Minecraft Dungeons.
    File:Bottle Lamp.jpg|An officially licensed bottle LED desk lamp.
    File:Potion Bottle Bottle.jpg|A water bottle depicting many potions.
    </gallery>
    
    ==See also==
    *{{ItemLink|Glass Bottle}}
    *{{ItemLink|Medicine}}
    *{{ItemLink|Splash Potion}}
    *{{ItemLink|Lingering Potion}}
    
    ==Notes==
    <references group="note" />
    
    ==References==
    {{reflist}}
    
    ==External links==
    *[https://www.minecraft.net/en-us/article/taking-inventory--potion Taking Inventory: Potion] – Minecraft.net on May 11, 2022
    *[http://potioncraft.net Minecraft Potions - A Visual Guide] (version 1.9)
    
    {{items}}
    {{effects}}
    
    [[Category:Food]]
    
    [[de:Trank]]
    [[es:Poción]]
    [[fr:Potion]]
    [[hu:Bájital]]
    [[it:Pozione]]
    [[ja:ポーション]]
    [[ko:물약]]
    [[nl:Dranken]]
    [[pl:Mikstury]]
    [[pt:Poção]]
    [[ru:Зелья]]
    [[uk:Зілля]]
    [[zh:药水]]</li></ul>
    21w11aZombie Villager Librarian change 21w11a The overlay texture of the zombie librarian now have been changed.
    Desert Zombie Librarian Jungle Zombie Librarian Plains Zombie Librarian Savanna Zombie Librarian Snowy Zombie Librarian Swamp Zombie Librarian Taiga Zombie Librarian
    21w13aLegacy zombie villager texture[7] have been removed.
    Zombie villagers drop baked potatoes instead of normal potatoes if on fire when killed or killed by a fire source.
    1.17.1
    •  tag: Parent Tag
      •  Trim: Properties of Armor Trim.
        •  material: The material which decides the color of armor trim.
        •  pattern: The pattern of armor trim.


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    Armor durability from Indev until late Beta
    Material Helmet Chestplate Leggings Boots
    Leather 33 48 45 39
    Golden 66 96 90 78
    Chainmail 66 96 90 78

    Iron

    132 192 180 156
    Diamond 264 384 360 312
    Pre-release 1Zombie villagers no longer pick up glow ink sacs.
    1.18
    {{Extension DPL}}<ul><li>[[Baked Potato|Baked Potato]]<br/>{{Item
    | title = Baked Potato
    | renewable = Yes
    | heals = {{hunger|5}}
    | stackable = Yes (64)}}
    
    A '''baked potato''' is a [[food]] [[item]] that can be eaten by the [[player]].
    
    == Obtaining ==
    
    Baked potatoes can be obtained by cooking [[potato]]es in a [[furnace]], [[smoker]], or [[campfire]].
    {{Smelting
    |Potato
    |Baked Potato
    |0,35
    }}
    
    {{IN|JE}}, baked potatoes can also be obtained by killing a zombie or one of its variants while it is on fire. The drop chance is still affected by [[Looting]].
    
    === Chest loot ===
    {{LootChestItem|baked-potato}}
    
    == Usage ==
    
    To eat a baked potato, press and hold {{control|use}} while it is selected in the [[hotbar]]. Eating one restores {{hunger|5}} hunger and 6.0 hunger [[Hunger#Mechanics|saturation]].
    
    === Crafting ingredient ===
    
    {{crafting usage}}
    
    === Composting ===
    Placing a baked potato into a [[composter]] has an 85% chance of raising the compost level by 1. This is more efficient than composting with raw potatoes.
    
    == Sounds ==
    
    {{Sound table/Entity/Food}}
    
    == Data values ==
    
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Baked Potato
    |spritetype=item
    |nameid=baked_potato
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Baked Potato
    |spritetype=item
    |nameid=baked_potato
    |id=281
    |form=item
    |foot=1}}
    
    == Advancements ==
    {{load advancements|Husbandry;A Balanced Diet}}
    
    == History ==
    
    {{History|java}}
    {{History||1.4.2|snap=12w34a|[[File:Baked Potato JE1.png|32px]] Added baked potatoes.}}
    {{History|||snap=12w37a|[[File:Baked Potato JE2 BE1.png|32px]] The texture of baked potatoes has been slightly changed.}}
    {{History||1.8|snap=14w02a|Baked potatoes now restore {{Hunger|5}} hunger points instead of 6.}}
    {{History|||snap=14w27a|Baked potatoes are now used to craft [[rabbit stew]].}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 393.}}
    {{History||1.14|snap=18w43a|[[File:Baked Potato JE3.png|32px]] The texture of baked potatoes has been changed.}}
    {{History|||snap=18w50a|[[File:Baked Potato JE4 BE2.png|32px]] The texture of baked potatoes has been changed, once again.}}
    {{History|||snap=19w03a|Placing a baked potato into the new [[composter]] has an 80% chance of raising the compost level by 1.}}
    {{History|||snap=19w05a|Baked potatoes now have an 85% chance of increasing the compost level in a composter by 1.}}
    {{History||1.17|snap=21w13a|Baked potatoes can now be dropped by flaming [[zombie]]s.<ref>{{bug|MC-199065}}</ref>}}
    {{History||1.19|snap=22w13a|Baked potatoes can now be found in [[ancient city]] ice box [[chest]]s.}}
    {{History|upcoming java}}
    {{History||Villager Trade Rebalance<br>(Experimental)|link=Java Edition 1.20.2|snap=23w31a|[[Wandering trader]]s now have a chance to [[trading|buy]] baked potatoes from the player.}}
    
    {{History|pocket alpha}}
    {{History||v0.8.0|snap=build 1|[[File:Baked Potato JE2 BE1.png|32px]] Added baked potatoes.}}
    {{History||v0.12.1|snap=build 1|Baked potatoes now restore [[hunger]] instead of [[health]].}}
    {{History||v0.13.0|snap=build 1|Baked potatoes are now used to craft [[rabbit stew]].}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Baked Potato JE4 BE2.png|32px]] The texture of baked potatoes has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Baked potatoes can now be used to fill up [[composter]]s.}}
    
    {{History|console}}
    {{History||xbox=TU14|xbone=CU1|ps=1.04|wiiu=Patch 1|switch=1.0.1|[[File:Baked Potato JE2 BE1.png|32px]] Added baked potatoes.}}
    {{History||ps=1.00|[[File:Baked Potato JE2 BE1.png|32px]] Added baked potatoes to the [[PlayStation 4 Edition|PS4]] and [[PlayStation Vita Edition|PSVita]].}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Baked Potato JE4 BE2.png|32px]] The texture of baked potatoes has been changed.}}
    
    {{History|new3DS}}
    {{History||0.1.0|[[File:Baked Potato JE2 BE1.png|32px]] Added baked potatoes.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == See also ==
    
    * {{ItemLink|Poisonous Potato}}
    
    {{Items}}
    
    [[Category:Food]]
    [[Category:Renewable resources]]
    
    [[cs:Pečená brambora]]
    [[de:Ofenkartoffel]]
    [[es:Patata cocida]]
    [[fr:Pomme de terre cuite]]
    [[hu:Sült burgonya]]
    [[it:Patata al forno]]
    [[ja:ベイクドポテト]]
    [[ko:구운 감자]]
    [[nl:Gebakken aardappel]]
    [[pl:Pieczony ziemniak]]
    [[pt:Batata assada]]
    [[ru:Печёный картофель]]
    [[th:มันฝรั่งอบ]]
    [[zh:烤马铃薯]]</li><li>[[Shield|Shield]]<br/>{{Item
    | image = Shield.png
    | image2 = White Shield.png
    | extratext = View [[#Gallery|all renders]]
    | durability = 336
    | renewable = Yes
    | stackable = No
    }}
    A '''shield''' is a tool used for protecting the [[player]] against attacks.
    
    == Obtaining ==
    === Crafting ===
    {{Crafting
    |head=1
    |showname=0
    |A1=Any Planks <!-- the recipe changed in 15w37a, do not change it to the old recipe without reason -->
    |B1=Iron Ingot
    |C1=Any Planks
    |A2=Any Planks
    |B2=Any Planks
    |C2=Any Planks
    |B3=Any Planks
    |Output=Shield
    |type=Combat
    }}
    {{Crafting
    |ignoreusage=1
    |Shield
    |Matching Banner
    |A2=Shield
    |B2=Banner
    |Output=Matching Shield
    |type=combat
    |foot=1
    }}
    
    === Repairing ===
    {{Crafting
    |ignoreusage=1
    |showdescription=1
    |Damaged Shield
    |Damaged Shield
    |Output=Shield
    |description= The durability of the two shields is added together, plus an extra 5% durability. The repaired shield has no pattern.
    |type= Combat
    }}
    
    Shields may also be repaired on an [[anvil]] by using [[planks]] or another shield. Shields repaired on anvils retain their pattern.
    
    === Trading ===
    Journeyman-level armorer [[villager]]s have {{frac|1|3}}{{only|Bedrock|short=1}}/{{frac|2|5}}{{only|Java|short=1}} chance of selling a shield for 5 [[emerald]]s as their sixth trade.
    
    == Usage ==
    Despite using iron in its crafting recipe, it cannot be smelted into [[iron nugget]]s.<ref>{{bug|MC-111738}}</ref>
    
    === Defense ===
    Shields are used for [[blocking]] incoming attacks. {{control|Using}}{{Only|Java|short=1}} or {{Control|sneaking}}{{Only|Bedrock|short=1}} causes a player to slow to a [[sneaking]] pace, and after {{convert|5|ticks|seconds}}<ref>{{bug|MC-100949||Shield blocking is delayed}}</ref>, attacks coming from in front of the player are blocked, dealing no damage. When the shield blocks an attack of {{hp|3}} or stronger, it takes durability damage equal to the strength of the attack rounded up.  
    
    Most blocked projectiles that carry status effects (such as [[Shulker#Shulker bullet|shulker bullets]]{{only|java|short=1}}, flaming [[arrow]]s, or tipped arrows) do not affect the blocker. [[Trident]]s & arrows can be deflected into other targets. Knockback from melee attacks and projectiles is prevented, while knockback from [[explosion]]s, [[hoglin]], and [[ravager]] attacks are significantly reduced.
    
    The shield directionally blocks all attacks coming from within the FOV of the direction the wielder is facing, providing a full hemisphere of coverage to them. If the wielder faces straight up, they are likely to miss their blocks.<ref>{{bug|MC-109101||Shields do not block damage while the player faces straight up}}</ref><!--straight down fix: MC-92019-->
    
    Mobs that deal continuous contact damage such as the slime, magma cube, and blaze rapidly drain the shield's durability for as long as the shielded player remains within the mob's hitbox.<ref>{{bug|MC-169167}}</ref><ref>{{bug|MCPE-119451}}</ref>
    
    Blockable attacks include:
    *Melee attacks, except by a warden, axe-wielding mobs or by a sprinting player wielding an axe, however even without sprinting an axe still greatly decreases the durability 
    ** Status effects do not carry through to the blocker{{only|java|short=1}}.
    *Normal, tipped, and spectral [[arrow]]s
    ** Arrows other than [[Piercing]] are totally deflected and can hit other targets.
    ** Status effects do not carry through to the blocker{{only|java|short=1}}.
    ***This can be used to damage the attacker or another mob down there.
    *[[Flame|Flaming arrows]]
    ** Burning does not carry through to the blocker{{only|java|short=1}}.
    *[[Trident]]s
    *[[Snowball]]s and [[egg]]s
    *Spines from [[pufferfish]]
    *Bullets from [[shulker]]s
    ** The levitation effect does not carry through to the blocker{{only|java|short=1}}.
    *Spit from [[llama]]s
    *[[Fireball]]s, such as from [[blaze]]s and [[fire charge]]s
    ** Burning does not carry through to the blocker.
    *Direct hits from [[ghast]] [[fireball]]s
    ** These still cause environmental damage.
    *All explosions{{only|JE|short=1}}
    *Explosion damage from [[creeper]]s
    *[[TNT]] that another player lit
    *[[Ravager]] headbutts
    ** These still knock the blocker back by about 3 blocks.
    ** Blocking these strikes can stun the ravager for a moment, and it roars afterward.
    *Ravager roars are blocked but still knock back the blocker.
    *[[Bee]] stings are blocked, but bees continuously attack until the player stops blocking and the player is stung.
    *Beam attacks from [[guardian]]s or [[elder guardian]]s (only reduces damage by 50%).
    *Damage reflected from [[Thorns]] enchantment / [[Guardian|guardians]].
    
    They cannot block:
    *Arrows from a [[crossbow]] enchanted with [[Piercing]]
    ** This does not reduce the shield's durability.
    *[[Status effect]]s from tipped arrows or shulker bullets {{only|bedrock|short=1}} <ref>{{bug|MCPE-52904}}</ref>
    ** Direct projectile damage is blocked, but the effect still carries through.
    *Status effects from splash/lingering [[potion]]s, [[evoker]]s' fangs, or breath from the [[ender dragon]]
    *Beam attacks from [[guardian]]s or [[elder guardian]]s, or the [[warden]]'s sonic boom attack
    *TNT that the blocking player lit themselves{{only|BE|short=1}}
    *TNT that a [[Redstone (disambiguation)|redstone mechanism]] lit{{only|BE|short=1}}
    *[[Fall damage]], including that from [[ender pearl]]s
    ** This also includes when the player rides an [[entity]] that died due to fall damage.
    *Strikes from a warden or any [[axe]]-wielding mob (e.g., [[vindicator]]s, [[piglin brute]]s, [[zombie]]s after disabling players shield they attack another time immediately)
    ** Such strikes disable being able to use shields for 5 seconds.
    
    === Applying patterns ===
    [[File:Cyan Shield Screenshot.png|250px|thumb|A custom shield.]]
    Shields can be decorated by applying a [[banner]].
    
    {{Crafting
    |showdescription=1
    |Shield
    |Matching Banner
    |Output=Matching Shield; Ominous Shield
    |B2link=Banner
    |Olink=Shield
    |type=Combat
    |description=Applies the banner pattern to the shield. The banner is consumed.<br>The shield must have no preexisting patterns.<br>Does not change existing durability or enchantments on the shield.
    }}
    
    Unlike with [[banner]]s, shields cannot be repainted or washed in a [[cauldron]]. Shields have only half the resolution of banners, making patterns look slightly different. In the game files, the pattern textures can be found in a separate directory called entity/shield.
    
    {{IN|java}}, shields with patterns can also be obtained using the same commands as banners, except <code>banner</code> has to be replaced with <code>shield</code>.
    
    === Enchantments ===
    A shield can receive the following [[enchantments]], but only through an [[anvil]]:
    
    {| class="wikitable col-2-center"
    |+
    !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
    |sound=Shield block1.ogg
    |sound2=Shield block2.ogg
    |sound3=Shield block3.ogg
    |sound4=Shield block4.ogg
    |sound5=Shield block5.ogg
    |subtitle=Shield blocks
    |source=player
    |description=When an attack is blocked using a shield
    |id=item.shield.block
    |translationkey=subtitles.item.shield.block
    |volume=1.0
    |pitch=0.8-1.2
    |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 shield is placed in the offhand slot
    |id=item.armor.equip_generic
    |translationkey=subtitles.item.armor.equip
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Random break.ogg
    |subtitle=Item breaks
    |source=player
    |description=When a shield's durability is exhausted
    |id=item.shield.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=Shield block1.ogg
    |sound2=Shield block2.ogg
    |sound3=Shield block3.ogg
    |sound4=Shield block4.ogg
    |sound5=Shield block5.ogg
    |source=player
    |description=When an attack is blocked using a shield
    |id=item.shield.block
    |volume=0.7
    |pitch=1.0}}
    {{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 shield is placed in the offhand slot<wbr>{{Upcoming|BE 1.20.30}}<wbr><ref group=sound>{{Bug|MCPE-168039}}</ref>
    |id=armor.equip_generic
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Random break.ogg
    |source=player
    |description=When a shield'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=Shield
    |spritetype=item
    |nameid=shield
    |form=item
    |translationkey=item.minecraft.shield, item.minecraft.shield.white, item.minecraft.shield.orange, item.minecraft.shield.magenta, item.minecraft.shield.light_blue, item.minecraft.shield.yellow, item.minecraft.shield.lime, item.minecraft.shield.pink, item.minecraft.shield.gray, item.minecraft.shield.light_gray, item.minecraft.shield.cyan, item.minecraft.shield.purple, item.minecraft.shield.blue, item.minecraft.shield.brown, item.minecraft.shield.green, item.minecraft.shield.red, item.minecraft.shield.black
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Shield
    |spritetype=item
    |nameid=shield
    |id=355
    |form=item
    |translationkey=item.shield.name, item.shield.white.name, item.shield.orange.name, item.shield.magenta.name, item.shield.lightBlue.name, item.shield.yellow.name, item.shield.lime.name, item.shield.pink.name, item.shield.gray.name, item.shield.silver.name, item.shield.cyan.name, item.shield.purple.name, item.shield.blue.name, item.shield.brown.name, item.shield.green.name, item.shield.red.name, item.shield.black.name
    |foot=1}}
    
    == Advancements ==
    {{load advancements|Not Today}}
    
    == History ==
    {{History||July 10, 2011|link=http://minetimes.wordpress.com/2011/07/10/interview-mit-jeb-ihr-konntet-die-fragen-stellen/|During an interview, [[Jeb]] says that "shields for the left arm" might be added.}}
    {{History|java}}
    {{History||1.9|snap=15w33c|[[File:White Shield.png|22px]] [[File:Light Gray Shield.png|22px]] [[File:Gray Shield.png|22px]] [[File:Black Shield.png|22px]] [[File:Brown Shield.png|22px]] [[File:Red Shield.png|22px]] [[File:Orange Shield.png|22px]] [[File:Yellow Shield.png|22px]] [[File:Lime Shield.png|22px]] [[File:Green Shield.png|22px]] [[File:Cyan Shield.png|22px]] [[File:Light Blue Shield.png|22px]] [[File:Blue Shield.png|22px]] [[File:Purple Shield.png|22px]] [[File:Magenta Shield.png|22px]] [[File:Pink Shield.png|22px]] Added shields.
    |Shields replace the [[blocking]] functionality of [[sword]]s, although blocking more [[damage]].
    |The current [[crafting]] recipe of shields includes [[wool]], producing 16 possible colored shields. There currently isn't a blank, uncolored shield.
    {{{!}} class{{=}}"collapsible collapsed" data-description{{=}}"Recipe"
    ! Recipe
    {{!}}-
    {{!}}
    {{Crafting
    |A1=Matching Wool |B1=Any Planks
    |A2=Matching Wool |B2=Any Planks |C2=Iron Ingot
    |A3=Matching Wool |B3=Any Planks
    |Output=Matching Shield
    |ignoreusage=1
    }}
    {{!}}}
    |Any of the colored base shields can be [[crafting|crafted]] with a [[banner]] of the same base color, to produce a patterned shield.
    }}
    {{History|||snap=15w34c|When an attack is blocked by a shield, the attacker now may be knocked back.
    |Being attacked with an [[axe]] now may disable shield use for 5 seconds.}}
    {{History|||snap=15w37a|The [[crafting]] recipe of shields has been changed to 6 [[planks]] and 1 [[iron ingot]].
    {{{!}} class{{=}}"collapsible collapsed" data-description{{=}}"Recipe"
    ! Recipe
    {{!}}-
    {{!}}
    {{Crafting
    |A1=Any Planks |B1=Iron Ingot |C1=Any Planks
    |A2=Any Planks |B2=Any Planks |C2=Any Planks
    |B3=Any Planks
    |Output=Shield
    |ignoreusage=1
    }}
    {{!}}}
    |[[File:Shield JE1.png|22px]] Crafting a shield now produces a base wooden shield that can be crafted together with any [[banner]].
    |The cooldown of shields has been reduced from 0.5s to 0.25s.
    |Blocking with shields now prevents some side effects.{{verify}}
    |[[Arrow]]s now ricochet off shields.}}
    {{History|||snap=15w44a|Shields can now be repaired by combining with other shields. This removes any [[banner]] that had been applied.}}
    {{History|||snap=15w45a|Crafting a banner onto a shield now consumes the banner.}}
    {{History|||snap=15w47b|Added shield blocking [[sound]]s.}}
    {{History|||snap=16w07a|Added more variation of shield blocking sounds.}}
    {{History|||snap=pre1|The [[durability]] of shields has been increased from 181 to 337.}}
    {{History||1.10|snap=16w21a|Shields can now be equipped by [[dispenser]]s.}}
    {{History||1.11|snap=16w33a|[[Crafting]] a shield with a banner no longer changes the durability, nor does it remove [[enchanting|enchantments]] from it.}}
    {{History|||snap=16w35a|Shields now block 100% of [[damage]]/[[knockback]]/debuffs dealt in melee combat.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 442.}}
    {{History||1.13.2|snap=release|Shields now properly block attacks when the player is facing down.<ref>{{bug|MC-92019|||Fixed}}</ref>}}
    {{History||1.14|snap=18w43a|[[File:Shield JE2 BE1.png|22px]] The texture of shields has been changed.
    |Shields no longer knockback attackers when they block due to a bug with rework of the blocking mechanic with the introduction of the ravager.<ref>{{bug|MC-147694}}</ref>}}
    {{History|||snap=19w11a|Shields can now be [[trading|bought]] from armorer [[villager]]s.}}
    {{History||1.14.3|snap=Pre-Release 3|Shields blocking flaming [[arrow]]s no longer put the [[player]] on [[fire]].}}
    {{History||1.16|snap=20w06a|[[Crimson planks]] and [[warped planks]] can now be used to craft shields.}}
    {{History||1.19|snap=22w11a|[[Mangrove planks]] can now be used to craft shields.}}
    {{History||1.19.3|snap=22w43a|Shields can now properly block all explosions.}}
    {{History||1.19.4|snap=23w06a|A sound is now played when a shield is placed into the offhand slot.}}
    
    {{History|upcoming java}}
    {{History||Combat Tests|snap=1.14.3 - Combat Test|Critical hits now bypass shields.
    |The warm-up delay has been removed from shields.
    |When in the off-hand, shields now activate when [[sneaking]].}}
    {{History|||snap=Combat Test 2|Shields now protect against critical attacks again.
    |Shields can only be activated when the weapon is charged to 200%.}}
    {{History|||snap=Combat Test 3|A "Shield Indicator" option that displays when the shield is active, similar to the attack indicator, has been added.
    |An option to hide shields when active has been added.
    |The arc of available protection of shields has been decreased to 100 degrees instead of 180 degrees.}}
    {{History|||snap=Combat Test 4|An option to disable shields being activated by pressing {{ctrl|crouch}} has been added.
    |The option to hide the shield has been removed.}}
    {{History|||snap=Combat Test 6|Shields now protect up to 5 [[damage]] for melee attacks (still 100% against projectiles).
    |Shields activate instantly regardless if the weapon is charged, similar to Combat test 1.
    |Shields now recover faster after an attack.}}
    {{History|||snap=Combat Test 7c|Shields now add a 50% knockback resistance when active.
    |Shields now protect against 100% [[explosions|explosion]] damage.}}
    {{History|||snap=Combat Test 8c|The knockback calculations for shields have been fixed.{{Info needed}}
    |Crouch-shielding while jumping has been disabled.
    |Shields with [[banner]]s are now temporarily stronger than normal shields (10 absorption instead of 5, and better knockback resistance) to test different shield types.}}
    
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Shield JE2 BE1.png|22px]] Added shields.
    |Shields cannot be customized with [[banner]]s.
    |Shields are activated by [[sneaking|crouching]] or mounting [[mob]]s.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Shields can now be [[trading|bought]] from armorer [[villager]]s.}}
    {{History||1.16.210|snap=beta 1.16.210.51|Now grants partial knockback protection from the [[goat]] ram attack.}}
    {{History||1.16.220|snap=beta 1.16.220.50|[[Mob]]s that pick up shields now place them to their off-hand.}}
    {{History||1.18.30|snap=beta 1.18.30.26|Being attacked with an [[axe]] now may disable shield use. This was not mentioned in the official changelog.<ref>{{tweet|kingbdogz|1504505321884196872|We missed a change in recent changelogs for the Bedrock beta that you may like - we have now made a parity fix that makes shields get disabled for 5 seconds when attacked by an Axe-wielding mob or player. We will make sure to list this properly in the next beta :)|March 17, 2022}}</ref>}}
    {{History||1.20.0|snap=beta 1.20.0.20|[[File:White Shield.png|22px]] [[File:Light Gray Shield.png|22px]] [[File:Gray Shield.png|22px]] [[File:Black Shield.png|22px]] [[File:Brown Shield.png|22px]] [[File:Red Shield.png|22px]] [[File:Orange Shield.png|22px]] [[File:Yellow Shield.png|22px]] [[File:Lime Shield.png|22px]] [[File:Green Shield.png|22px]] [[File:Cyan Shield.png|22px]] [[File:Light Blue Shield.png|22px]] [[File:Blue Shield.png|22px]] [[File:Purple Shield.png|22px]] [[File:Magenta Shield.png|22px]] [[File:Pink Shield.png|22px]] Shields can now be customized using a banner.}}
    
    {{History|PS4}}
    {{History||1.90|[[File:Shield JE1.png|22px]] Added shields.
    |Shields do not have [[banner]] application features.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list|-wither}}
    
    == Gallery ==
    <gallery>
    Shield.png|Shield
    White Shield.png|White Shield
    Light Gray Shield.png|Light Gray Shield
    Gray Shield.png|Gray Shield
    Black Shield.png|Black Shield
    Brown Shield.png|Brown Shield
    Red Shield.png|Red Shield
    Orange Shield.png|Orange Shield
    Yellow Shield.png|Yellow Shield
    Lime Shield.png|Lime Shield
    Green Shield.png|Green Shield
    Cyan Shield.png|Cyan Shield
    Light Blue Shield.png|Light Blue Shield
    Blue Shield.png|Blue Shield
    Purple Shield.png|Purple Shield
    Magenta Shield.png|Magenta Shield
    Pink Shield.png|Pink Shield
    </gallery>
    
    === Screenshots ===
    <gallery>
    JebShield.png|One of the first images of shields. [[Jeb]] wearing diamond armor while holding a creeper-emblazoned shield during [[MineCon]] 2015.
    Jeb Crafting Shield.png|Jeb crafting a shield.
    Player with Shield.png|Player holding the default shield.
    Shield Block.png|A player blocking with a shield.
    ShieldFirstPerson.png|Blocking with a shield as seen in first person.
    Enchanted Shield (item).gif|An enchanted shield as seen in the [[inventory]].
    -ominous- shield.png|A shield with the [[ominous banner]] on it as seen in the inventory.
    Kai-Shield.jpg|An image of [[Kai]] wielding a banner with a shield, used to announce the feature on [[Bedrock Edition]].
    Bedrock-Shields.jpg
    </gallery>
    
    == References ==
    {{reflist}}
    
    == External Links ==
    * [https://www.minecraft.net/en-us/article/taking-inventory--shield Taking Inventory: Shield] – Minecraft.net on July 25, 2019
    
    {{Items}}
    
    [[Category:Combat]]
    [[Category:Renewable resources]]
    
    [[de:Schild (Kampf)]]
    [[fr:Bouclier]]
    [[it:Scudo]]
    [[ja:盾]]
    [[ko:방패]]
    [[nl:Schild]]
    [[pl:Tarcza]]
    [[pt:Escudo]]
    [[ru:Щит]]
    [[th:โล่]]
    [[zh:盾牌]]</li></ul>
    21w41aThe profession textures of Zombie Armorer and Zombie Weaponsmith have been changed.
    Desert Zombie Armorer Jungle Zombie Armorer Plains Zombie Armorer Savanna Zombie Armorer Snowy Zombie Armorer Swamp Zombie Armorer Taiga Zombie Armorer
    Desert Zombie Weaponsmith JE2 Jungle Zombie Weaponsmith JE2 Plains Zombie Weaponsmith JE2 Savanna Zombie Weaponsmith JE2 Snowy Zombie Weaponsmith JE2 Swamp Zombie Weaponsmith JE2 Taiga Zombie Weaponsmith JE2
    1.19
    {{Extension DPL}}<ul><li>[[Cooked Rabbit|Cooked Rabbit]]<br/>{{Item
    | title = Cooked Rabbit
    | image = Cooked Rabbit.png
    | heals = {{hunger|5}}
    | renewable = Yes
    | stackable = Yes (64)
    }}
    
    '''Cooked rabbit''' is a [[food]] item that can be eaten by the [[player]].
    
    == Obtaining ==
    
    === Mob loot ===
    
    {{IN|Bedrock}}, adult [[rabbit]]s drop 0–1 cooked rabbit if killed while on fire. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 0–4 with Looting III.
    
    {{IN|Java}}, adult [[rabbit]]s drop 1 cooked rabbit if killed while on fire. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 1–4 with Looting III.
    
    === Cooking ===
    
    Cooked rabbit can be obtained by cooking [[raw rabbit]] in a [[furnace]], [[smoker]], or [[campfire]].
    {{Smelting
      |showname=1
      |Raw Rabbit
      |Cooked Rabbit
      |0,35
    }}
    
    === Villagers ===
    {{IN|java}}, butcher villagers may give players with the [[Hero of the Village]] effect cooked rabbit.
    
    {{IN|bedrock}}, apprentice-level butcher villagers have 25% chance to sell 5 cooked rabbit for an emerald.
    
    == Usage ==
    
    === Food ===
    
    To eat a cooked rabbit, press and hold {{control|use}} while it is selected in the [[hotbar]]. Eating one restores {{hunger|5}} [[hunger]] and 6 hunger [[Hunger#Mechanics|saturation]].
    
    === Crafting ingredient ===
    Cooked rabbit can be used to craft rabbit stew.
    
    {{crafting usage}}
    
    === Wolves ===
    
    Cooked rabbit can be used to [[breed]] and heal tamed [[wolves]], lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time.
    
    ==Sounds==
    {{Sound table/Entity/Food}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Cooked Rabbit
    |spritetype=item
    |nameid=cooked_rabbit
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Cooked Rabbit
    |spritetype=item
    |nameid=cooked_rabbit
    |id=289
    |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 cooked rabbits and some other new [[item]]s.}}
    {{History|||snap=14w27a|[[File:Cooked Rabbit JE1.png|32px]] Added cooked rabbit. It is used to craft [[rabbit stew]].}}
    {{History|||snap=14w33b|[[File:Cooked Rabbit JE2 BE1.png|32px]] The texture of cooked 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 412.}}
    {{History||1.14|snap=18w43a|[[File:Cooked Rabbit JE3 BE2.png|32px]] The texture of cooked rabbit has been changed.}}
    {{History|||snap=19w13a|Butcher [[villager]]s now give cooked rabbit to players under the [[Hero of the Village]] effect.}}
    {{History||1.19.3|snap=22w42a|Rabbits now always drop at least 1 coooked rabbit when killed while on fire.}}
    
    {{History|pocket alpha}}
    {{History||v0.13.0|snap=build 1|[[File:Cooked Rabbit JE2 BE1.png|32px]] Added cooked rabbit.}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Cooked Rabbit JE3 BE2.png|32px]] The texture of cooked rabbit has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Cooked rabbit can now be [[trading|bought]] from butcher [[villager]]s.}}
    {{History||1.12.0|snap=beta 1.12.0.3|The [[trading]] price of cooked rabbit has been lowered to one [[emerald]].}}
    
    {{History|console}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|[[File:Cooked Rabbit JE2 BE1.png|32px]] Added cooked rabbit.}}
    {{History|PS4}}
    {{History||1.90|[[File:Cooked Rabbit JE3 BE2.png|32px]] The texture of cooked rabbit has been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Cooked Rabbit JE2 BE1.png|32px]] Added cooked 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}}
    
    [[Category:Food]]
    [[Category:Renewable resources]]
    
    [[de:Gebratenes Kaninchen]]
    [[es:Conejo asado]]
    [[it:Coniglio cotto]]
    [[fr:Lapin cuit]]
    [[ja:焼き兎肉]]
    [[ko:익힌 토끼고기]]
    [[nl:Gebraden konijnenvlees]]
    [[pl:Pieczony królik]]
    [[pt:Coelho assado]]
    [[ru:Жареная крольчатина]]
    [[zh:熟兔肉]]</li><li>[[Map|Map]]<br/>{{about|the craftable map|maps showing the locations of certain structures|Explorer Map|other uses|Map (disambiguation)}}
    {{distinguish|World}}
    {{Item
    | image = Map Zoom 4.png
    | renewable = Yes
    | stackable = Yes (64)
    }}
    
    A '''map''' is an [[item]] used to view explored [[Chunk|terrain]] and mark landmarks.
    
    ==Obtaining==
    ===Crafting===
    {{crafting
    |head=1
    |showname=0
    |showdescription=1
    |A1= Paper
    |B1= Paper
    |C1= Paper
    |A2= Paper
    |B2= Compass
    |C2= Paper
    |A3= Paper
    |B3= Paper
    |C3= Paper
    |Output= Empty Map
    |type= Miscellaneous
    |description=This variation is called an "empty locator map" {{in|bedrock}}, or an "empty map" {{in|java}}.
    
    When the player first creates a map, it is blank. It needs to be activated by holding it and pressing ''{{Control|use item}}''. after which it records terrain and location markers as the player travels within (or close to) the area it maps.
    }}
    {{crafting
    |A1= Paper
    |B1= Paper
    |C1= Paper
    |A2= Paper
    |B2= Paper
    |C2= Paper
    |A3= Paper
    |B3= Paper
    |C3= Paper
    |Output= Empty Map
    |type= Miscellaneous
    |description={{only|bedrock}}
    
    This variation is called an "empty map". It does not show location markers. It is intended for cloning and zooming locator maps without having to consume an additional [[compass]] (thereby saving [[iron ingot]]s and [[redstone dust]]), but it can also be {{Control|use|text=activated}} and later converted to a locator map by combining it with a compass on an [[anvil]], [[crafting table]], or [[cartography table]].
    |foot=1
    }}
    
    === Natural generation ===
    ==== Chest loot ====
    {{LootChestItem|empty-map,map 
    }}
    
    === Cartography table ===
    A map can also be created using a single paper on a [[cartography table]] to create an empty map, or a paper with a compass for an empty locator map.{{only|bedrock}}
    
    === Starting map ===
    {{exclusive|bedrock|section=1}}
    When creating a new world {{in|bedrock}}, the player can enable the "Starting Map" option to spawn with an empty locator map in the hotbar. The map's zoom scale is 1:8. The map is updated only while the player holds it.
    
    === Trading ===
    Novice-level cartographer [[Villager|villagers]] sell a single empty map for 7 [[Emerald|emeralds]] as their trades.
    
    {{IN|java}}, cartographer villagers may give players with the [[Hero of the Village]] effect an empty map.
    
    == Usage ==
    {{See also|Tutorials/Mapping}}
    
    === Mapping ===
    
    Crafting a map creates an empty map. The map is drawn for the first time when it is held and used (with ''{{control|use item}}''). This map can then be adjusted to different zoom levels. After conversion to a drawn map item, it starts to draw a top-down view of the player's surroundings, with North pointing to the top of the map. A pointed oval pointer indicates the player's position on the map, and moves in real-time as the player moves across the terrain shown on the map. The map does ''not'' center on the player when created, rather, the world is broken up into large invisible grid squares, and the map displays the area of whichever grid square it is in when it is first used. For example, if a player uses a new map in a certain grid square, and then moves a distance away and uses another fresh map but is still within the same grid square, both maps appear identical. To make a map that is not identical to the first one, the player would have to move outside of the edges of the first map (because then they would be in a new grid square). This way, no two maps of the same size can ever partially overlap and every map can display only a fixed area.
    
    To record the world on a map, that specific map must be held in the player's hands while the player moves around the world. The world is recorded as-is during exploration, meaning that if the world is modified, a player must revisit the area while holding the map to update the map's view. Maps can also be [[Map#Cloning|cloned]]. If a player holds a map whose one or more clones are on display in item frames, updates are made on all clone-connected maps. 
    
    Other players are displayed on the map only if they have a map in their inventory cloned from the one being looked at. When placing a map into an [[item frame]], the map displays with a green pointer shown at the location of the item frame. This is to help the player see where they are in relation to the area that the map is showing. If the player leaves a map in an item frame and views a clone of it, the green pointer remains in the spot of the framed copy. This can be used to set up waypoints. Unexplored areas are transparent, making the item frame visible.
    
    When the player leaves the area shown on a specific map, the player pointer transforms into a white dot that moves on that map. The marker shrinks to a smaller white dot if the player is far from the map's center: the area is 320 by 320 blocks per scale factor. The dot moves along the edge of the map to show the relative location of the player. However {{in|bedrock}}, the pointer remains as an arrow but shrinks until the player is near the area shown on the map.
    
    While maps in [[the Nether]] work, they show only the red-and-gray pattern, regardless of the blocks placed. The only useful function is finding where the player is in relation to placed framed maps, which show as green pointers.  Additionally, the player pointer rapidly spins and is not a good indicator of direction. Placing a [[banner]] in [[the Nether]] still shows it on the map as usual.  Having a smaller map image while riding a [[strider]] in the Nether can help one to see one's footing while traveling over [[lava]].
    
    {{IN|java}}, when using a map from another dimension, the map shows the player's position and direction when they were last in the dimension of the map. {{IN|bedrock}}, however, the player can use maps from one dimension while in another dimension. For locator maps, the place marker changes color depending on the dimension that the player is currently in (white for the Overworld, red for [[the Nether]], and magenta for [[the End]]). An Overworld map in the Nether shows the player's corresponding location and direction in the Overworld.<ref name=multiverse>{{ytl|EpP1diZdEdI}}</ref> Similarly, a Nether Map in the Overworld shows the player's corresponding location in the Overworld, but the place marker spins, just like a Nether map in the Nether. An Overworld map in the End shows the world spawn.<ref name=multiverse/> A Nether map cannot be used in the End — the map appears, but the place marker is not shown anywhere — and similarly, an End map cannot be used in the Overworld or the Nether.
    
    A player can make a large piece of pixel art (128×128) facing upward, center a map on it, and place that map in an [[item frame]] to create a custom picture. Locking is recommended. See [[Map item format#Map Pixel Art]] for details on the techniques.
    
    Maps display as a mini-map when held in the off-hand, or if the off-hand slot is occupied; the map is full-sized only when held in the dominant hand with both hands free.
    
    A map always positions itself facing towards North when placed horizontally within an item frame regardless of how the map is placed.
    
    === Map content ===
    {{Main|Map item format}}
    
    Maps consist of square pixels arranged like pixels in a 128×128 square pattern, with each pixel representing a square portion of land. {{IN|java}}, the [[Map item format#Color table|color of a map pixel]] generally matches the color of the most common [[opaque]] block in the corresponding area, as seen from the sky. 'Minority blocks' in the target area have no effect on the color of the pixel, thus small features tend to be undetectable on zoomed-out maps.
    
    {{IN|bedrock}}, the [[Map item format#Color table|color of a map pixel]] instead matches the single top-most opaque block in a grid sized by the map magnification pixel size (see the table in the "Player marker and pointer" section below). For example, a 3/4 magnification map has a pixel size of 8x8 blocks; this means the map will read only the top-most opaque blocks at the 0,0 coordinate, the 8,0 coordinate, the 0,8 coordinate, etcetera, ignoring all other blocks in the area. This means that {{in|bedrock}}, map pixel art requires only one block per pixel regardless of map magnification.
    
    {{IN|bedrock}}, grass, foliage and water colors that are biome-dependent are represented accurately on a map.
    
    {| class="wikitable"
    |-
    ! style="width: 300px;" | {{el|je}}
    ! style="width: 300px;" | {{el|be}}
    |-
    | style="text-align: center;" | [[File:Map Zoom 4.png|alt=All banners marked on a map, alongside a named banner.|216px]]
    | style="text-align: center;" | [[File:Map item BE.png|216px]]
    |-
    | Biome colors on ''Java Edition''.
    | Biome colors on ''Bedrock Edition''.
    |-
    |}
    
    Maps also show ground up to about 15 blocks below the surface of the water in oceans as slightly lighter blue, to show where the ground rises. This is not true with land above water. Higher elevations in the world mean lighter colors on the map. The map records the surface even as the player moves below the surface.
    
    A standard map represents 128x128 blocks (1 block per pixel, 8x8 [[chunks]]) but maps can be zoomed-out to represent up to 2048x2048 blocks (16 square blocks per pixel, 128x128 [[chunks]]).
    
    Some relevant distances: 64 blocks (4 chunks) is the update radius from a player in the Overworld and the End. However, it is half this (32 blocks) in the Nether. Also, 1024 blocks is the minimum Overworld distance from a [[nether portal]], at which players can build another portal and expect to reach a new location in the Nether. This is the distance across a 1:8 map, and also from a 1:16 map's center to its edge.
    
    === Player marker and pointer ===
    {{IN|java}}, every map contains a marker that marks the position of the player, and points in the same direction as the player. When a player moves out of a map, a big white dot appears and moves relative to the player's position. The pointer either disappears when the player moves away a certain distance from the border of the map or, in case of [[explorer map]]s, the big white dot changes to a smaller white dot. The distance required for the small white dot to appear(explorer maps) or for the big dot to vanish (normal maps) changes with the scaling of the map.
    * '''Level 0/4 :''' 128×128 blocks (each map pixel represents 1 block)
    * '''Level 1/4 :''' 256×256 blocks (2×2 blocks per map pixel)
    * '''Level 2/4 :''' 512×512 blocks (4×4 blocks per map pixel)
    * '''Level 3/4 :''' 1024×1024 blocks (8×8 blocks per map pixel)
    * '''Level 4/4 :'''  2048×2048 blocks  (16×16 blocks per map pixel)
    {{IN|bedrock}}, a map can be crafted with or without this marker, and a map without a position marker can add one later by adding a compass to the map.  When a map is crafted without a compass, it's simply called an "empty map", but when crafted with a compass, it's called an "empty locator map". The marker also turns red if the player enters the Nether with an Overworld map and shows the player's Overworld location relative to the Nether location. A map created in the End has a purple marker showing the player's location. If an Overworld map is used in the End, a magenta dot appears on the player's spawn point.{{/BE|position}}
    {{crafting
    |name=Map<br>(with marker)
    |ingredients=[[Map]] or Empty Map +<br>[[Compass]]
    |showdescription=1
    |Map (no markers);Empty Map 
    |Compass
    |Output= Locator Map;Empty Locator Map
    |type= Miscellaneous
    |description={{el|be}} only.
    Maps crafted from only paper do not show the location marker; to add it, a compass must be added to the map.
    |foot=1
    }}
    
    {{IN|bedrock}}, a cartography table can also be used to add a pointer to create a locator map or empty locator map. This can be done by adding a compass to paper, or to an empty map or map.
    
    === Zooming out ===
    [[File:Cartography table UI zoom.png|thumb|300px|{{IN|java}}, cartography table's UI, showing the map is being zoomed out.]]
    
    A [[cartography table]] can also be used to zoom out, taking only one piece of paper per zoom level.
    
    A blank map can not be zoomed out. A map has to have something already marked on it for the zooming to be possible.
    
    {{Crafting
      |A1= Paper |B1= Paper |C1= Paper
      |A2= Paper |B2= Map;Locator Map   |C2= Paper
      |A3= Paper |B3= Paper |C3= Paper
      |Output= Map;Locator Map
      |showdescription=1
      |description=Locator Map {{el|be}} only.
    }}
    {{/BE|zoom}}
    
    ==== Zoom details ====
    The zooming function starts from when the map is created (zoom level 0) up to its fourth zoom step (zoom level 4).
    
    {| class="wikitable" style="text-align: center" data-description="Zoom levels"
    ! colspan="2" | 
    ! Zoom step 0  
    ! Zoom step 1  
    ! Zoom step 2  
    ! Zoom step 3  
    ! Zoom step 4
    |-
    ! colspan="2" |
    | [[File:Map Zoom 0.png|116px|Zoom step 0, 1:1]]
    | [[File:Map Zoom 1.png|116px|Zoom step 1, 1:2]]
    | [[File:Map Zoom 2.png|116px|Zoom step 2, 1:4]]
    | [[File:Map Zoom 3.png|116px|Zoom step 3, 1:8]]
    | [[File:Map Zoom 4.png|116px|Zoom step 4, 1:16]]
    |-
    ! colspan="2" | Zoom level
    | 0/4
    | 1/4
    | 2/4
    | 3/4
    | 4/4
    |-
    ! colspan="2" | 1 map pixel represents
    | 1 block
    | 2×2 blocks
    | 4×4 blocks
    | 8×8 blocks
    | 16×16 blocks<br>(1×1 chunk)
    |-
    ! colspan="2" | Scaling ratio
    | 1:1
    | 1:2
    | 1:4
    | 1:8
    | 1:16
    |-
    ! rowspan="2" colspan="2" | Map covers an area of
    | 128×128 blocks
    | 256×256 blocks
    | 512×512 blocks
    | 1024×1024 blocks
    | 2048×2048 blocks
    |-
    | 8×8 chunks
    | 16×16 chunks
    | 32×32 chunks
    | 64×64 chunks
    | 128×128 chunks
    |-
    ! colspan="2" | Smallest discernible features
    | Blocks
    | Trees, Paths
    | Lakes, Buildings
    | Mountains, Rivers
    | Biomes, Mountain Ranges
    |-
    ! colspan="2" | Use cases
    | Pixel art, Base plans
    | Base surroundings
    | Structure mapping
    | Landscape mapping
    | Biome mapping
    |-
    ! rowspan="2" | Total paper needed to zoom out from Level 0
    ! in anvil{{only|bedrock|short=1}} or crafting table
    | -
    | {{ItemSprite|Paper}} 8
    | {{ItemSprite|Paper}} 16
    | {{ItemSprite|Paper}} 24
    | {{ItemSprite|Paper}} 32
    |-
    ! in cartography table
    | -
    | {{ItemSprite|Paper}} 1
    | {{ItemSprite|Paper}} 2
    | {{ItemSprite|Paper}} 3
    | {{ItemSprite|Paper}} 4
    |}
    
    Maps are always aligned to a grid at all zoom levels. That means zooming out any different map in a specific area covered by that map always has the same center. As such, maps are aligned by map width (1024 blocks for a level 3 maps) minus 64. A level 3 map generated at spawn covers X and Z coordinates from -64 to 959. All maps generated in this area zoom out to the same coordinates, guaranteeing that they are always 'aligned' on a map wall. For a zoomed-out map to cover a new area, it must start with a base (level 0) map that is in that area.
    
    At zoom level 0, a map created on the point (0,0) has (0,0) at the center of the map. At higher zoom levels of the same map, the coordinate (0,0) is in the top left square of the map.
    
    {{IN|java}}, zoom level can be seen on a map by turning on Advanced Tooltips (a [[Debug screen#More debug keys|debug screen]] option that can be toggled by using the key combination {{key|F3+H}}). The tooltip of the map then shows the zoom level, scaling factors, and map ID.
    
    === Cloning ===
    [[File:Cartography table UI clone.png|thumb|300px|{{IN|Java}}, cartography table's UI, showing the map is being cloned.]]
    
    A mix of empty maps and empty locator maps may be used. Whether the cloned maps show position markers is dependent only on the input map.
    
    A [[cartography table]] can also be used to clone a map.
    
    The parts of the world that have already been explored and mapped are copied, and newly explored areas appear on both instances. If one of the maps is later zoomed out, then the maps lose their connection to each other and function as completely separate maps that have to be individually filled by exploring.
    
    In Creative mode, a map in an item frame may be cloned by using {{control|pick block}} on it, as long as that map is not also in the player's inventory.
    
    It doesn't matter if the map to be cloned is at a higher zoom level (made of more paper) than the blank map. Upon copying the map, both resulting maps have the same magnification as the starting map.
    
    {{/BE|clone}}
    
    === Crafting ingredient ===
    
    {{crafting usage|Map, Empty Map}}
    
    === Marking points ===
    {{IN|java}} the player has the ability to mark spots on a map. To do this, {{control|use}} a map on a placed-down [[banner]], and the spot of the banner gets marked on the map. The mark takes the color of whatever the base color is for the banner, and if the banner has a name, the mark shows that name. Banner marks on a map are always oriented with their top facing north, regardless of the banner's actual orientation. If the banner is destroyed, the mark of the banner remains at first, but if the player gets closer to where the banner previously was, it disappears as the area is updated on the map.
    
    If a map is mounted on an item frame and is within the area it depicts, the mounted map displays its current location with a green indicator rotated to match its orientation.
    
    [[File:Map Marker Bedrock on Item frame.png|thumb|181x181px|{{IN|bedrock}} this is what a map lying on an item frame looks like, while showing markers.]]
    {{IN|bedrock}} the player can place copies of locator maps in [[item frame]]s in order to create a land mark. The marker is a green dot that resembles the shape of the player's marker, but in green color. The position the marker points at depends on the direction the item frame is facing. It is worth noting that the markers work only on copies of the same map. Other maps of the same area do not show the existing markers that the player(s) had placed.
    
    If a player has a cloned map in their inventory, their pointer appears white when viewed on the same map held by another player. Hence, if all players have the same cloned map in their inventory, all markers would appear white when the clone map is viewed. 
    
    {| class="wikitable"
    |-
    ! style="width: 300px;" | {{el|je}}
    ! style="width: 300px;" | {{el|be}}
    |-
    | style="text-align: center;" | [[File:Banner marked map.png|alt=All banners marked on a map, alongside a named banner.|216px]]
    | style="text-align: center;" | [[File:Tracking map with markers bedrock.png|216px]]
    |-
    | How every banner appears {{IN|java}} on a map, including named banners.
    | {{IN|bedrock}} this is how a locator map shows map markers while held by a player.
    |-
    |}
    
    ===Locking===
    [[File:Cartography table UI lock.png|thumb|300px|{{IN|Java}}, cartography table's UI, showing the map is being locked.]]
    
    Maps can be locked when using a [[glass pane]] in a [[cartography table]]. This creates a new map containing the same data and locks it. All copies of this new map are also locked. A locked map never changes, even when the depicted terrain changes. {{IN|Be}}, locked maps have a unique texture.
    
    {| class="wikitable" style="text-align: center;"
    |-
    ! Condition
    ! style="width: 200px;" | Newly created map
    ! style="width: 200px;" | Map after terrain alteration
    |-
    ! Unlocked map
    | [[File:Map Zoom 0.png|174px]] || [[File:Unlocked Map.png|174px]]
    |-
    ! Locked map
    | [[File:Map Zoom 0.png|174px]] || [[File:Map Zoom 0.png|174px]]
    |-
    |}
    
    {{-}}
    
    == Sounds ==
    {{Edition|Java}}:
    {{Sound table
    |rowspan=2
    |sound=Drawmap1.ogg
    |sound2=Drawmap2.ogg
    |sound3=Drawmap3.ogg
    |subtitle=Map drawn
    |source=player
    |description=When a map is drawn
    |id=ui.cartography_table.take_result
    |translationkey=subtitles.ui.cartography_table.take_result
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |subtitle=Map drawn
    |source=block
    |description=When a map is edited using a cartography table
    |id=ui.cartography_table.take_result
    |translationkey=subtitles.ui.cartography_table.take_result
    |volume=1.0
    |pitch=1.0
    |distance=16
    |foot=1}}
    
    {{Edition|Bedrock}}:
    {{Sound table
    |type=bedrock
    |rowspan=2
    |sound=Drawmap1.ogg
    |sound2=Drawmap2.ogg
    |sound3=Drawmap3.ogg
    |source=block
    |description=When a map is drawn<wbr>{{Upcoming|BE 1.20.20.20}}
    |id=ui.cartography_table.take_result|idnote={{Verify|Could be block.cartography_table.use}}
    |volume=0.8
    |pitch=1.0}}
    {{Sound table
    |type=bedrock
    |source=block
    |description=When a map is edited using a cartography table
    |id=ui.cartography_table.take_result
    |volume=0.8
    |pitch=1.0
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Empty Map
    |spritetype=item
    |nameid=map
    |form=item}}
    {{ID table
    |displayname=Map
    |spritetype=item
    |nameid=filled_map
    |form=item
    |translationkey=item.minecraft.filled_map, filled_map.buried_treasure, filled_map.explorer_jungle{{upcoming|java 1.20.2}}, filled_map.explorer_swamp{{upcoming|java 1.20.2}}, filled_map.mansion, filled_map.monument, filled_map.unknown, filled_map.village_desert{{upcoming|java 1.20.2}}, filled_map.village_plains{{upcoming|java 1.20.2}}, filled_map.village_savanna{{upcoming|java 1.20.2}}, filled_map.village_snowy{{upcoming|java 1.20.2}}, filled_map.village_taiga{{upcoming|java 1.20.2}}
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Empty Map
    |spritetype=item
    |nameid=empty_map
    |aliasid=emptymap
    |id=515
    |form=item
    |translationkey=item.emptyMap.name, item.emptyLocatorMap.name}}
    {{ID table
    |displayname=Map
    |spritetype=item
    |spritename=map-be
    |nameid=filled_map
    |aliasid=map
    |id=420
    |form=item
    |translationkey=item.map.name, item.map.exploration.mansion.name, item.map.exploration.monument.name, item.map.exploration.treasure.name
    |foot=1}}
    
    === Metadata ===
    {{see also|Bedrock Edition data values}}
    {{IN|bedrock}}, maps use the following data values:
    
    {{/DV}}
    
    === Item data ===
    {{el|java}}:
    {{main|Player.dat format}}
    <div class="treeview">
    * {{nbt|compound|tag}}: The item's '''tag''' tag.
    {{:Player.dat_format/Maps}}
    </div>
    
    {{el|bedrock}}:
    : See [[Bedrock Edition level format/Item format]].
    
    === Map icons ===
    {{see also|Player.dat format|Map item format|map_icons.png}}
    Map icons are 8×8 in ''Java Edition'', but 16×16 in Bedrock Edition. As such, there are minor misalignment issues in ''Java Edition''.<ref>{{bug|MC-214649|||WF}}</ref>
    [[File:Map icons.png|thumb|128px|Map icons texture {{in|Java}}]]
    [[File:Map icons BE.png|thumb|128px|Map icons texture {{in|Bedrock}}]]
    
    {| class="wikitable"
    |-
    ! Java ID !! Bedrock ID !! Text ID !! Appearance !! Purpose !! Shown in item frames?
    |-
    | 0 ||  ||<code>player</code> || [[File:Player (texture) JE1 BE1.png|16px]] [[File:Player (texture) BE2.png|16px]] White marker || Players (on map) || No
    |-
    | 1 || 1 ||<code>frame</code> || [[File:Green Marker (texture) JE1 BE1.png|16px]] [[File:Green Marker (texture) BE2.png|16px]] Green marker || The current map in an item frame || Yes
    |-
    | 2 ||  ||<code>red_marker</code> || [[File:Red Marker (texture) JE1 BE1.png|16px]] [[File:Red Marker (texture) BE2.png|16px]] Red marker || Position converted to Overworld when opening Overworld map in the Nether{{Only|bedrock}} || No
    |-
    | 3 ||  ||<code>blue_marker</code> || [[File:Blue Marker (texture) JE1 BE1.png|16px]] [[File:Blue Marker (texture) BE2.png|16px]] Blue marker || Other players || No
    |-
    | 4 ||  ||<code>target_x</code> || [[File:Target X (texture) JE1 BE1.png|16px]] White X || Unused || Yes
    |-
    | 5 ||5
    |<code>target_point</code> || [[File:Target Point (texture) JE1 BE1.png|16px]] [[File:Target Point (texture) BE2.png|16px]] Red triangle || Unused || Yes
    |-
    | 6 || 6 ||<code>player_off_map</code> || [[File:Player Off Map (texture) JE1 BE1.png|16px]] Large white dot || Players off map, nearby{{only|java}} || No
    |-
    | 7 || 13 ||<code>player_off_limits</code> || [[File:Player Off Limits (texture) JE1.png|16px]] [[File:Player Off Limits (texture) BE.png|16px]] Small white dot || Players off map, far away{{only|java}} || No
    |-
    | 8 ||14
    |<code>mansion</code> || [[File:Mansion (texture) JE1.png|16px]] [[File:Mansion (Texture) BE2.png|frameless|16x16px]] Woodland mansion || Woodland mansion || Yes
    |-
    | 9 || 15 ||<code>monument</code> || [[File:Monument (texture) JE1.png|16px]] [[File:Monument Texture BE2.png|frameless|16x16px]] Ocean monument || Ocean monument || Yes
    |-
    | 10 - 25 ||  ||<code>{{tooltip|banner_*|banner_white, banner_orange, banner_magenta, banner_light_blue, banner_yellow, banner_lime, banner_pink, banner_gray, banner_light_gray, banner_cyan, banner_purple, banner_blue, banner_brown, banner_green, banner_red, banner_black}}</code> || [[File:Banner White (texture) JE1.png|16px]] [[File:Banner Light Gray (texture) JE1.png|16px]] [[File:Banner Gray (texture) JE1.png|16px]] [[File:Banner Black (texture) JE1.png|16px]] [[File:Banner Brown (texture) JE1.png|16px]] [[File:Banner Red (texture) JE1.png|16px]] [[File:Banner Orange (texture) JE1.png|16px]] [[File:Banner Yellow (texture) JE1.png|16px]] [[File:Banner Lime (texture) JE1.png|16px]] [[File:Banner Green (texture) JE1.png|16px]] [[File:Banner Cyan (texture) JE1.png|16px]] [[File:Banner Light Blue (texture) JE1.png|16px]] [[File:Banner Blue (texture) JE1.png|16px]] [[File:Banner Magenta (texture) JE1.png|16px]] [[File:Banner Purple (texture) JE1.png|16px]] [[File:Banner Pink (texture) JE1.png|16px]]<br>Banners in all 16 wool colors{{only|java}}|| Banner markers || Yes
    |-
    | 26 ||4
    |<code>red_x</code> || [[File:Red X (texture) JE1.png|16px]] [[File:Target X (texture) BE2.png|16px]] Red X || Buried treasure || Yes
    |-
    | || 8 || || [[File:Magenta Marker (texture) BE1.png|16px]] Magenta marker
    | Position converted to Overworld when opening Overworld map in the End{{Only|bedrock}} || No 
    |-
    | || 9 || || [[File:Orange Marker (texture) BE1.png|16px]] Orange marker{{more info}}
    |Other players
    |Yes
    |-
    | || 10 || || [[File:Yellow Marker (texture) BE1.png|16px]] Yellow marker
    | Other players || No
    |-
    | || 11 || || [[File:Cyan Marker (texture) BE1.png|16px]] Cyan marker
    | Other players || No
    |- 
    | -
    |12
    | || [[File:Green Point (texture) BE1.png|16px]] Green Triangle
    | Other structure such as stronghold, fortress, end city, etc. when used as explorer map destination{{Only|bedrock}} || Yes
    |}
    It should be noted that even if the player used a NBT editor to add an additional icon on the map, ''Minecraft'' shows only the first one listed when the player loads up their world.
    
    == Achievements ==
    {{load achievements|Map Room}}
    
    == History ==
    {{see also|section=24|map_icons.png|Java Edition history of textures#Map icons}}
    {{more images|section=24|{{bug|MC-72962}}}}
    {{History||April 27, 2011|link=https://web.archive.org/web/0/http://notch.tumblr.com/post/4988431144/the-maps|[[Notch]] unveiled screenshots of the map.}}
    {{History||April 28, 2011|link={{tweet|notch|63500114005721088}}|[[Notch]] said that he would try to make maps place-able on [[wall]]s.}}
    {{History|java beta}}
    {{History||1.6|snap=Test Build 3|[[File:Map (item) JE1 BE1.png|32px]] Added maps.}}
    {{History||1.6.6|The ability to auto-craft maps using shift-click has been disabled.}}
    {{History||1.8|snap=Pre-release|Maps can now be found in library chests in the brand-new [[stronghold]]s.
    |Auto crafting maps has been restored. Map cloning, therefore, is unavailable for a period of time.}}
    {{History||1.8.1|Maps now work both while walking and flying.}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease 5|Prior to this update, the [[sun]] in ''[[Minecraft]]'' rose in the North, which threw off many [[player]]s and led to a common misconception that ''Minecraft'' maps/[[world]]s were oriented with East at the top. The sun now rises in the east and sets in the west, making navigation much more intuitive.
    |Before the change in sun position, it was commonly said that ''Minecraft'' maps/worlds are oriented with East at the top; sunrise, by definition, occurs at the East, which means it is certainly true that the maps were oriented "East" since the Sun rose from the top (North). However, [[Jeb]] asserted (and [[Notch]] agreed) that the sun rose in the north.<ref>{{Tweet|jeb|87815841160237056}}</ref><ref>{{Tweet|notch|88155424880201728}}</ref> Most mods and map-making tools, however, used the terms East and North consistent with their actual definitions (e.g. a [[Programs and editors/Cartograph|Cartograph]]-generated map with North at the top is rotated 90 degrees from the in-game map).}}
    {{History||1.4.2|snap=12w34a|[[File:Empty Map JE1 BE1.png|32px]] [[Crafting]] a map now creates an empty map. The map is drawn for the first time when it is held and right clicked, and is centered near the location of the [[player]] when clicked (not as before where it was centered on the location it was crafted.)
    |Previously, in order to map a new area, the map had to be ''crafted'' in that area (rather than carrying a previously-crafted map to the new area). The point where a map is crafted becomes its permanent center, and could never be changed. 
    |The pointer no longer disappears when leaving the map, but transforms into a white dot, indicating on what side of the map the player is located.
    |Maps now align to a grid, making it easier to create adjacent maps.
    |Maps can now be zoomed out (but not zoomed in).
    |Maps can now be cloned and scaled.}}
    {{History||1.4.2|snap=12w34b|Maps now have a ''zoom level'', which was fixed at 1:8 prior to snapshot [[Java Edition 12w34a|12w34a]],<ref name="mapinfo">https://web.archive.org/web/0/http://notch.tumblr.com/post/4988431144/the-maps</ref> but  now starts at 1:1 and can be increased up to 1:16 by re-crafting an existing map.
    |Maps are no longer numbered on the top-left corner and is labeled through the tooltip.}}
    {{History|||snap=12w36a|New maps are now crafted at a scale factor of 1:1. A zoomed in map can be zoomed out by re-crafting it with another 8 sheets of [[paper]] on a [[crafting table]]. Each time this is done, the scale increases - 1:1, 1:2, 1:4, 1:8, 1:16 with a map scale of 1:16 being the current maximum.}}
    {{History||1.7.2|snap=13w38a|The map size has been increased when placed on a [[wall]] using the [[item frame]].
    |More colors have been added to maps for different [[block]]s.<ref name="infodump2">https://web.archive.org/web/0/https://www.mojang.com/2013/10/minecraft-1-7-the-update-that-changed-the-world</ref>}}
    {{History||1.8|snap=14w31a|Zoomed maps now conform to an expanded grid based on their zoom level. Previously, careful considerations would need to be taken to creating a wall of adjoining maps.}}
    {{History||1.8.1|snap=pre1|Some colors have been changed on maps to more accurately represent their respective [[block]].}}
    {{History||1.9|snap=15w31a|Maps now display as a mini-map when held in the off-hand, or if the off-hand slot is occupied; the (old) large version is visible only when held in the dominant hand with the secondary hand free.}}
    {{History|||snap=15w34a|New maps can now be [[crafting|crafted]] at a scale factor of 1:4.
    |A crafting recipe has been added for zooming in maps.}}
    {{History|||snap=15w43a|The average yield of empty maps from [[stronghold]] library [[chest]]s has been doubled.}}
    {{History|||snap=15w45a|New maps are once again [[crafting|crafted]] at a scale factor of 1:1, as they had been before snapshot [[15w34a]].
    |The [[crafting]] recipe, that was introduced in 15w34a, for zooming in maps has been removed.}}
    {{History|||snap=15w49a|Map making now uses armor equipping sounds.}}
    {{History||1.11|snap=16w39a|Maps now work in [[the End]].
    |Empty maps are now [[trading|sold]] by cartographer [[villager]]s as their tier 3 [[trading|trade]].
    |Added [[explorer map]]s, sold by cartographers as their tier 4 trades.}}
    {{History||1.12|snap=17w17a|Maps now have separate colors for colored [[terracotta]] blocks from other colored blocks.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral IDs were 358 and 395.
    |Maps now use additional NBT to specify which map they contain. Prior to this version, they used the [[damage]] value instead.
    |Map IDs are no longer limited to 32,768.}}
    {{History|||snap=17w50a|Maps can now be placed on floor and ceiling [[item frame]]s.}}
    {{History|||snap=18w10a|Spots on maps can now be marked using [[banner]]s.}}
    {{History|||snap=18w11a|Empty maps can now generate in [[shipwreck]] [[chest]]s.}}
    {{History|||snap=pre7|Maps have been changed slightly, in regard to which [[block]]s are shown and which blocks are not.}}
    {{History||1.14|snap=18w43a|[[File:Empty Map JE2 BE2.png|32px]] [[File:Map (item) JE2 BE2.png|32px]] The textures of maps have been changed.}}
    {{History|||snap=18w48a|Empty maps can now be found in chests in [[village]] cartographer houses.}}
    {{History|||snap=19w02a|Maps can now be cloned and zoomed out (extended) by using a [[cartography table]].
    |Maps can now be locked by using a [[glass pane]] with a cartography table.
    |The recipes for cloning and zooming out maps have been removed.}}
    {{History|||snap=19w06a|Map making is now silent again.}}
    {{History|||snap=19w13a|Cartographer villagers now give empty maps to players under the [[Hero of the Village]] effect.}}
    {{History||1.16|snap=20w21a|Map making sounds are now the same as when using a cartography table.}}
    
    {{History|pocket alpha}}
    {{History||v0.14.0|snap=build 1|[[File:Empty Map JE1 BE1.png|32px]] [[File:Map (item) JE1 BE1.png|32px]] Added maps.
    |Maps are crafted using nine [[paper]], one for every slot of the [[crafting]] grid.
    |Maps must be combined with a [[compass]] using an [[anvil]] in order to show the [[player]]'s position.
    |Maps can be zoomed using an anvil.}}
    {{History|||snap=build 3|New maps are now [[crafting|crafted]] at full zoom.
    |Empty maps now have a "Create Map" button to initialize them.}}
    {{History|||snap=build 7|New maps are now crafted at a scale factor of 1:1.}}
    {{History||v0.15.0|snap=unknown|Maps can now be crafted either with 8 pieces of [[paper]] and a [[compass]] ''or'' 9 pieces of paper, to get a map with or without a position marker.}}
    {{History||v0.16.0|snap=build 1|Different colors have been added to maps for different [[biome]]s.}}
    {{History|pocket}}
    {{History||1.0.0|snap=?|[[Windows 10 Edition]] can now use the [[anvil]] as well as the [[crafting table]] to clone, zoom and apply markers, just as [[Pocket Edition]] in general could.
    |Maps can now be found inside [[stronghold]] library [[chest]]s.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Empty maps with direction markers built-in are now called "locator maps".}}
    {{History|||snap=alpha 1.1.0.3|"Locator maps" are now called "empty locator maps".
    |Empty maps are now [[trading|sold]] by cartographer [[villager]]s for 7-11 [[emerald]]s as their tier 3 [[trading|trade]].}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.14.2|Maps can now be found inside map room [[chest]]s in [[shipwreck]]s.}}
    {{History||?|The texture of the filled map overlay has been changed.}}
    {{History||?|Maps now function in dimensions other than the dimension in which they were created.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Maps can now be found in cartographer house [[chest]]s in [[village]]s.
    |[[File:Empty Map JE2 BE2.png|32px]] The texture of empty maps has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Empty maps can now be created from 1 [[paper]] in [[cartography table]]s.
    |Maps can now be zoomed, cloned, renamed, and have pointers added in cartography tables.}}
    {{History|||snap=beta 1.11.0.4|Cartographer [[villager]]s now [[trading|sell]] empty map for an [[emerald]] as their first tier [[trading|trades]].
    |Empty locator maps can now be [[trading|bought]] from cartographer villagers.}}
    {{History||1.13.0|snap=beta 1.13.0.1|[[File:Map (item) BE3.png|32px]] [[File:Locked Map (item) BE2.png|32px]] Filled maps and locked maps now have unique inventory icons.}}
    {{History||1.16.0|snap=beta 1.16.0.57|Trading has been changed, novice-level cartographer now sell an empty map for 7 emeralds. Cartographer villager no longer sell empty locator map.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of maps have been changed from <code>emptymap</code> to <code>empty_map</code> and <code>map</code> to <code>filled_map</code>.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.00|wiiu=Patch 1|switch=1.0.1|[[File:Map (item) JE1 BE1.png|32px]] Added maps. 
    |The [[player]] spawns with a free map. 
    |Maps are available only as zoom step 3 maps centered at coordinates 0,0. Biome colors do not appear on maps.}}
    {{History||xbox=none|xbone=CU1|ps=1.0|wiiu=none|Larger sized worlds on Xbox One, Playstation 4, and Nintendo Switch have zoom step 3 maps aligned to a grid with maps centered at 0, 1024, or 2048 on the X or Z coordinates.}}
    {{History||xbox=TU21|xbone=CU9|ps=1.14|wiiu=Patch 1|[[File:Empty Map JE1 BE1.png|32px]] [[Crafting]] a map now produces an empty map.}}
    {{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|The outer end islands appear on different maps; even on Xbox 360, Playstation 3, Vita, and Wii U editions.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Empty Map JE2 BE2.png|32px]] [[File:Map (item) JE2 BE2.png|32px]] The textures of maps have been changed.}}
    {{History||ps=1.91|Maps can now be created and used in [[cartography table]]s.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == Trivia ==
    * Use of the {{key|F1}} key can allow the player to hold a map without blocking their view at all.
    * In ''Java Edition'', a map created using {{cmd|give}} can be any map by using the Map parameter to specify the map number desired. E.g. {{cmd|give [player] minecraft:filled_map{map:5<nowiki>}}} gives the specified player map_5. If no data value is supplied it defaults to map_0. If map_0 has not ever been crafted, it is centered on x=0, z=0.
    * The maps are stored separately as their own data (<code>.dat</code>) file as <code>map_x.dat</code> with (x) being the map number, see [[map item format]] for more info. By manipulating this number, players can organize their maps to suit them, or if they accidentally create a map in the same location, they can delete their extra map so as to save the number they make.
    * Certain programs can be used to make customized maps with images or text on them instead of actual maps, many people use these in adventure maps to show pictures or to tell a story.
    * Since all copies of a map are links to the same file, copying an unfinished map keeps it synchronized with the copy as the player fills it in. Thus, a copy stored in a chest can act as a remote backup.
    * A map that is in an item frame does not update itself until a player picks it up, lets it reload, and places it back again. However, if a player holds a clone of the map, both maps update.
    * Filled maps are the only items that make 90 degree rotations in item frames, and also the only items that can expand the item frame into full block wide.
    * On [[Legacy Console Edition]], the player always spawns with a map in their inventory after creating a world. This was later added to Bedrock Edition as an optional feature in the world creation menu.
    * Maps on Legacy Console Edition always show the player's current coordinates, as a substitute for the optional [[Coordinates|coordinate display]] in other editions.
    * A map cannot be created on [[New Nintendo 3DS Edition]]. Instead, the map is always displayed on the bottom screen along with the coordinates. Biome colors do not appear on maps.
    
    == Gallery ==
    <gallery>
    MapItem1.png|A fully zoomed map.
    MapRotation.png|Having a map in hand does not stop the ability to see ahead.
    MapItem3.png|A world being recorded onto a map.
    Mcmap4.png|Nearly fully explored map.
    Zoomed Map.png|A map edited to the scale of 1.
    Sky Map.png|A map mapping the [[Sky Dimension]].
    MapOfVillage.png|A village and how it is represented on a map.
    Pumpkin map.png|A map containing a custom image made by placing a large number of blocks.
    Complete Map.png|A completely explored map.
    MapZooms.png|A diagram showing how maps zoomed out before [[Java Edition 1.8]]. Notice how the larger maps have borders made of half and quarter small maps.
    Map18zooms.png|From 1.8, zoomed maps are aligned to this grid exactly.
    Large Biome Map.png|A map of a [[Large Biomes]] world.
    Map0140-0160.png|A comparison of maps between versions in Pocket Edition Alpha [[Pocket Edition Alpha 0.14.0|0.14.0]] and [[Pocket Edition Alpha 0.16.0|0.16.0]].
    Mycelium Map.png|A map view of a mushroom biome, showing that mycelium appears purple on a map.
    MiniMap.png|Maps held in the off-hand or in either hand while [[dual wielding]] appear as mini-maps.
    Partly filled treasure map.png|Partly filled treasure map with an odd area at the bottom left. Normally a partly filled map would look striped (as in the top left), but this map seems to be bugged and is possibly showing caves, or something, in the bottom left.
    Partly filled ocean explorer map.png|Partly filled ocean explorer map. Updating the game from an older version (in this case the area was first generated before 1.18) and buying a map after updating (in this case in 1.19.4) can result in the map displaying rivers and terrain where there is really a frozen sea.
    Map Stained Glass 1.png|Stained glasses' appearances on maps before and after 1.13.
    Map Stained Glass 2.png|Stained glasses' appearances on maps before and after 1.13.
    Map Various Blocks 1.png|Various blocks' appearances on maps before and after 1.13.
    Map Various Blocks 2.png|Various blocks' appearances on maps before and after 1.13.
    Better Together Map.jpg|Holding a map in the offhand in ''Bedrock Edition''.
    Better Together Map Icon.jpg|Holding a map in both hands in ''Bedrock Edition''.
    File:MapFailedtoFill.png|A map that has not yet filled. A rare bug in Java.
    </gallery>
    
    === The Nether ===
    <gallery>
    Nethermap.png|A map in [[the Nether]].
    Maponnether.png|A map in the Nether; the arrow turns around itself, like in [[compass]].
    </gallery>
    
    === The End ===
    <gallery>
    Jeb End Map.png|The first image of a map in [[the End]].
    Endmap.png|A map in the End.
    </gallery>
    
    === Maps in item frames ===
    <gallery>
    FramedMap.png|A map displayed on an item frame, as it looked before [[Java Edition 1.7.2]].
    Structure Map Collection.png|Multiple maps in item frames. Notice a [[village]], two [[desert temple]]s and a lava lake.
    Minecraft maps 3by3.png|A collection of 9 connected full maps.
    Full Map.png|A combination of 25 maps pasted together as one map.
    Map wall BE.png|A map wall on ''Bedrock Edition'', showing large areas of biome colors for each biome.
    Map's in item frames.png|Maps can be placed into [[item frame]]s so they can be viewed together.
    Comparing Maps.png|The comparison between 3 zooms of maps.
    SuperflatMap.png|A map in a [[Superflat]] world, with some [[village]]s.
    MapWallWithMarkers.png|A 3x3 map wall with banner markers.
    HEYYEYAAEYAAAEYAEYAA.png|He-Man map art.
    Map Player Icons 1.png|First image of player icons on maps.
    Map Player Icons 2.png|Second image of player icons on maps.
    </gallery>
    
    == See also ==
    * [[Explorer Map]]
    * [[Clock]]
    * [[Tutorials/Navigation|Navigation]]
    
    == References ==
    {{Reflist}}
    
    {{Items}}
    
    [[cs:Mapa]]
    [[de:Karte]]
    [[es:Mapa]]
    [[fr:Carte (objet)]]
    [[hu:Térkép (tárgy)]]
    [[ja:地図]]
    [[ko:지도]]
    [[nl:Kaart]]
    [[pl:Mapa]]
    [[pt:Mapa]]
    [[ru:Карта]]
    [[tr:Harita]]
    [[th:แผนที่]]
    [[uk:Мапа]]
    [[zh:地图]]
    [[Category:Renewable resources]]</li></ul></nowiki>
    22w17aThe sole textures of the Jungle, Plains, Savannna, and Snowy and arms of Weaponsmith have been changed.
    Zombie Villager Comparison 22w17a Zombie Villager Comparison 22w17a 2
    Pocket Edition Alpha
    v0.12.1
    {{Extension DPL}}<ul><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><li>[[Coal|Coal]]<br/>{{About|the fuel item that can be mined|the ore|Coal Ore|the block|Block of Coal|the smelted wood|Charcoal}}
    {{Item
    | image = Coal.png
    |type=
    | renewable = Yes
    | stackable = Yes (64)
    }}
    '''Coal''' is a mineral [[item]] mainly obtained from [[Coal Ore|coal ore]]. It is primarily used for crafting [[torches]] and [[Campfire|campfires]], as well as [[fuel]].
    
    == Obtaining ==
    
    === Chest loot ===
    {{see also|Coal Ore#Natural generation}}
    {{LootChestItem|coal}}
    
    === Mining ===
    
    [[Coal ore]] are mined using a [[pickaxe]] and drops 1 piece of coal. If the pickaxe is enchanted with [[Fortune]], it may drop an extra piece per level of Fortune, up to a maximum of 4 with Fortune III.
    
    === Mob loot ===
    
    [[Wither skeleton]]s have a {{Frac|1|3}} chance of dropping a single coal upon death. The maximum amount of coal is increased by 1 per level of [[Looting]]. The chance of a wither skeleton ''not'' dropping any coal can be found using the formula <code>2 / (Looting Level + 3)</code>. For example, Looting III gives a {{frac|1|3}} chance of not dropping any coal. All other amounts have an equal chance of occurring.
    
    === Crafting ===
    
    {{Crafting
     |showname=1
     |Block of Coal
     |Output=Coal,9
     |type=Material
    }}
    
    === Smelting ===
    
    {{Smelting
     |head=1
     |Coal Ore
    
     |Coal
     |0,1
    |foot=1
    }}
    
    == Usage ==
    
    === Crafting ingredient ===
    
    {{crafting usage|Coal}}
    
    === Fuel ===
    
    When used in a [[furnace]] as a fuel, a piece of coal lasts 80 seconds (smelting up to 8 items), like [[charcoal]]. Coal used as fuel lasts more than 5 times longer than [[wood planks]] or [[wood]] logs used as fuel, being more efficient than any other use of wood for smelting {{in|je}}, but outstripped by [[wooden slabs]] {{in|be}}. 
    
    Coal and charcoal are also the only fuels accepted by [[Minecart with Furnace|furnace minecart]]s. They provide approximately four minutes of transit each.
    
    === Trading ===
    
    Novice-level fisherman [[villager]]s have a 50% chance to buy 10 coal for one [[emerald]].
    
    {{IN|java}}, novice-level armorer and toolsmith villagers have a 40% chance of offering to buy 15 coal for one emerald. Novice-level weaponsmith villagers and apprentice-level butcher villagers have {{frac|2|3}} chance of offering to buy 15 coal for one emerald.
    
    {{IN|bedrock}}, novice-level armorer, toolsmith, and weaponsmith villagers and apprentice-level butcher villagers buy 15 coal for one emerald.
    
    [[trading|Trade]]s that involve coal cannot be substituted by [[charcoal]].
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showitemtags=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Coal
    |spritetype=item
    |nameid=coal
    |itemtags=coals
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showitemtags=y
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Coal
    |spritetype=item
    |nameid=coal
    |aliasid=coal / 0
    |id=302
    |itemtags=minecraft:coals
    |form=item
    |foot=1}}
    
    == 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 coal, commenting that it might be combined with [[iron ore]] to make steel.}}
    {{History|java indev}} 
    {{History||0.31|snap=20100128|[[File:Coal JE1.png|32px]] Added coal. 
    |Mining [[coal ore]] blocks [[drops]] 2-5 pieces of coal.}}
    {{History||0.31|snap=20100129|Coal can be used to craft [[torch]]es.}}
    {{History||?|Mining [[coal ore]] now drops 1 piece of coal (down from 2-5).}}
    {{History||20100219|[[File:Coal JE2 BE1.png|32px]] The texture of coal has been changed. It is now more centered.}}
    {{History|java beta}}
    {{History||1.8|snap=Pre-release|Coal can now be found in the new [[mineshaft]] [[chest]]s and [[stronghold]] storeroom chests.}}
    {{History|java}}
    {{History||1.0.0|snap=?|Coal can be now obtained by [[smelting]] [[coal ore]].}}
    {{History||1.2.1|snap=12w04a|Coal can now be used to craft [[fire charge]]s.}}
    {{History||1.3.1|snap=12w21a|Blacksmith and butcher [[villager]]s now [[trading|buy]] 16–23 of either coal or charcoal for 1 [[emerald]].}}
    {{History|||snap=1.3|[[File:Coal JE3 BE2.png|32px]] The texture of coal has been changed.}}
    {{History||1.4.2|snap=12w36a|Coal is now dropped by [[wither skeleton]]s, making it [[renewable resource|renewable]].}}
    {{History||1.6.1|snap=13w18a|Coal can now be used to craft [[block of coal|coal block]]s.}}
    {{History||1.8|snap=14w02a|Fisherman, armorer, tool smith, weapon smith and butcher [[villager]]s now [[trading|buy]] 16–24 coal for 1 [[emerald]].}}
    {{History||1.9|snap=15w43a|Coal may now be found in [[igloo]] basement [[chest]]s.}}
    {{History|||snap=15w44a|The average yield of coal from [[mineshaft]] chests has been decreased, and added to [[dungeon]] chests.}}
    {{History||1.11|snap=16w39a|Coal can now be found in the new [[woodland mansion]] [[chest]]s.}}
    {{History||1.13|snap=17w47a|The different data values for the <code>coal</code> ID have been split up into their own IDs.
    |Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 263.}}
    {{History|||snap=18w09a|Coal can now be found in the loot [[chest]]s of [[underwater ruins]].}}
    {{History|||snap=18w11a|Coal now generates in [[shipwreck]] [[chest]]s.}}
    {{History||1.14|snap=18w43a|[[File:Coal JE4 BE3.png|32px]] The texture of coal has been changed.}}
    {{History|||snap=18w48a|Coal can now be found in [[chest]]s in [[village]] fishing cottages.}}
    {{History|||snap=18w49a|Coal can now be found in [[chest]]s in [[village]] butcher shops and [[snowy tundra|snowy]] village houses.}}
    {{History|||snap=18w50a|Coal can now be found in [[chest]]s in [[village]] toolsmith houses.}}
    {{History|||snap=19w02a|Coal can now be used to craft [[campfire]]s. Destroying a campfire returns 2 charcoal.}}
    {{History||1.16|snap=20w06a|Coal can now be used to craft [[torch|soul torches]].}}
    {{History||1.19|snap=22w13a|Coal may now be found in [[ancient city]] [[chest]]s.}}
    {{History||1.20|snap=23w12a|Coal can now be found in [[suspicious gravel]] and [[suspicious sand]] in cold and warm [[ocean ruins]] and in [[trail ruins]].}}
    {{History|||snap=23w16a|Coal 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]]; coal now is in the common loot.}}
    
    {{History|pocket alpha}}
    {{History||v0.3.0|[[File:Coal JE2 BE1.png|32px]] Added coal.
    |Coal can be used to craft [[torch]]es.}}
    {{History||v0.8.0|snap=build 1|[[File:Coal JE3 BE2.png|32px]] The texture of coal has been changed.
    |Coal can now be crafted to make a [[block of coal]].}}
    {{History||v0.12.1|snap=build 1|Coal is now [[drops|dropped]] by [[wither skeleton]]s.}}
    {{History||v0.14.0|snap=build 1|Coal can now be found inside [[minecart with chest|chest minecarts]] in [[mineshaft]]s.}}
    {{History||v0.15.0|snap=build 1|Coal is now used to craft [[fire charge]]s.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Coal can now be found in the [[stronghold]] storeroom [[chest]]s.
    |Coal may now be found in [[igloo]] basement chests.}}
    {{History||1.0.4|snap=alpha 1.0.4.0|Fisherman, armorer, toolsmith, weaponsmith and butcher [[villager]]s now [[trading|buy]] 16–24 coal for 1 [[emerald]].}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Coal is now found in [[woodland mansion]] [[chest]]s.}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.14.2|Coal can now be found inside [[shipwreck]] [[chest]]s.}}
    {{History|||snap=beta 1.2.20.1|Coal can now be found inside [[underwater ruins]] [[chest]]s.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Coal can now be used to craft [[campfire]]s. Destroying a campfire returns 2 charcoal.
    |[[File:Coal JE4 BE3.png|32px]] The texture of coal has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Coal can now be found in [[snowy tundra]] [[village]] house [[chest]]s and in village butcher and toolsmith chests.}}
    {{History|||snap=beta 1.11.0.4|Armorer, weaponsmith, toolsmith, and butcher [[villager]]s now [[trading|buy]] 15 coal for an [[emerald]].
    |Fishermen villagers now have a 50% chance to buy 10 coal for an emerald as part of their first tier [[trading|trade]].}}
    {{History||1.16.0|snap=beta 1.16.0.51|Coal can now used to craft [[soul torch]]es.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Coal JE2 BE1.png|32px]] Added coal.}}
    {{History||?|[[File:Coal JE3 BE2.png|32px]] The texture of coal has been changed.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Coal JE4 BE3.png|32px]] The texture of coal has been changed.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Coal JE3 BE2.png|32px]] Added coal.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list|Coal}}
    
    {{Items}}
    
    [[Category:Renewable resources]]
    
    [[cs:Uhlí]]
    [[de:Kohle]]
    [[es:Carbón]]
    [[fr:Charbon]]
    [[hu:Szén]]
    [[it:Carbone]]
    [[ja:石炭]]
    [[ko:석탄]]
    [[nl:Steenkool]]
    [[pl:Węgiel]]
    [[pt:Carvão]]
    [[ru:Уголь]]
    [[th:ถ่าน]]
    [[tr:Kömür]]
    [[uk:Вугілля]]
    [[zh:煤炭]]</li></ul>
    build 1Zombie Farmer Zombie Librarian Zombie Priest Zombie Blacksmith Zombie Butcher Zombie Nitwit Added zombie villagers.
    Baby Zombie Farmer Baby Zombie Librarian Baby Zombie Priest Baby Zombie Blacksmith Baby Zombie Butcher Baby Zombie Nitwit Added baby zombie villagers.
    Zombie villagers retain their professions and clothes, which have a tattered appearance.
    v0.14.0
    {{Extension DPL}}<ul><li>[[Explorer Map|Explorer Map]]<br/>{{about|the map used to find rare structures|the craftable map|Map|others|Map (disambiguation)}}{{Needs updating|Add info on the new jungle, swamp, and village maps in Java 1.20.2 Pre-Release 1}}{{Item
    | image = <gallery>
    Ocean Explorer Map.png | Ocean
    Woodland Explorer Map.png | Woodland
    Buried Treasure Map.png | Buried Treasure
    </gallery>
    |image2 = <gallery>
    Ocean Explorer Map BE.png | Ocean (BE)
    Woodland Explorer Map BE.png | Woodland (BE)
    Buried Treasure Map BE.png | Buried in Treasure (BE)
    </gallery>
    | renewable = 
    * '''Buried Treasure''': No
    * '''Woodland and Ocean''': Yes
    | stackable = Yes (64)
    }}
    An '''explorer map''' is a special [[map]] used to aid in finding rare [[generated structures]], including [[woodland mansion]]s, [[ocean monument]]s, and [[buried treasure]]s.
    
    == Obtaining ==
    === Trading ===
    Apprentice-level [[cartographer]] villagers sell ocean explorer maps for 13 emeralds and a compass. Journeyman-level cartographer villagers sell woodland explorer maps for 14 emeralds and a compass.
    
    {{IN|java}}, if the cartographer is in [[the Nether]] or [[the End]], either spawned or transported, the trades for the map do not unlock. However, {{in|bedrock}}, the cartographer trades for the map are unlocked, but the purchased map shows the same layout as in the corresponding dimension and shows no destination structure, but if cartographer trades are unlocked in an old world type (prior-1.11.0), the game stops ticking.
    
    In ''Java Edition'', each cartographer sells its own unique explorer map that points to a different location than other cartographers. Purchasing another explorer map from the same cartographer results in the same explorer map. In Bedrock Edition, a cartographer sells an explorer map that points to the nearest location, regardless of whether it is explored or previously mapped by another cartographer.<!-- start to glitched out-->
    
    === Chest loot ===
    Treasure maps, in contrast to explorer maps, generate in underwater ruins or in shipwrecks.
    {{LootChestItem|buried-treasure-map}}
    
    == Usage ==
    [[File:Explorer Map Comparison.gif|thumb|217px|Unexplored and partially explored maps.]]
    
    {{See also|Map#Mapping|Map#Map content}}
    
    === Locating structures ===
    There are three types of explorer maps: woodland, [[ocean]], and buried treasure. The maps differ from a normal map, in that it shows the area's land-water outline, with an orange striated (striped) texture for water<ref>Specifically, biomes in the "water_on_map_outlines" [[Tag#Biomes|biome tag]].</ref>, and the blank map texture for land. The maps show a section of land that contains a [[woodland mansion]], [[monument]] or [[buried treasure]] respectively. This may not be the nearest such [[structure]] to the [[player]]. The structures are displayed as a small icon. If the player icon is smaller than it would be on a normal map, that means the player is a great distance away. When the player is less than 1027 blocks away from the map border, the icon returns to the proper size. When the player reaches the map's area of land (512×512), the [[map]] fills in like a normal map.
    
    The basic functions of a buried treasure explorer map are similar to that of the other two. However, instead of showing the structure icon on the map, it shows a red X instead. The [[buried treasure]] structure is located on the same X and Z coordinates as the middle of the X (the player marker may need to be aligned with the bottom of the middle 2×2 pixel square of the X). To locate the [[chest]] spot, hold the treasure map with both hands, not in the offhand slot.
    
    === Cloning ===
    {{Crafting
    |showdescription=1
    |shapeless=1
    |name=[[Explorer Map]]<br>(cloned)
    |;;;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map 
    |;;;;Empty Map;Empty Map;Empty Map;Empty Map
    |;;;;;Empty Map;Empty Map;Empty Map
    |Ocean Explorer Map; Woodland Explorer Map; Buried Treasure Map; Ocean Explorer Map; Woodland Explorer Map; Buried Treasure Map; Ocean Explorer Map; Woodland Explorer Map
    |Empty Map
    |;;;;;;Empty Map;Empty Map 
    |;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map 
    |;;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map
    |;;;;;;;Empty Map
    |Output= Ocean Explorer Map,2; Woodland Explorer Map,3; Buried Treasure Map,4; Ocean Explorer Map,5; Woodland Explorer Map,6; Buried Treasure Map,7; Ocean Explorer Map,8; Woodland Explorer Map,9
    |type= Miscellaneous
    |description=The output has the same map center as the input map, and the same [[monument]], [[woodland mansion]] or [[buried treasure]] marker. Cloned maps are stackable.
    }}
    
    The parts of the world that have already been explored and mapped are copied, and newly explored areas appear on both instances. In Creative mode, cloned explorer maps can be obtained by pick blocking on the explorer map displayed on [[item frames]] (the map needs to be out of the [[player]]'s inventory when using pick block, or else that map moves into the active hotbar slot).
    
    == Sounds ==
    {{edition|java}}:
    {{Sound table
    |sound=Drawmap1.ogg
    |sound2=Drawmap2.ogg
    |sound3=Drawmap3.ogg
    |subtitle=Map drawn
    |source=block
    |description=When an explorer map is edited using a cartography table
    |id=ui.cartography_table.take_result
    |translationkey=subtitles.ui.cartography_table.take_result
    |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=Map
    |spritetype=item
    |nameid=filled_map
    |form=item
    |translationkey=filled_map.mansion,filled_map.ocean,filled_map.buried_treasure
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Map
    |spritetype=item
    |nameid=filled_map
    |aliasid=map
    |id=358
    |form=item
    |translationkey=item.map.exploration.monument.name,item.map.exploration.mansion.name,item.map.exploration.treasure.name
    |foot=1}}
    
    === Metadata ===
    {{see also|Bedrock Edition data values}}
    {{IN|bedrock}}, the item [[Data value]] distinguishes explorer maps from one another:
    
    {{:Map/DV}}
    
    === Item data ===
    An explorer map differs from a map in that its <code>display</code> tag is set, which includes a <code>Mapcolor</code> and a <code>LocName</code>; also its <code>Decorations</code> list includes an entry for its target monument, mansion or buried treasure. Its [[Map item format#map_<#>.dat format|map item entry]] is identical to that of a normal map, except that by the time the player sees it, its <code>colors</code> byte array is pre-filled with explorer maps' characteristic land-water boundary lines and water shading.
    
    <div class="treeview">
    It should be noted that this additional data is stored in the Cartographer's NBT data and in the inventory item's NBT data, and not in the map file (e.g. <samp>map_0.dat</samp>). If the [[player]] were to use the {{cmd|give}} command to give themselves a map with the same map ID as an existing explorer map, it would still have the Ocean Monument or the Woodland Mansion icon on the map, but it would simply be named "Map" instead of, for example, "Ocean Explorer Map".
    * {{nbt|compound}} Item data
    ** {{nbt|compound|tag}}: 
    *** {{nbt|compound|display}}: How the map looks in an item slot. See also [[Player.dat_format#Display Properties]].
    **** {{nbt|string|Name}}: The name the map is given. In this case, they are localized strings: either <code>{"translate":"filled_map.monument"}</code>,<code>{"translate":"filled_map.mansion"}</code> or <code>{"translate":"filled_map.buried_treasure"}</code>.
    **** {{nbt|int|MapColor}}: 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 group=note>For positive values larger than 0x00FFFFFF, the top byte is ignored. All negative values produce white.</ref> Monument maps use 3830373, which is {{color swatch|58|114|101}}. Mansion maps use 5393476, which is {{color swatch|82|76|68}}. Buried treasure explorer maps do not use a color code.
    *** {{nbt|list|Decorations}}:
    **** {{nbt|compound}}: One of these for each icon on the map. Explorer maps always have at least one representing their target.
    ***** {{nbt|string|id}}: An arbitrary unique string identifying the decoration. For explorer map target structures, this is "+".
    ***** {{nbt|double|rot}}: The rotation of the icon. For explorer map target structures, this is always 180.
    ***** {{nbt|byte|type}}: The ID of the [[Map#Map icons|map icon]]: 8 for a mansion map, 9 for a monument map, 26 for a treasure map.
    ***** {{nbt|double|x}}: The world x-coordinate of the target structure icon.
    ***** {{nbt|double|z}}: The world z-coordinate of the target structure icon.
    </div>
    ; Notes
    {{notelist}}
    
    == Achievements ==
    {{load achievements|Treasure Hunter}}
    
    == History ==
    {{History|java}}
    {{History||1.11|snap=16w39a|[[File:Woodland Explorer Map JE1 BE1.png|32px]] [[File:Ocean Explorer Map JE1 BE1.png|32px]] Added woodland and ocean explorer maps.}}
    {{History|||snap=16w41a|Explorer maps can now no longer be zoomed out.}}
    {{History||1.13|snap=18w10a|[[File:Map (item) JE1 BE1.png|32px]] Added buried treasure explorer maps.}}
    {{History|||snap=18w11a|Buried treasure explorer maps now generate in the [[chest]]s of [[shipwreck]]s.}}
    {{History||1.14|snap=18w43a|[[File:Woodland Explorer Map JE2 BE2.png|32px]] [[File:Ocean Explorer Map JE2 BE2.png|32px]] [[File:Map (item) JE2 BE2.png|32px]] The textures for explorer maps have now been changed.}}
    {{History||1.20.2|snap=1.20.2 Pre-release 1|Updated structure icons on explorer maps sold by cartographers.}}
    {{History||Villager Trade Rebalance<br>(Experimental)|link=Java Edition 1.20.2|snap=1.20.2 Pre-release 1|Added seven new maps which cartographers can sell.}}
    
    {{History|pocket}}
    {{History||1.1.0|snap=alpha 1.1.0.0|[[File:Woodland Explorer Map JE1 BE1.png|32px]] [[File:Ocean Explorer Map JE1 BE1.png|32px]] Added explorer maps.<ref>{{Mcnet|discovery-update-pocket-and-win-10-soon|The Discovery Update: on Pocket and Win 10 soon|March 29, 2017}}</ref>
    |Explorer maps are not yet obtainable in [[survival]] mode.}}
    {{History|||snap=alpha 1.1.0.3|Explorer maps are now obtainable as [[trading|trades]] from [[cartographer]] [[villager]]s.}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.14.2|[[File:Map (item) JE1 BE1.png|32px]] Added buried treasure explorer maps.}}
    {{History|||snap=beta 1.2.20.1|Treasure maps now generate in [[underwater ruins]] [[chest]]s.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Woodland Explorer Map JE2 BE2.png|32px]] [[File:Ocean Explorer Map JE2 BE2.png|32px]] [[File:Map (item) JE2 BE2.png|32px]] The textures for explorer maps have now been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|[[Trading]] has now been changed, woodland and ocean explorer maps now cost a [[compass]] and 12 [[emerald]]s.
    |Journeyman-level [[cartographer]] [[villager]]s no longer [[trading|sell]] 2 type of explorer map as they now have {{frac|1|3}} chance to sell woodland explorer maps, {{frac|1|3}} chance to sell ocean explorer maps, or {{frac|1|3}} chance to sell other [[item]]s<!-- empty locator map--> as part of their [[trading|trades]].
    |Woodland explorer maps can now be [[trading|bought]] from fletcher [[villager]]s.}}
    {{History||1.12.0|snap=beta 1.12.0.3|Journeyman-level fletcher villagers no longer [[trading|sell]] woodland explorer maps.}}
    {{History||1.13.0|snap=beta 1.13.0.1|[[File:Woodland Explorer Map BE3.png|32px]] [[File:Ocean Explorer Map BE3.png|32px]] [[File:Buried Treasure Map BE3.png|32px]] The textures of explorer maps have now been changed.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of maps has been changed from <code>map</code> to <code>filled_map</code>.}}
    
    {{History|console}}
    {{History||xbox=TU54|xbone=CU44|ps=1.52|wiiu=Patch 24|switch=1.0.4|[[File:Woodland Explorer Map JE1 BE1.png|32px]] [[File:Ocean Explorer Map JE1 BE1.png|32px]] Added explorer maps.}}
    {{History|PS4}}
    {{History||1.90|[[File:Woodland Explorer Map JE2 BE2.png|32px]] [[File:Ocean Explorer Map JE2 BE2.png|32px]] The textures for explorer maps have now been changed.}}
    
    {{History|new3ds}}
    {{History||1.9.19|[[File:Woodland Explorer Map JE1 BE1.png|32px]] [[File:Ocean Explorer Map JE1 BE1.png|32px]] Added explorer maps.}}
    {{History|foot}}
    
    == Issues ==
    {{Issue list}}
    
    == Trivia ==
    * When a [[cartographer]] generates the trade offers for the explorer maps, it chooses the location of one of the nearest structures of the respective type ([[monument]] or [[woodland mansion]]).
    * For the reason above, explorer maps obtained from one cartographer are always the same. Also, if two cartographers unlock the explorer map trades approximately at the same place and at the same time, the map locations are usually identical. This sometimes also happens when finding multiple treasure maps from [[ocean ruins]].
    * Explorer maps fill as the [[chunk]]s are generated, rather than when the [[player]] holds them while in the area; leaving an explorer map while exploring the area still fills the map.
    * Buried treasure explorer maps are named ''Buried Treasure Map'' {{in|java}} while {{in|bedrock}}, they are named ''Treasure Map''.
    * It is possible for a cartographer to give a monument or woodland mansion explorer map for areas where the [[generated structures|structures]] would have spawned in the world, but were unable to as a result of terrain generation. As a result, explorer maps, unfortunately, don't always guarantee that a structure exists at the purported location. This is most common with woodland mansion explorer maps, due to its generation algorithm.
    * On [[Bedrock Edition]], inventory editors and add-ons can be used to create Explorer Maps that lead to any structure.
    
    == Gallery ==
    <gallery>
    File:Explorer Maps.png|An ocean explorer map in the [[off-hand]], a woodland explorer map in the main hand, and a [[cartographer]] [[villager]] in between them.
    File:Partial Explorer Map.png|A partially-explored explorer map.
    File:ExplorerToNormal Map Comparison.png|Two fully-explored maps of the same place, one of which is a woodland explorer map.
    File:Buried Treasure Explorer Map.png|An [[item frame]] holding a buried treasure explorer map. The player can see the red X on the left side of the map.
    File:Purchase.png|Purchasing explorer maps from a cartographer.
    </gallery>
    
    == See also ==
    * [[Map]]
    * [[Woodland Mansion]]
    * [[Ocean Monument]]
    * [[Shipwreck]]
    * [[Buried treasure]]
    
    == References ==
    {{reflist}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--explorer-map Taking Inventory: Explorer Map] – Minecraft.net on November 13, 2019
    
    {{Items}}
    
    [[de:Schatzkarte]]
    [[es:Mapa (localización de estructura)]]
    [[fr:Carte d'exploration]]
    [[ja:探検家の地図]]
    [[ko:탐험 지도]]
    [[pl:Mapa eksploracyjna]]
    [[pt:Mapa de exploração]]
    [[ru:Карта сокровищ]]
    [[zh:探险家地图]]</li><li>[[Helmet|Helmet]]<br/>{{Update|Include information about armor trims and updated netherite upgrade information.}}
    {{redirect|Cap|mob spawning caps|Spawn}}
    {{redirect|Turtle Shell|the item dropped by maturing turtles|Scute}}
    {{Item
    | image = <gallery>
    Leather Cap.png| Leather
    Chainmail Helmet.png| Chainmail
    Iron Helmet.png| Iron
    Diamond Helmet.png| Diamond
    Golden Helmet.png| Golden
    Netherite Helmet.png| Netherite
    Turtle Shell.png| Turtle Shell
    </gallery>
    | durability = 
    * Leather: 55
    * Chainmail: 165
    * Iron: 165
    * Golden: 77
    * Diamond: 363
    * Netherite: 407
    * Turtle Shell: 275
    | renewable = 
    * '''Netherite''': No
    * '''All others''': Yes
    | stackable = No
    }}
    '''Helmets''' are a type of [[armor]] that covers the head of the player. There are seven types of helmets: '''leather cap''', '''chainmail helmet''', '''iron helmet''', '''diamond helmet''', '''gold helmet''', '''netherite helmet''', and '''turtle shell'''.
    
    ==Obtaining ==
    
    ===Crafting===
    
    {{crafting
      |head=1
      |showname=0
      |showdescription=1
      |name=Helmet
       |A2= Leather;Gold Ingot;Iron Ingot;Diamond;Scute
       |B2= Leather;Gold Ingot;Iron Ingot;Diamond;Scute
       |C2= Leather;Gold Ingot;Iron Ingot;Diamond;Scute
        |A3= Leather;Gold Ingot;Iron Ingot;Diamond;Scute
        |C3= Leather;Gold Ingot;Iron Ingot;Diamond;Scute
      |description=
      |Output= Leather Cap;Golden Helmet;Iron Helmet;Diamond Helmet;Turtle Shell
      |type= Combat
    }}
    {{crafting
      |ignoreusage=1
      |name=[[Helmet]]
      |ingredients=Damaged matching helmet
      |Damaged Leather Cap; Damaged Golden Helmet; Damaged Chainmail Helmet; Damaged Iron Helmet; Damaged Diamond Helmet; Damaged Turtle Shell; Damaged Netherite Helmet
      |Damaged Leather Cap; Damaged Golden Helmet; Damaged Chainmail Helmet; Damaged Iron Helmet; Damaged Diamond Helmet; Damaged Turtle Shell; Damaged Netherite Helmet
      |Output= Leather Cap; Golden Helmet; Chainmail Helmet; Iron Helmet; Diamond Helmet; Turtle Shell; Netherite Helmet
      |description= The durability of the two helmets is added together, plus an extra 5% durability.
      |type= Combat
      |foot=1
    }}
    
    ===Upgrading===
    
    {{Smithing
    |head=1
    |Netherite Upgrade
    |Diamond Helmet
    |Netherite Ingot
    |Netherite Helmet
    |tail=1
    }}
    
    ===Repairing===
    ====Grinding====
    {{Grinding
    |showdescription=1
    |ingredients=2x Damaged [[Leather Cap]] or<br>2x Damaged [[Chainmail Helmet]] or<br>2x Damaged [[Iron Helmet]] or<br>2x Damaged [[Golden Helmet]] or<br>2x Damaged [[Diamond Helmet]] or<br>2x Damaged [[Netherite Helmet]] or<br>2x Damaged [[Turtle Shell]]
    |Damaged Leather Cap; Damaged Chainmail Helmet; Damaged Iron Helmet; Damaged Golden Helmet; Damaged Diamond Helmet; Damaged Netherite Helmet; Damaged Turtle Shell
    |Damaged Leather Cap; Damaged Chainmail Helmet; Damaged Iron Helmet; Damaged Golden Helmet; Damaged Diamond Helmet; Damaged Netherite Helmet; Damaged Turtle Shell
    |Leather Cap; Chainmail Helmet; Iron Helmet; Golden Helmet; Diamond Helmet; Netherite Helmet; Turtle Shell
    |description=The durability of the two helmets are added together, plus an extra 5% durability.
    }}
    
    ====[[Anvil mechanics#Unit repair|Unit repair]]====
    Helmets can be repaired in an [[anvil]] by adding units of the [[armor material]]'s repair material, with each repair material restoring 25% of the helmet's maximum durability, rounded down.
    
    ===Mob loot===
    
    If a [[zombie]], [[husk]], [[stray]] 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 a helmet upon death. The dropped helmet is usually badly damaged, and may be [[enchanted]] with enchantment levels 5-19.
    
    {{IN|bedrock}}, [[vindicator]]s and [[pillager]]s spawned in [[raid]]s have a 8.3525% chance (10.28% on hard) to drop [[iron]] helmets. The dropped helmets are usually badly damaged, and have a 50% chance of being [[enchanted]] with a random [[enchantment]].
    
    ===Natural generation===
    Two [[armor stand]]s are found in each taiga [[village]] outdoor armory, one of them equipped with an [[iron helmet]].
    
    ===Chest loot===
    {{IN|BE}}, a sealed room in [[woodland mansion]]s can appear that has a chest sometimes containing an [[Efficiency]] I leather cap.<ref>{{bug|MCPE-109048}}</ref>
    {{LootChestItem|leather-cap,random-enchanted-leather-cap,chainmail-helmet,iron-helmet,level-enchanted-iron-helmet,golden-helmet,random-enchanted-golden-helmet,diamond-helmet,damaged-diamond-helmet,level-enchanted-diamond-helmet,damaged-random-enchanted-diamond-helmet,damaged-random-enchanted-diamond-helmet-2}}
    
    ===Trading===
    
    {{IN|java}}, novice-level armorer villagers have a 40% chance to sell an iron helmet for 4 emeralds. Journeyman-level armorers have a 40% chance to sell a chainmail helmet for 1 emerald. Master-level armorers always sell an enchanted diamond helmet for 11-27 emeralds. Apprentice-level leatherworker villagers have a {{frac|2|3}} chance to sell a leather cap<ref group="note" name="dye note">The leather armor has a random color created by two dyes (possibly the same dye twice.)</ref> for 5 emeralds. Master-level leatherworker villagers offer the same trade.
    
    Armorer villagers may give the players with the [[Hero of the Village]] effect a chainmail helmet.
    
    {{IN|bedrock}}, novice-level armorer villagers have a 25% chance to sell iron helmet for 5 emeralds, {{frac|1|3}} chance to sell chainmail helmet at journeyman-level for an emerald, and 50% chance to sell enchanted diamond helmet for 8 emeralds at master-level. Apprentice-level leatherworker villagers have a 50% chance to sell leather cap for 5 emeralds as part of their trades, and 50% chance to sell an enchanted leather cap for 5 emeralds at the master level.
    
    {{notelist|columns=1}}
    
    ==Usage ==
    
    Helmets can be placed in the top armor slot of a player's [[inventory]] for activation.
    
    ===Defense points===
    
    Defense points are each signified by half of a shirt of mail in the armor bar above the health bar. Each defense point reduces any damage dealt to the player that is absorbed by armor by 4%, increasing additively with the number of defense points. Different materials and combinations of armor provide different levels of defense.
    
    The following table shows the number of defense points added by helmets.
    
    {| class="wikitable" data-description="Helmet defense points"
    |-
    ! scope="col" |Material
    ! scope="col" |
    |-
    ! scope="row" |Leather
    |{{armor|1}}
    |-
    ! scope="row" |Golden
    | rowspan="4" |{{armor|2}}
    |-
    ! scope="row" |Chainmail
    |-
    ! scope="row" |Iron
    |-
    ! scope="row" |Turtle Shell
    |-
    ! scope="row" |Diamond
    | rowspan="2" |{{armor|3}}
    |-
    ! scope="row" |Netherite
    |}
    
    ===Knockback resistance===
    A netherite helmet provides 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 helmets can endure.
    
    Netherite armor is not damaged by [[lava]] or [[fire]] when worn.
    
    {| class="wikitable" data-description="Helmet durability"
    |-
    !Material
    !Durability
    |-
    ! scope="row" |Leather
    |55
    |-
    ! scope="row" |Golden
    |77
    |-
    ! scope="row" |Chainmail
    | rowspan="2" |165
    |-
    ! scope="row" |Iron
    |-
    ! scope="row" |Turtle Shell
    |275
    |-
    ! scope="row" |Diamond
    |363
    |-
    ! scope="row" |Netherite
    |407
    |}
    
    ====Repair====
    
    Helmets may be [[item repair|repaired]] by using them along with some of their crafting material (leather, gold ingots, iron ingots, diamonds or netherite) in an [[anvil]]. Chainmail helmets may be repaired in this way with iron ingots. They may also be repaired by crafting them together with another helmet of like material.
    
    ===Enchantments===
    A helmet can receive the following [[enchantment]]s. Note that while iron and chainmail have the same durability, chainmail has a higher [[Tutorials/Enchanting mechanics#Enchantability|enchantability]] than iron or diamond.
    {| class="wikitable"
    |-
    !Enchantment !!Max Level !!Notes
    |-
    |[[Fire Protection]]|| IV ||<ref group="note" name="exclusive">Fire Protection, Blast Protection, Projectile Protection and Protection are mutually exclusive</ref>
    |-
    |[[Projectile Protection]]|| IV ||<ref group="note" name="exclusive" />
    |-
    |[[Blast Protection]]|| IV ||<ref group="note" name="exclusive" />
    |-
    |[[Protection]]|| IV ||<ref group="note" name="exclusive" />
    |-
    |[[Unbreaking]]||III
    |
    |-
    |[[Respiration]]||III
    |
    |-
    |[[Aqua Affinity]]||I
    |
    |-
    |[[Thorns]]||III ||<ref group="note" name="anvil">Only from using an [[anvil]] and [[enchanted book]]s.</ref>
    |-
    |[[Mending]]||I ||<ref group="note" name="anvil2">Only from chest loot, fishing, or an anvil and enchanted books.</ref>
    |-
    |[[Curse of Binding]]||I ||<ref group="note" name="anvil2" />
    |-
    |[[Curse of Vanishing]]||I ||<ref group="note" name="anvil2" />
    |}
    {{notelist}}
    
    ===Turtle shell effect===
    
    Equipping a {{ItemSprite|Turtle Shell}} turtle shell provides the {{EffectLink|Water Breathing}} status effect, allowing the player to remain underwater for an additional 10 seconds. The time that this effect lasts does not begin to count down until the player dives underwater, then the 10 seconds are counted down. The effect immediately recharges after exposure to air.
    
    ===Brewing ingredient===
    A turtle shell can also be used as a potion brewing ingredient.
    {{Brewing
     |Turtle Shell
     |Potion of the Turtle Master
     |Potion of the Turtle Master
     |Potion of the Turtle Master
     |showname=1
    }}
    
    ===Smelting usage===
    
    {{Smelting|showname=1|Iron Helmet;Chainmail Helmet;Golden Helmet|Iron Nugget;Iron Nugget;Gold Nugget|0,1}}
    ===Piglins===
    {{EntityLink|Piglin|Piglins}} are attracted to ''golden'' helmets and pick them up, examining them for 6 to 8 seconds. Piglins can wear other helmets but are not attracted to them. They prefer stronger helmets over weaker helmets, with one exception: They always prefer golden helmets, throwing out stronger helmets in favor of gold helmets. Enchanted helmets are preferred over unenchanted helmets.
    
    ==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 a leather helmet is 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 a chainmail helmet is 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 an iron helmet is 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 a gold helmet is 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 a diamond helmet is 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 a netherite helmet is 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=Equip turtle shell.ogg
    |subtitle=Turtle Shell thunks
    |source=player
    |description=When a turtle shell is equipped
    |id=item.armor.equip_turtle
    |translationkey=subtitles.item.armor.equip_turtle
    |volume=1.0
    |pitch=1.0/0.85/1.1
    |distance=16}}
    {{Sound table
    |sound=Random break.ogg
    |subtitle=Item breaks
    |source=dependent
    |description=When a helmet'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}}
    
    {{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 a leather helmet or a turtle shell is 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 a chain helmet is 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 an iron helmet is 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 a gold helmet is 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 a diamond helmet is 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 a netherite helmet is equipped.
    |id=armor.equip_netherite
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |rowspan=2
    |sound=Water Splash Old.ogg
    |source=block
    |description=When a leather helmet is dyed using a cauldron
    |id=cauldron.dyearmor
    |volume=0.1
    |pitch=1.0}}
    {{Sound table
    |source=block
    |description=When a leather helmet's 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 helmet's 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 Cap
    |spritetype=item
    |nameid=leather_helmet
    |itemtags=freeze_immune_wearables
    |form=item}}
    {{ID table
    |displayname=Chainmail Helmet
    |spritetype=item
    |nameid=chainmail_helmet
    |form=item}}
    {{ID table
    |displayname=Iron Helmet
    |spritetype=item
    |nameid=iron_helmet
    |form=item}}
    {{ID table
    |displayname=Diamond Helmet
    |spritetype=item
    |nameid=diamond_helmet
    |form=item}}
    {{ID table
    |displayname=Golden Helmet
    |spritetype=item
    |nameid=golden_helmet
    |form=item}}
    {{ID table
    |displayname=Netherite Helmet
    |spritetype=item
    |nameid=netherite_helmet
    |form=item}}
    {{ID table
    |displayname=Turtle Shell
    |spritetype=item
    |nameid=turtle_helmet
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Leather Cap
    |spritetype=item
    |nameid=leather_helmet
    |id=335
    |form=item}}
    {{ID table
    |displayname=Chainmail Helmet
    |spritetype=item
    |nameid=chainmail_helmet
    |id=339
    |form=item}}
    {{ID table
    |displayname=Iron Helmet
    |spritetype=item
    |nameid=iron_helmet
    |id=343
    |form=item}}
    {{ID table
    |displayname=Diamond Helmet
    |spritetype=item
    |nameid=diamond_helmet
    |id=347
    |form=item}}
    {{ID table
    |displayname=Golden Helmet
    |spritetype=item
    |nameid=golden_helmet
    |id=351
    |form=item}}
    {{ID table
    |displayname=Netherite Helmet
    |spritetype=item
    |nameid=netherite_helmet
    |id=609
    |form=item}}
    {{ID table
    |displayname=Turtle Shell
    |spritetype=item
    |nameid=turtle_helmet
    |id=573
    |form=item
    |foot=1}}
    
    ===Item data===
    When leather caps are dyed, it has the following NBT:
    <div class="treeview">
    *{{nbt|compound|tag}}: Parent tag.
    **{{nbt|compound|display}}: Display properties. 
    ***{{nbt|int|color}}: The color of the leather armor. The tooltip displays "Dyed" if advanced tooltips are disabled, otherwise it displays the hexadecimal color value. Color codes are calculated from the Red, Green and Blue components using this formula:<br>'''<span style="color:red">Red</span>[[wikipedia:Logical shift|<<]]16 + <span style="color:green">Green</span><<8 + <span style="color:blue">Blue</span>'''<ref>For positive values larger than 0x00FFFFFF, the top byte is ignored. All negative values produce white.</ref>
    </div>
    
    ==Achievements ==
    {{load achievements|Iron Man;Tie Dye Outfit;Cover me in debris;Oooh, shiny!}}
    
    ==Advancements ==
    {{load advancements|Suit Up;Cover me With Diamonds;Oh Shiny;Cover Me in Debris;A Furious Cocktail;How Did We Get Here}}
    
    ==History ==
    {{History|java classic}}
    {{History||August 13, 2009|link=wordofnotch:162091556|Notch tested armor models on [[mob (entity)|mob]]. Only [[chestplate]]s and helmets were available. They were merely aesthetic at the time and had no effect on gameplay.}}
    {{History||0.24_SURVIVAL_TEST|[[File:Plate Helmet.png|32px]] Added [[Java_Edition_removed_features#Armor_in_Survival_Test|plate helmet]]s.
    |[[File:Chainmail Helmet JE1.png|32px]] Added the model and the texture for unused [[Java_Edition_removed_features#Armor_in_Survival_Test|chain helmet]]s.
    |[[File:Zombie full set.png|32px]] [[File:Skeleton helmet.png|26px]] Plate armor models have been tested on [[zombie]]s and [[skeleton]]s. It had no effect on gameplay.}}
    {{History|java indev}}
    {{History||0.31|snap=20091223-1|Plate and chain armor [[model]]s are no longer used.}}
    {{History|||snap=20091231-2|[[File:Leather Cap (item) JE1 BE1.png|32px]] [[File:Studded Helmet (item) JE1.png|32px]] [[File:Chainmail Helmet (item) JE1 BE1.png|32px]] [[File:Iron Helmet (item) JE1 BE1.png|32px]] Added [[item]]s of relation to leather, [[History of textures/Unused textures#Studded armor|studded]], chainmail and plate (iron) helmets.
    |The textures of leather helmets are taken from one of [[Notch]]'s previous games, ''[[Legend of the Chambered]]''. The rest are from ''[[Legend of the Chambered 2]]''.}}
    {{History||20100206|[[File:Golden Helmet (item) JE1 BE1.png|32px]] [[File:Diamond Helmet (item) JE1 BE1.png|32px]] Added items of golden and diamond helmets.
    |Removed leather-chain helmets.}}
    {{History||20100212-1|Added armor models.
    |[[File:Indev 20100212 armor.png|50px]] Armor models are now displayed on the [[player]] in the [[inventory]].}}
    {{History||20100218|[[File:Leather Cap JE1 BE1.png|32px]] [[File:Chainmail Helmet JE2 BE1.png|32px]] [[File:Iron Helmet JE1 BE1.png|32px]] [[File:Golden Helmet JE1 BE1.png|32px]] [[File:Diamond Helmet JE1 BE1.png|32px]] Added models of leather, chainmail, iron, gold, and diamond helmets.
    |Helmets can now be [[crafting|crafted]] and worn.
    |Helmets now function. All helmets give {{Armor|3}}. Helmets have limited [[item durability|durability]], with lower tier helmets less durable than higher tier helmets.}}
    {{History|java alpha}}
    {{History||v1.0.8|With the introduction of [[leather]], "Cloth Cap" has been renamed to "Leather Cap".
    |Leather cap is now [[crafting|crafted]] with leather instead of [[wool|cloth]].}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease|The armor protection behavior has been changed. Prior 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)). Armor no longer reduces certain damage types to be covered by enchantments.}}
    {{History|||snap=October 3, 2011|slink={{tweet|notch|120859830339637249}}|The first images of a [[player]] wearing enchanted armor are revealed.}}
    {{History|||snap=Beta 1.9 Prerelease 3|Iron helmets can now be found in the new [[stronghold]] altar [[chest]]s.}}
    {{History|||snap=Beta 1.9 Prerelease 4|Helmets can now be [[enchanting|enchanted]].}}
    {{History||1.1|snap=12w01a|Iron helmets can now be found in the new blacksmith [[chest]]s in [[village]]s.}}
    {{History||1.2.1|snap=12w06a|[[Zombie]]s now drop iron helmets on rare occasions and [[zombie pigman|zombie pigmen]] now drop golden helmets.}}
    {{History||1.3.1|snap=12w15a|{{key|Shift}}+clicking can now be used to wear helmets.}}
    {{History|||snap=12w21a|Chain helmets can now be obtained legitimately in [[survival]] mode through [[trading]].
    |Blacksmith [[villager]]s now [[trading|sell]] chain helmets for 5–6 emeralds.
    |Blacksmith villagers now sell diamond helmets for 7 emeralds.
    |Blacksmith villagers now sell iron helmets for 4–5 emeralds.
    |Butchers now sell leather caps 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 [[zombified piglins|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.}}
    {{History|||snap=12w34a|Leather helmets can now be dyed by [[crafting]] a leather armor piece with [[dye]]s. Dyes can be removed by {{control|use|text=using}} dyed leather armor on a [[cauldron]] with [[water]].
    |[[File:Leather Cap JE2.png|32px]] [[File:Leather Cap (item) JE2.png|32px]] Default leather caps textures are now slightly darker.}}
    {{History|||snap=12w36a|[[Dye]]d leather caps are now more saturated and have a slight tint of tan in respect to the default armor color.}}
    {{History|||snap=12w37a|[[File:Leather Cap JE3 BE2.png|32px]] [[File:Leather Cap (item) JE3 BE2.png|32px]] Leather armor now has non-dyed parts on the cap. This has been implemented so that [[player]]s can distinguish between other types of helmets and similarly colored leather caps.}}
    {{History||1.5|snap=13w04a|Helmets in the [[player]]'s hand can now be equipped by right-clicking.
    |[[Dispenser]]s can now equip nearby players with helmets.}}
    {{History||1.8|snap=14w02a|[[Trading|Trades]] changed: armorer [[villager]]s now [[trading|sell]] chain helmets for 5–7 emeralds.
    |Armorer villagers no longer sell diamond helmets.
    |Armorer villagers now sell iron helmets for 4–6 emeralds.
    |Leatherworkers no longer sell other leather caps.}}
    {{History|||snap=14w05a|Helmets no longer turns red when [[mob]]s and [[player]]s are hurt.}}
    {{History|||snap=14w06a|Helmets are now visible on [[giant]]s.}}
    {{History|||snap=14w25a|Chain helmets [[Java Edition removed features#Chainmail armor|cannot 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 helmets 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|Helmet [[item durability|durability]] now affects armor value.}}
    {{History|||snap=15w36a|Armor and armor [[enchanting|enchantment]] calculations have been changed. For the original values, see [[Armor/Before 1.9|here]].}}
    {{History|||snap=15w36d|Helmet durability affecting value has been removed.
    |Helmets now has an attribute controlling the defense points.}}
    {{History|||snap=15w50a|Added <code>equip</code> [[sound]]s for leather armor.}}
    {{History|||snap=16w02a|Armor and armor enchantment calculations have been changed again.}}
    {{History|||snap=16w05a|Armor calculations have been changed, once again.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral IDs were 298, 302, 306, 310 and 314.}}
    {{History|||snap=18w07a|[[File:Turtle Shell.png|32px]] [[File:Turtle Shell (item) JE1 BE1.png|32px]] Added turtle shells.}}
    {{History|||snap=18w09a|Golden helmets now have a chance of generating in [[underwater ruins]].}}
    {{History|||snap=18w11a|Enchanted leather caps can now generate in the chests of [[shipwreck]]s.}}
    {{History|||snap=18w20a|"Chain Helmet" has now been renamed to "Chainmail Helmet".}}
    {{History||1.14|snap=18w43a|[[File:Leather Cap JE4 BE2.png|32px]] [[File:Chainmail Helmet JE3 BE2.png|32px]] [[File:Iron Helmet JE2 BE2.png|32px]] [[File:Golden Helmet JE2 BE2.png|32px]] [[File:Diamond Helmet JE2 BE2.png|32px]]<br>[[File:Leather Cap (item) JE4 BE3.png|32px]] [[File:Chainmail Helmet (item) JE2 BE2.png|32px]] [[File:Iron Helmet (item) JE2 BE2.png|32px]] [[File:Golden Helmet (item) JE2 BE2.png|32px]] [[File:Diamond Helmet (item) JE2 BE2.png|32px]] The textures of all types of helmets have been changed.}}
    {{History|||snap=18w48a|Leather caps can now be found in [[chest]]s in [[village]] tanneries.}}
    {{History|||snap=18w50a|Iron helmets can now be found on [[armor stand]]s in [[taiga]] villages.}}
    {{History|||snap=19w08a|[[File:Golden Helmet (item) JE3 BE3.png|32px]] The textures of gold helmet [[item]]s have been changed.}}
    {{History|||snap=19w11a|Armorer villagers now sell enchanted diamond helmets, making diamond helmets effectively [[renewable resource|renewable]] again.
    |Leatherworker villagers now sell randomly [[dye]]d leather caps.}}
    {{History|||snap=19w13a|Armorer villagers now give chainmail helmets to players under the [[Hero of the Village]] effect.}}
    {{History||1.16|snap=20w06a|[[File:Netherite Helmet JE1.png|32px]] [[File:Netherite Helmet (item) JE1.png|32px]] Added netherite helmets.}}
    {{History|||snap=20w07a|[[File:Leather piglin helmet.png|32px]] [[File:Chainmail piglin helmet.png|32px]] [[File:Iron piglin helmet.png|32px]] [[File:Golden piglin helmet.png|32px]] [[File:Diamond piglin helmet.png|32px]] [[File:Netherite piglin helmet JE1.png|32px]] Added textures and [[model]]s for all helmets when they are used by [[piglin]]s.
    |Netherite helmets are now obtained by combining one diamond armor piece and one netherite ingot in a crafting table.
    |[[File:Turtle Shell piglin MC-172110.png|32px]] Turtle shells, when used by piglins and [[zombified piglin]]s, result in a [[missing texture]] when being displayed.<ref>{{Cite bug|MC|172110|Texture of turtle shells is missing when worn by a piglin or zombified piglin|date=February 14, 2020}}</ref>}}
    {{History|||snap=20w09a|[[File:Diamond Helmet (item) JE3 BE3.png|32px]] The textures of diamond helmet [[item]]s have been changed.}}
    {{History|||snap=20w10a|[[File:Netherite Helmet JE2 BE1.png|32px]] [[File:Netherite Helmet (item) JE2 BE1.png|32px]] The texture of netherite helmets has been changed.
    |[[File:Netherite piglin helmet.png|32px]] The texture of netherite helmets for [[piglin]]s has been changed.
    |Netherite helmets can no longer be [[crafting|crafted]].
    |Netherite helmets are now obtained by combining one diamond helmet and one netherite ingot in a [[smithing table]].}}
    {{History|||snap=20w16a|Golden and netherite helmets now generate randomly [[enchanting|enchanted]], and sometimes [[damage]]d, in [[bastion remnant]] and [[ruined portal]] chests.}}
    {{History|||snap=20w17a|Diamonds helmets now generate in place of netherite helmets in bastion remnant [[chest]]s.}}
    {{History|||snap=pre3|The special helmet [[model]]s and textures created for [[piglin]]s have been removed except for leather helmets.}}
    {{History||1.17|snap=20w48a|Wearing a leather helmet now prevents [[Powder Snow#Freezing|freezing]] entirely.}}
    {{History|||snap=21w13a|The two unused textures of the leather cap for [[piglin]]s<ref><code>/assets/minecraft/textures/models/armor/piglin_leather_layer_1.png</code></ref><ref><code>/assets/minecraft/textures/models/armor/piglin_leather_layer_1_overlay.png</code></ref> have been removed.}}
    {{History||1.18.2|snap=22w03a|Netherite helmet knockback resistance is no longer random.}}
    {{History||1.19|snap=22w17a|[[File:Leather Cap JE5.png|32px]] The texture of the leather cap item has been changed.|Changed the leather cap texture when worn so the center bar now extends to the bottom of the back face.}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Non-leather helmets 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 helmets to netherite helmets now requires the netherite upgrade [[smithing template]].}}
    {{History|||snap=23w05a|Leather caps can now be trimmed using a smithing table.|Helmets 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|Helmets can now be swapped by {{ctrl|using}} them in the hotbar.<ref>{{bug|MC-216270|||Fixed}}</ref>}}
    {{History||?|Helmets can now be swapped in [[armor stand]]s by {{ctrl|using}} them/[[head]]s/[[carved pumpkin]]s 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 Cap JE1 BE1.png|32px]] [[File:Chainmail Helmet JE2 BE1.png|32px]] [[File:Iron Helmet JE1 BE1.png|32px]] [[File:Golden Helmet JE1 BE1.png|32px]] [[File:Diamond Helmet JE1 BE1.png|32px]]<br>[[File:Leather Cap (item) JE1 BE1.png|32px]] [[File:Chainmail Helmet (item) JE1 BE1.png|32px]] [[File:Iron Helmet (item) JE1 BE1.png|32px]] [[File:Golden Helmet (item) JE1 BE1.png|32px]] [[File:Diamond Helmet (item) JE1 BE1.png|32px]] Added helmets.}}
    {{History||v0.8.0|snap=build 2|[[File:Leather Cap (item) JE3 BE2.png|32px]] The leather helmet sprite has been changed to that of {{el|je}}, but its armor [[model]] remains that of older versions.}}
    {{History||v0.9.0|snap=build 1|Iron helmets now naturally generate in [[village]] [[chest]]s and in [[stronghold]] altar chests.}}
    {{History||v0.11.0|snap=build 11|Helmets now protect against [[damage]] from [[mob]]s only.}}
    {{History||v0.12.1|snap=build 1|Helmets can now be worn by mobs.
    |Chainmail helmets can now be obtained in [[survival]] mode from a mob wearing it.}}
    {{History||?|Helmets no longer turn red when [[mob]]s and [[player]]s are hurt.}}
    {{History||v0.14.0|snap=build 1|[[File:Leather Cap JE3 BE2.png|32px]] The texture of leather helmets have been changed.
    |Leather helmets can now be dyed.}}
    {{History||v0.15.0|snap=build 1|Helmets can now be obtained from [[stray]]s and [[husk]]s that naturally spawn with armor.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|[[Enchanting|Enchanted]] iron helmets and enchanted diamond helmets can now be found inside [[chest]]s within [[end city|end cities]].}}
    {{History||1.0.4|snap=alpha 1.0.4.0|Iron helmets and chainmail helmets 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 helmets 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 helmets now generate in [[buried treasure]] chests.
    |Enchanted leather helmets can now be found inside [[shipwreck]] supply room [[chest]]s.}}
    {{History|||snap=beta 1.2.20.1|Golden helmets can now be found inside [[underwater ruins]] chests.}}
    {{History||1.5.0|snap=beta 1.5.0.4|[[File:Turtle Shell.png|32px]] [[File:Turtle Shell (item) JE1 BE1.png|32px]] Added turtle shells.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Leather Cap JE4 BE2.png|32px]] [[File:Chainmail Helmet JE3 BE2.png|32px]] [[File:Iron Helmet JE2 BE2.png|32px]] [[File:Golden Helmet JE2 BE2.png|32px]] [[File:Diamond Helmet JE2 BE2.png|32px]]<br>[[File:Leather Cap (item) JE4 BE3.png|32px]] [[File:Chainmail Helmet (item) JE2 BE2.png|32px]] [[File:Iron Helmet (item) JE2 BE2.png|32px]] [[File:Golden Helmet (item) JE2 BE2.png|32px]] [[File:Diamond Helmet (item) JE2 BE2.png|32px]] The textures of all types of helmets have been changed.
    |Iron helmets now can be found in plains [[village]] weaponsmith [[chest]]s.
    |Leather helmets can now be found inside plains village tannery chests.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Iron helmets now can be found in [[savanna]], [[taiga]], [[desert]], [[snowy taiga]] and [[snowy tundra]] [[village]] weaponsmith [[chest]]s.
    |Leather helmets can now be found inside savanna, taiga, desert, snowy taiga and snowy tundra village tannery chests.
    |Iron helmets can now be found in [[village]] armorer chests.}}
    {{History|||snap=beta 1.11.0.4|[[Pillager]]s and [[vindicator]]s that spawn in [[raid]]s can now drop iron helmets.
    |Diamond helmets are now sold by armorer villagers.}}
    {{History||1.11.0|snap=beta 1.11.0.5|[[File:Golden Helmet (item) JE3 BE3.png|32px]] The textures of gold helmet [[item]]s have been changed.}}
    {{History||1.12.0|snap=beta 1.12.0.2|[[File:Armor Stand with Leather Armor MCPE-44669.png|32px]] Leather armor no longer shows as being [[dye]]d properly when worn by [[armor stand]]s.}}
    {{History||1.13.0|snap=beta 1.13.0.1|Leather armor now appears properly dyed when worn by armor stands.}}
    {{History||1.16.0|snap=beta 1.16.0.51|[[File:Netherite Helmet JE2 BE1.png|32px]] [[File:Netherite Helmet (item) JE2 BE1.png|32px]] Added netherite helmets.
    |[[File:Diamond Helmet (item) JE3 BE3.png|32px]] The textures of diamond helmet [[item]]s have been changed.
    |Helmets can now be obtained from [[piglin]]s that naturally spawn with golden helmets.}}
    {{History|||snap=beta 1.16.0.57|Golden and netherite helmets now generate randomly [[enchanting|enchanted]], and sometimes [[damage]]d, in [[bastion remnant]] chests.
    |Netherite helmets can no longer be [[crafting|crafted]].
    |Netherite helmets are now obtained by combining one diamond helmet and one netherite ingot in a [[smithing table]].}}
    {{History|||snap=beta 1.16.0.63|Diamonds helmets now generate in place of netherite helmets in bastion remnant [[chest]]s.}}
    {{History|||snap=beta 1.16.200.53|Netherite helmets now gives a 90% reduction in knockback.}}
    {{History||1.16.210|snap=beta 1.16.210.53|Wearing leather helmets now prevents [[Powder Snow#Freezing|freezing]] entirely.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Leather Cap JE1 BE1.png|32px]] [[File:Chainmail Helmet JE2 BE1.png|32px]] [[File:Iron Helmet JE1 BE1.png|32px]] [[File:Golden Helmet JE1 BE1.png|32px]] [[File:Diamond Helmet JE1 BE1.png|32px]]<br>[[File:Leather Cap (item) JE1 BE1.png|32px]] [[File:Chainmail Helmet (item) JE1 BE1.png|32px]] [[File:Iron Helmet (item) JE1 BE1.png|32px]] [[File:Golden Helmet (item) JE1 BE1.png|32px]] [[File:Diamond Helmet (item) JE1 BE1.png|32px]] Added helmets.
    |Added a quick equip for armor to the [[inventory]] interface.}}
    {{History||xbox=TU12|ps=1.03|[[File:Leather Cap JE3 BE2.png|32px]] [[File:Leather Cap (item) JE3 BE2.png|32px]] The textures for leather helmets have been changed.}}
    {{History||xbox=TU14|ps=1.05|Leather helmets can now be [[dye]]d.
    |[[Item repair]] can now repair helmets.}}
    {{History||xbox=TU25|xbone=CU13|ps=1.16|Helmets 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 helmets can now be [[smelting|smelted]] down into one of their respective [[nugget]]s.}}
    {{History|PS4}}
    {{History||1.90|[[File:Chainmail Helmet (item) JE2 BE2.png|32px]] [[File:Iron Helmet (item) JE2 BE2.png|32px]] [[File:Golden Helmet (item) JE2 BE2.png|32px]] [[File:Diamond Helmet (item) JE2 BE2.png|32px]] The textures of all types of helmet items have been changed (except for the leather helmets).}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Leather Cap JE1 BE1.png|32px]] [[File:Chainmail Helmet JE2 BE1.png|32px]] [[File:Iron Helmet JE1 BE1.png|32px]] [[File:Golden Helmet JE1 BE1.png|32px]] [[File:Diamond Helmet JE1 BE1.png|32px]]<br>[[File:Leather Cap (item) JE3 BE2.png|32px]] [[File:Chainmail Helmet (item) JE1 BE1.png|32px]] [[File:Iron Helmet (item) JE1 BE1.png|32px]] [[File:Golden Helmet (item) JE1 BE1.png|32px]] [[File:Diamond Helmet (item) JE1 BE1.png|32px]] Added helmets.}}
    {{History|foot}}
    <gallery>
    File:ArmorModel Aug 13 2009.jpg|First image of armor.
    File:DinnerboneArmor.png|[[Dinnerbone]]'s first screenshot of dyed armor.
    File:ArmorPE.png
    </gallery>
    
    ;Armor durability from Indev until late Beta
    {| class="wikitable" data-description="Armor Durability during Indev until late Beta" style="text-align:center;"
    |-
    !Leather
    !Golden
    !Chainmail
    !Iron
    !Diamond
    |-
    |33
    |66
    |66
    |132
    |264
    |}
    
    ==Issues ==
    
    {{issue list}}
    
    ==Trivia ==
    *Unlike the other helmets, the netherite helmet covers most of the player's face, due to a nose guard and cheek plates.
    *The turtle shell is the only helmet that is not part of a complete set.
    * In Bedrock Edition, there exists a bug<ref>{{Cite bug|MCPE|109048|Efficiency 1 Leather Cap in Woodland Mansions|date=December 1, 2020}}</ref> that makes it possible to obtain a Leather Cap enchanted with Efficiency I from [[Woodland Mansion]] chests with a chance of 1.45%. The enchantment has no effect on the cap, however.
    
    ==Gallery ==
    <gallery>
    File:Zombie helmet.png|A zombie wearing a helmet in [[Survival Test]].
    </gallery>
    ===Enchanted Helmets===
    <gallery>
    File:Enchanted Leather Cap (item).gif
    File:Enchanted Chainmail Helmet (item).gif
    File:Enchanted Iron Helmet (item).gif
    File:Enchanted Golden Helmet (item).gif
    File:Enchanted Diamond Helmet (item).gif
    File:Enchanted Netherite Helmet (item).gif
    File:Enchanted Turtle Shell (item).gif
    </gallery>
    <gallery>
    File:Enchanted Leather Helmet.gif
    File:Enchanted Chainmail Helmet.gif
    File:Enchanted Iron Helmet.gif
    File:Enchanted Golden Helmet.gif
    File:Enchanted Diamond Helmet.gif
    File:Enchanted Netherite Helmet.gif
    File:Enchanted Turtle Shell.gif
    </gallery>
    
    ==References ==
    {{reflist}}
    
    ==External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--helmet Taking Inventory: Helmet] – Minecraft.net on February 20, 2020
    
    {{Items}}
    
    [[Category:Armor]]
    
    [[es:Casco]]
    [[ja:ヘルメット]]
    [[ko:투구]]
    [[pt:Capacete]]
    [[pl:Hełm]]
    [[zh:头盔]]</li></ul>
    build 1Baby zombie villagers now have a 15% chance of becoming a jockey. Before becoming a jockey, upon nearing the player, they check for one of the following to mount prior attacking: adult chickens, adult ocelots, adult wolves, adult zombies, adult zombie villager, adult zombie pigmen, cows, pigs, sheep, cave spiders, or spiders.
    v0.15.0
    {{Extension DPL}}<ul><li>[[Nether Wart|Nether Wart]]<br/><!--Please do not change "nether wart" to "Nether wart". According to style guide, block names should not be capitalized.-->
    {{about|the fungus used for potions|the block found in crimson forests|Nether Wart Block}}{{Block
    | group = Age 0
    | 1-1 = Nether Wart Age 0.png
    | 1-2 = Nether Wart Age 0 BE.png
    | group2 = Age 1-2
    | 2-1 = Nether Wart Age 1-2.png
    | 2-2 = Nether Wart Age 1-2 BE.png
    | group3 = Age 3
    | 3-1 = Nether Wart Age 3.png
    | 3-2 = Nether Wart Age 3 BE.png
    |image= Nether Wart (item).png
    |transparent=Yes
    |light=No
    |tool=any
    |renewable=Yes
    |stackable=Yes (64)
    |flammable=No
    |lavasusceptible=No
    }}
    
    '''Nether wart''' is a fungus harvested from nether wart crops and is used to plant them, as well as being vital in the creation of [[potions]].
    
    '''Nether wart crops''' are found in [[Nether Fortress/Structure|nether fortresses]] and [[Bastion Remnant|bastions]] and is used to grow nether wart in [[Soul Sand|soul sand]].
    
    == Obtaining ==
    === Breaking ===
    Nether wart can be mined instantly with any tool. A fully mature nether wart crop yields 2–4 nether wart. This is increased by one for each level of [[Fortune]], this allows for a maximum of 7 nether warts dropping from one crop. Less mature stages drop one nether wart, even with the Fortune enchantment.
    
    === Natural generation ===
    Nether wart can generate in [[nether fortress]]es in [[soul sand]] gardens around stairwells. Nether wart can also generate in the courtyards of housing unit [[bastion remnant]]s. Due to only spawning in these specific structures, it's entirely possible for a nether fortress or bastion remnant to generate without nether wart (though they may still appear in the chests that generate in the fortress). 
    {| class="wikitable"
    |+
    !Location
    !Description
    !Image
    |-
    |{{anchor|Nether Fortress}}'''Nether Fortress'''
    |Nether wart can be found growing near stairwells in small soul sand gardens.
    |[[File:Nether wart garden.png|thumb|Nether wart growing in a nether fortress.]]
    |-
    |{{anchor|Bastion Remnant}}'''Bastion Remnant'''
    |Nether wart can be found growing in the central courtyard of each of the sections of piglin housing unit bastions.
    |[[File:Bastion Courtyard.png|thumb|Nether wart growing in a bastion remnant.]]
    |}
    <br>
    
    === Chest loot ===
    {{LootChestItem|nether-wart}}
    
    == Usage == 
    
    === Brewing ingredient ===
    Nether wart's primary purpose is to [[brew]] the [[Potion|awkward potion]], the base for all potions, but optional for Weakness.
    
    {{brewing
      |showname=1
      |Nether Wart
      |Awkward Potion
      |base=Water Bottle
    }}
    
    === Crafting ingredient ===
    
    {{crafting usage}}
    
    === Trading ===
    
    Master-level cleric [[villager]]s buy 22 nether warts for an [[emerald]] as part of their trades.
    
    === Farming ===
    {{main|Tutorials/Nether Wart farming}}
    When planted on [[soul sand]], nether wart grows through four stages, though the middle two stages use the same texture (the hitbox of stage 3 is three pixels taller). {{IN|java}}, the exact age can be seen using the [[debug screen]], and the ages range from 0 to 3. Each random tick, nether wart has a 10% chance of growing one stage. At default random tick speed, each nether wart grows one age step approximately every {{convert|13653|ticks|minutes}} on average, and fully grows from planting to harvest every {{convert|40960|ticks|minutes}} on average. The growth rate is not affected by light or any other environmental factors. [[Bone meal]] cannot be used on the nether wart.
    
    Nether wart can only be planted on [[soul sand]]. It cannot be planted on [[soul soil]]. It can grow in any [[dimension]].
    
    Nether wart is ready to harvest when it reaches its fourth stage (age:3). Breaking a fully grown nether wart drops 2 to 4 nether wart, while an immature one drops a single nether wart. Using a tool enchanted with fortune increases the maximum number of nether wart dropped by 1 per level, for a maximum of 7 for a tool enchanted with [[Fortune|Fortune III]].
    
    === Composting ===
    Placing a nether wart into a [[composter]] has a 30% chance of raising the compost level by 1.
    
    == Sounds ==
    {{Sound table/Block/Nether wart}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Nether Wart
    |spritetype=block
    |nameid=nether_wart
    |translationkey=block.minecraft.nether_wart,item.minecraft.nether_wart
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |firstcolumnname=Nether Wart
    |shownumericids=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Block
    |spritename=nether-wart
    |spritetype=block
    |nameid=nether_wart
    |id=115
    |form=block
    |itemform=item.nether_wart}}
    {{ID table
    |displayname=Item
    |spritename=nether-wart
    |spritetype=item
    |nameid=nether_wart
    |id=294
    |form=item
    |foot=1}}
    
    === Block states ===
    {{see also|Block states}}
    {{/BS}}
    
    == Advancements ==
    {{load advancements|A Seedy Place}}
    
    == History ==
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease|[[File:Nether Wart Age 0 JE1.png|32px]] [[File:Nether Wart Age 1-2 JE1.png|32px]] [[File:Nether Wart Age 3 JE1.png|32px]] [[File:Nether Wart (item) JE1.png|32px]] Added nether wart.}}
    {{History|||snap=Beta 1.9 Prerelease 3|Nether wart can now be brewed in a [[water bottle]] to create an [[awkward potion]].}}
    {{History||1.3.1|snap=12w27a|Nether wart can now grow outside of [[the Nether]].}}
    {{History|||snap=1.3|[[File:Nether Wart (item) JE2 BE1.png|32px]] The item texture has been changed.}}
    {{History||1.4.2|snap=12w36a|Nether wart can now be used to breed [[chicken]]s.}}
    {{History||1.6.1|snap=13w18a|Nether wart is now found in the new [[chest]]s in [[nether fortress]]es.}}
    {{History||1.8|snap=14w06a|[[File:Nether Wart Age 0 JE2.png|32px]] [[File:Nether Wart Age 1-2 JE2.png|32px]] [[File:Nether Wart Age 3 JE2.png|32px]] Nether wart crops are now a pixel higher, likely as an accidental result of model conversion. Previously they were offset one pixel downwards like the other crops (wheat, carrots potatoes) to match farmland, although in nether wart's case such a downwards offset hides some pixels of the texture inside of the soul sand.<ref>{{bug|MC-250679}}</ref>}}
    {{History|||snap=14w10a|[[File:Missing Model JE2.png|32px]] [[File:Missing Model JE2.png|32px]] [[File:Missing Model JE2.png|32px]]<br>[[File:Missing Model (anisotropic filtering) JE2.png|32px]] [[File:Missing Model (anisotropic filtering) JE2.png|32px]] [[File:Missing Model (anisotropic filtering) JE2.png|32px]] Nether wart crops of all ages [[Missing model|no longer have a model]].}}
    {{History|||snap=14w10b|[[File:Nether Wart Age 0 JE4.png|32px]] [[File:Nether Wart Age 1-2 JE4.png|32px]] [[File:Nether Wart Age 3 JE4.png|32px]] Nether wart crops now have models again.<ref>{{bug|MC-50276}}</ref> In addition, they are now offset downwards by one pixel once more, hiding the bottom row of pixels again.}}
    {{History|||snap=14w25a|[[File:Nether Wart Age 0 JE5.png|32px]] [[File:Nether Wart Age 1-2 JE5.png|32px]] [[File:Nether Wart Age 3 JE5.png|32px]] Nether wart crops are now darker and subject to directional shading.}}
    {{History|||snap=14w27a|[[File:Nether Wart Age 0 JE6.png|32px]] [[File:Nether Wart Age 1-2 JE6.png|32px]] [[File:Nether Wart Age 3 JE6.png|32px]] Nether wart crops are no longer subject to directional shading.}}
    {{History|||snap=14w34d|Nether wart can no longer be used to breed [[chicken]]s.}}
    {{History||1.9|snap=15w43a|The average yield of nether wart from [[nether fortress]] chests has now been slightly decreased.}}
    {{History||1.10|snap=16w20a|Nether wart can now be used to [[crafting|craft]] the new [[red nether brick]] blocks and [[nether wart block]]s.}}
    {{History||1.12|snap=17w18b|Placing a nether wart in soul sand now gives the player the "A Seedy Place" [[advancement]].{{verify}}}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this block's numeral ID was 115, and the item's 372.}}
    {{History||1.14|snap=18w43a|[[File:Nether Wart Age 0 JE7.png|32px]] [[File:Nether Wart Age 1-2 JE7.png|32px]] [[File:Nether Wart Age 3 JE7.png|32px]] The textures of nether wart crops have changed.}}
    {{History|||snap=19w03a|Placement and breaking [[sound]]s have now been added to nether wart. Before this version, nether wart made stone sounds.}}
    {{History|||snap=19w11a|Cleric [[villager]]s now [[trading|buy]] nether wart.
    |Nether wart can now be planted by aiming against the sides and underside of blocks, rather than just the top surface of the soul sand.}}
    {{History||1.16|snap=20w15a|Nether wart can now be [[composter|composted]].}}
    {{History|||snap=20w16a|Nether wart now generates as part of [[bastion remnant]]s.}}
    {{History||1.17|snap=21w13a|[[File:Nether Wart Age 0 JE8.png|32px]] [[File:Nether Wart Age 1-2 JE8.png|32px]] [[File:Nether Wart Age 3 JE8.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 nether wart crop's appearance in the process.<ref>{{bug|MC-199242}}</ref>}}
    
    {{History|pocket alpha}}
    {{History||v0.12.1|snap=build 1|[[File:Nether Wart Age 0 BE1.png|32px]] [[File:Nether Wart Age 1-2 BE1.png|32px]] [[File:Nether Wart Age 3 BE1.png|32px]] [[File:Nether Wart (item) JE2 BE1.png|32px]] Added nether wart.
    |Nether wart uses a cross model instead of the "hash" shape associated with crops.}}
    {{History||?|[[File:Nether Wart Age 0 JE6 BE2.png|32px]] [[File:Nether Wart Age 1-2 JE6 BE2.png|32px]] [[File:Nether Wart Age 3 JE6 BE2.png|32px]]{{verify|Correct models? check UV, etc.}} Nether wart now uses a more conventional crop model.}}
    {{History|pocket}}
    {{History||1.1.3|snap=alpha 1.1.3.0|Nether wart can now be used to [[crafting|craft]] [[red nether bricks]] and [[nether wart block]]s.}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Nether Wart Age 0 BE.png|32px]] [[File:Nether Wart Age 1-2 BE.png|32px]] [[File:Nether Wart Age 3 BE.png|32px]] The textures of nether wart crops have changed.
    |Placement and breaking [[sound]]s have now been added to nether wart.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Nether wart can now be [[trading|sold]] to cleric [[villager]]s.}}
    {{History||1.16.0|snap=beta 1.16.0.57|Nether wart now generates as part of [[bastion remnant]]s.
    |The placement and breaking [[sound]]s for nether wart have been changed to match {{el|je}}.
    |Nether wart can now be [[composter|composted]].}}
    
    {{History|console}}
    {{History||xbox=TU7|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Nether Wart Age 0 JE6 BE2.png|32px]] [[File:Nether Wart Age 1-2 JE6 BE2.png|32px]] [[File:Nether Wart Age 3 JE6 BE2.png|32px]]{{verify|Correct models? check UV, etc.}} [[File:Nether Wart (item) JE2 BE1.png|32px]] Added nether wart.}}
    {{History||xbox=TU9|Nether wart now spawns randomly wherever [[soul sand]] is generated in [[the Nether]].
    |[[Nether fortress]]es have now been changed to make nether wart rooms more likely.
    |Nether wart can now grow outside of [[the Nether]].}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Nether Wart Age 0 JE7.png|32px]] [[File:Nether Wart Age 1-2 JE7.png|32px]] [[File:Nether Wart Age 3 JE7.png|32px]]{{verify|Correct models?}} The textures of nether wart crops have now been changed.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Nether Wart Age 0 JE6 BE2.png|32px]] [[File:Nether Wart Age 1-2 JE6 BE2.png|32px]] [[File:Nether Wart Age 3 JE6 BE2.png|32px]]{{verify|Correct models? check UV, etc.}} [[File:Nether Wart (item) JE2 BE1.png|32px]] Added nether wart.}}
    {{History|foot}}
    
    === Nether wart "item" ===
    {{:Technical blocks/Nether Wart}}
    
    ==Issues==
    
    {{issue list}}
    
    == Trivia ==
    * Nether wart's stage changes cannot be detected by a [[block update detector]], but can by an [[observer]] block.
    * Unlike other crimson "plants", nether wart doesn't have a warped equivalent. This is also the case with [[nether sprouts]], which lack a crimson equivalent.
    
    == Gallery ==
    <gallery>
    Nether Brick And Wart.png|Nether wart found in a nether fortress.
    Nether Wart Closeup.png| Another example of nether wart found in a nether fortress.
    Nether wart three sizes.png|The three different sizes of the nether wart as viewed from the side. 
    Nether Fortress Large Stairs Room.png
    </gallery>
    
    == References ==
    {{reflist}}
    
    {{Blocks|vegetation}}
    {{Items}}
    
    [[Category:Nether blocks]]
    [[Category:Fungi]]
    [[Category:Non-solid blocks]]
    [[Category:Generated structure blocks]]
    
    [[de:Netherwarze]]
    [[es:Verruga del Nether]]
    [[fr:Verrues du Nether]]
    [[hu:Bibircsók]]
    [[it:Verruca del Nether]]
    [[ja:ネザーウォート]]
    [[ko:네더 사마귀]]
    [[nl:Netherkruid]]
    [[pl:Netherowa brodawka]]
    [[pt:Fungo do Nether]]
    [[ru:Адский нарост]]
    [[th:หูดเนเธอร์]]
    [[uk:Пекельний наріст]]
    [[zh:下界疣]]
    [[Category:Brewing recipe]]</li><li>[[Obsidian Boat|Obsidian Boat]]<br/>{{for|other uses|Obsidian (disambiguation)}} {{for|other kinds of boats|Boat (disambiguation)}}
    {{Joke feature}}
    {{ItemEntity
    |title=Obsidian Boat
    |image=Obsidian Boat.png
    |image2=Obsidian Boat (item).png
    |stackable=No
    |renewable=Yes
    }}
    
    The '''obsidian boat''' was a joke [[boat]] variant released in an April Fools' joke version.
    
    == Obtaining ==
    === Crafting ===
    {{crafting
    |A2 = Obsidian                |C2 = Obsidian
    |A3 = Obsidian |B3 = Obsidian |C3 = Obsidian
    |Output= Obsidian Boat
    |ignoreusage=1
    }}
    
    == Usage ==
    Obsidian boats sank in [[water]] instead of floating. They also sank in lava like other boats but did not get destroyed in it.
    
    == Sounds ==
    Obsidian boats used the Friendly Creatures sound category for entity-dependent sound events, although did not have any sounds of their own.
    
    == Data values ==
    === ID ===
    {{ID table
    |shownumericids=y
    |showforms=y
    |generatetranslationkeys=java
    |displayname=Obsidian Boat
    |spritetype=item
    |nameid=obsidian_boat
    |id=432
    |form=item
    |translationkey=item.obsidian_boat.name
    |foot=1}}
    {{ID table
    |shownumericids=y
    |generatetranslationkeys=java
    |displayname=Obsidian Boat
    |spritetype=entity
    |nameid=boat
    |id=41
    |translationkey=entity.Boat.name
    |foot=1}}
    
    === Entity data ===
    {{/ED}}
    
    == History ==
    {{History|java}}
    {{History||1.10|snap=15w14a|link=Java Edition 15w14a|[[File:Obsidian_Boat_(item).png|32px]] [[File:Obsidian Boat.png|32px]] Added the obsidian boat.}}
    {{History|foot}}
    
    == Issues ==
    Obsidian boat is a joke feature and as such issues relating to them cannot be fixed.
    
    {{Items}}
    {{Entities}}
    {{Jokes}}
    
    [[Category:Joke items]]
    [[Category:Joke entities]]
    
    [[it:Barca di ossidiana]]
    [[ja:黒曜石のボート]]
    [[pt:Bote de obsidiana]]
    [[uk:Обсидіановий човен]]
    [[zh:15w14a]]</li></ul>
    build 1Baby zombie villagers can now mount adult husks and horse variants.
    Pocket Edition
    1.1.0
    {{Extension DPL}}<ul><li>[[Chorus Fruit|Chorus Fruit]]<br/>{{about|the fruit that drops from [[chorus tree]]s|the building material|Popped Chorus Fruit|other uses|Chorus}}
    {{Item
    | title = Chorus Fruit
    | image = Chorus Fruit.png
    | renewable = Yes
    | heals = {{hunger|4}}
    | stackable = Yes (64)
    }}
    
    '''Chorus fruit''' is a [[food]] [[item]] native to [[the End]] that can be eaten, or [[smelting|smelted]] into [[Popped Chorus Fruit|popped chorus fruit]]. It can be eaten even when the hunger bar is full, and eating it may teleport the [[player]] up to 8 blocks in any direction.
    
    == Obtaining ==
    {{see also|Tutorials/Chorus fruit farming}}
    
    Chorus fruit can be obtained by breaking [[Chorus Plant (block)|chorus plant blocks]]. Each block of chorus plant has a 50% chance to drop a chorus fruit. This is not affected by [[Fortune]].<ref>{{bug|MC-198924||Chorus Fruit doesn't have a higher chance with Fortune|Invalid}}</ref>
    
    == Usage ==
    To eat chorus fruit, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|4}} [[hunger]] and 2.4 hunger [[Hunger#Mechanics|saturation]].
    
    Unlike most foods, chorus fruits can be eaten even when the player has a full hunger bar.
    
    The player may also be [[teleportation|teleported]]: up to 16 attempts are made to choose a random destination within ±8 on all three axes in the same manner as [[Enderman#Teleportation|enderman teleportation]], with the exception that the player may teleport into an area only 2 blocks high, or one block tall if the player is crawling. The player does not land in the average centroid of the block, but rather to any position within an 8-block range. The player will be teleported directly down to the ground regardless of the height it was used at if the player is too far from a valid destination.
    
    The chorus fruit, unlike an [[Ender Pearl|ender pearl]], can teleport the player through [[solid block]]s. The algorithm tries to avoid [[fluid]]s; the player cannot teleport into a space occupied by [[water]] or [[lava]]. However, the player can be teleported onto dangerous blocks such as fire, cacti and magma blocks.<ref>{{bug|MC-102836||Enderman and chorus fruit can teleport to some dangerous places}}</ref>
    
    If a teleport succeeds, a sound similar to an enderman teleporting plays originating from the teleportation origin location. Chorus fruit has a cooldown of 1 second before being able to be used again. The cooldown is represented by a white overlay on the chorus fruit in the hotbar. The cooldown is applied to all chorus fruits items, including those in the player's inventory and containers.<ref>{{bug|MC-88236|||WAI}}</ref>
    
    Eating chorus fruit may teleport the player into areas protected by [[bedrock]], [[barrier|barrier blocks]], or other blocks that are otherwise unbreakable in [[Survival]] mode. However, it cannot teleport the player onto [[the Nether]] roof.<ref>{{bug|MC-84198|||Fixed}}</ref>
    
    Chorus fruit is completely non-functional above the nether roof.
    
    [[Fox]]es can also eat chorus fruit and the teleportation effect works the same as with players.
    
    === Smelting ingredient ===
    
    {{smelting
    |Chorus Fruit
    |Popped Chorus Fruit
    |0.1}}
    
    == Sounds ==
    ===Generic===
    {{Sound table/Entity/Food}}
    ===Unique===
    {{edition|java}}:
    {{Sound table
    |rowspan=2
    |sound=Teleport1.ogg
    |sound2=Teleport2.ogg
    |subtitle=Player teleports
    |source=player
    |description=When a player teleports by eating a chorus fruit
    |id=item.chorus_fruit.teleport
    |translationkey=subtitles.item.chorus_fruit.teleport
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |subtitle=Fox teleports
    |source=Players & Friendly Creatures<wbr><ref group=sound>{{Bug|MC-257516||"Fox teleports" sound plays for both Players and Friendly Creatures sound categories}}</ref>|overridesource=1
    |description=When a fox teleports by eating a chorus fruit
    |id=entity.fox.teleport
    |translationkey=subtitles.entity.fox.teleport
    |volume=1.0
    |pitch=1.0
    |distance=16
    |foot=1}}
    
    {{edition|bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Teleport1.ogg
    |sound2=Teleport2.ogg
    |source=hostile
    |description=When something teleports by eating a chorus fruit
    |id=mob.shulker.teleport
    |volume=1.0
    |pitch=1.0
    |foot=1}}
    
    ==Data values ==
    
    ===ID===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Chorus Fruit
    |spritetype=item
    |nameid=chorus_fruit
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Chorus Fruit
    |spritetype=item
    |nameid=chorus_fruit
    |id=558
    |form=item
    |foot=1}}
    
    ==Advancements==
    {{load advancements|Husbandry;A Balanced Diet}}
    
    ==History==
    {{History|java}}
    {{History||1.9|snap=15w31a|[[File:Chorus Fruit JE1 BE1.png|32px]] Added chorus fruit.}}
    {{History|||snap=15w34c|A cooldown for using chorus fruit has now been added.}}
    {{History|||snap=15w37a|The chorus fruit's teleportation range has now been reduced from ±32 to ±8.}}
    {{History|||snap=15w50a|Added a [[sound]] for chorus fruit: <code>item.chorus_fruit.teleport</code>.}}
    {{History||1.10|snap=16w21a|Chorus fruit can now teleport riders off their mounts.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 432.}}
    {{History||1.14|snap=18w43a|[[File:Chorus Fruit JE2 BE2.png|32px]] The texture of chorus fruit has now been changed.}}
    {{History||1.20.2|snap=23w33a|Eating chorus fruit now resets fall distance.<ref>{{bug|MC-112133||Eating chorus fruit does not reset fall distance|Fixed}}</ref>}}
    
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|[[File:Chorus Fruit JE1 BE1.png|32px]] Added chorus fruit.}}
    {{History|||snap=alpha 1.0.0.1|The cooldown of chorus fruit now has an animation.}}
    {{History|bedrock}}
    {{History||1.7.0|snap=beta 1.7.0.2|The category that chorus fruit are apart of in the [[Creative inventory]] has been changed from "Nature" to "Items".}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Chorus Fruit JE2 BE2.png|32px]] The texture of chorus fruit has now been changed.}}
    {{History||1.13.0|snap=beta 1.13.0.15|Chorus fruit has been moved back to the "Nature" section in the Creative inventory.}}
    
    {{History|console}}
    {{History||xbox=TU46|xbone=CU36|switch=1.0.1|ps=1.38|wiiu=Patch 15|[[File:Chorus Fruit JE1 BE1.png|32px]] Added chorus fruit.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Chorus Fruit JE2 BE2.png|32px]] The texture of chorus fruit has now been changed.}}
    
    {{History|new 3ds}}
    {{History||1.7.10|[[File:Chorus Fruit JE1 BE1.png|32px]] Added chorus fruit.}}
    {{History|foot}}
    
    ==Issues==
    {{issue list}}
    
    ==References==
    {{reflist}}
    
    ==External Links==
    *[https://www.minecraft.net/en-us/article/taking-inventory--chorus-fruit Taking Inventory: Chorus Fruit] – Minecraft.net on November 5, 2020
    
    {{Items}}
    
    [[Category:Plants]]
    [[Category:Food]]
    [[Category:Renewable resources]]
    
    [[de:Chorusfrucht]]
    [[es:Fruta chorus]]
    [[fr:Chorus]]
    [[ja:コーラスフルーツ]]
    [[ko:후렴과]]
    [[nl:Chorusfruit]]
    [[pl:Owoc refrenusu]]
    [[pt:Fruta do coro]]
    [[ru:Плод коруса]]
    [[uk:Фрукт хорусу]]
    [[zh:紫颂果]]</li><li>[[Ice Bomb|Ice Bomb]]<br/>{{education feature}}
    {{exclusive|bedrock|education}}
    {{ItemEntity
    |image=Ice Bomb.png
    |renewable=No (unless [[Material Reducer]] is available)<!-- Well, CHO are everywhere in sugar and charcoal, and sodium is in cobblestone... -->
    |stackable=Yes (16)
    |size=Height: 0.25 Blocks<br>Width: 0.25 Blocks
    }}
    The '''ice bomb''' is an [[item]] that is used to freeze [[water]] into [[ice]].
    
    == Obtaining ==
    
    === Lab Table ===
    
    {| class="wikitable"
    ! Result
    ! Materials Needed
    |-
    !rowspan=2|{{slot|Ice Bomb}}<br>[[Ice Bomb]]
    |{{slot|Sodium Acetate|link=Compound#List_of_compounds}}{{slot|Sodium Acetate|link=Compound#List_of_compounds}}{{slot|Sodium Acetate|link=Compound#List_of_compounds}}{{slot|Sodium Acetate|link=Compound#List_of_compounds}}
    |-
    |<center>[[Compound#List_of_compounds|Sodium Acetate]] x4</center>
    |}
    
    == Usage ==
    
    Ice bombs can be thrown by {{control|using}} them. They are affected by gravity.
    
    Like with [[ender pearl]]s, there is a short cooldown before the player can throw another ice bomb. The cooldown is shown in the [[hotbar]] by a white overlay that shrinks before the player is able to use it again.
    
    Ice bombs explode upon hitting most [[blocks]], including non-solid blocks, but not [[air]]. They also explode upon hitting other entities, but do not deal [[damage]], and unlike [[egg]]s and [[snowball]]s, their impact is not considered an attack and does no damage or knockback. When exploding, any [[water]] (including flowing water, but not [[waterlogged]] blocks) in a 3×3×3 cube around the ice bomb freezes into [[ice]]. Ice bombs can be used to contain and displace [[mobs]] in ice under water.
    
    While [[endermen]] teleport away from arrows shot at them, they can be hit by ice bombs. 
    
    Throwing an ice bomb while underwater encloses the player in ice.
    
    {| class="wikitable"
    |+Ice bomb arrangement table
    !y\x
    !-2
    !-1
    !0
    !1
    !2
    |-
    !64
    |Air
    |Air
    |Air
    |Air
    |Air
    |-
    !63
    |Air
    |Air
    |Ice bomb
    |Air
    |Air
    |-
    !62
    !Water
    !Ice
    !Ice
    !Ice
    !Water
    |-
    !61
    !Water
    !Ice
    !Ice
    !Ice
    !Water
    |-
    !60
    !Water
    !Water
    !Water
    !Water
    !Water
    |}
    
    == Sounds ==
    {{Sound table
    |type=bedrock
    |sound=Zombie breaks door.ogg
    |source=hostile
    |description=When an ice bomb is created by a [[lab table]]
    |id=mob.wither.break_block
    |volume=0.5
    |pitch=1.1/1.3}}
    {{Sound table
    |sound=Glass dig1.ogg
    |sound2=Glass dig2.ogg
    |sound3=Glass dig3.ogg
    |source=block
    |description=When an ice bomb impacts something
    |id=random.glass
    |volume=1.0
    |pitch=1.4/1.6
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{ID table
    |edition=bedrock
    |firstcolumnname=Ice Bomb
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Item
    |spritename=ice-bomb
    |spritetype=item
    |nameid=ice_bomb
    |id=595
    |form=item
    |foot=1}}
    {{ID table
    |edition=bedrock
    |firstcolumnname=Ice Bomb
    |shownumericids=y
    |generatetranslationkeys=y
    |displayname=Entity
    |spritename=ice-bomb
    |spritetype=entity
    |nameid=ice_bomb
    |id=106
    |foot=1}}
    
    == History ==
    
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.20.1|[[File:Ice Bomb BE1.png|32px]] Added ice bombs.}}
    
    {{History|education}}
    {{History||1.0.27|[[File:Ice Bomb BE1.png|32px]] Added ice bombs.}}
    {{History|foot}}
    
    == Trivia ==
    
    * In real life, mixing a sufficient amount of sodium acetate in water does solidify it, but creates [[wikipedia:Sodium acetate#Heating pad|hot ice]] (sodium acetate trihydrate) instead of normal ice.
    
    {{items}}
    {{entities}}
    {{Education Edition}}
    
    [[Category:Non-renewable resources]]
    [[Category:Education Edition items]]
    [[Category:Education Edition entities]]
    
    [[pl:Lodowa bomba]]
    [[de:Eisbombe]]
    [[ja:氷の爆弾]]
    [[ko:얼음 폭탄]]
    [[lzh:冰丸]]
    [[pt:Bomba de gelo]]
    [[zh:冰弹]]</li></ul>
    alpha 1.1.0.9Zombie villagers now have their own sounds.
    Bedrock Edition
    ?Baby zombie villagers can no longer mount adult zombie pigmen.
    1.4.0
    {{Extension DPL}}<ul><li>[[Axe|Axe]]<br/>{{For}}
    {{Item
    | image = <gallery>
    Wooden Axe.png | Wooden
    Stone Axe.png | Stone
    Iron Axe.png | Iron
    Golden Axe.png | Golden
    Diamond Axe.png | Diamond
    Netherite Axe.png | Netherite
    </gallery>
    | rarity = Common
    | renewable = 
    * '''Netherite''': No 
    * '''Others''': Yes
    | durability = 
    '''Bedrock Edition'''
    * Golden: 33
    * Wooden: 60 
    * Stone: 132
    * Iron: 251
    * Diamond: 1562
    * Netherite: 2032
    '''Java Edition'''
    * Golden: 32
    * Wooden: 59
    * Stone: 131
    * Iron: 250
    * Diamond: 1561
    * Netherite: 2031
    | stackable = No
    }}
    
    An '''axe''' is a [[tool]] used to hasten the [[breaking]] of [[wood]]-based or other tough organic [[block]]s, strip or scrape certain blocks, or as a melee [[weapon]] that can disable [[Shield|shields]] it hits.
    
    ==Obtaining==
    ===Crafting===
    {{Crafting
      |head=1
      |showname=0
      |showdescription=1
      |name=[[Axe]]
      |A1={Any Planks}; Iron Ingot; Gold Ingot; Diamond
      |B1={Any Planks}; Iron Ingot; Gold Ingot; Diamond
      |A2={Any Planks}; Iron Ingot; Gold Ingot; Diamond
      |B2=Stick
      |B3=Stick
      |Output= Wooden Axe; Iron Axe; Golden Axe; Diamond Axe
      |type= Tool
    }}
    {{Crafting
      |name=[[Stone Axe]]
      |A1=Any stone-tier block |B1=Any stone-tier block
      |A2=Any stone-tier block |B2=Stick
      |B3=Stick
      |Output=Stone Axe
      |type=Tool
      |description=Can use cobblestone and its other variants interchangeably.
    }}
    {{Crafting
      |foot=1
      |ignoreusage=1
      |name=[[Axe]]
      |ingredients=Damaged Matching [[Axe]]
      |Damaged Wooden Axe; Damaged Stone Axe; Damaged Iron Axe; Damaged Golden Axe; Damaged Diamond Axe; Damaged Netherite Axe
      |Damaged Wooden Axe; Damaged Stone Axe; Damaged Iron Axe; Damaged Golden Axe; Damaged Diamond Axe; Damaged Netherite Axe
      |Output=Wooden Axe; Stone Axe; Iron Axe; Golden Axe; Diamond Axe; Netherite Axe
      |description= The durability of the two axes is added together, plus an extra 5% durability.
      |type= Tool
    }}
    
    === Upgrading ===
    {{Smithing
    |head=1
    |Netherite Upgrade
    |Diamond Axe
    |Netherite Ingot
    |Netherite Axe
    |tail=1
    }}
    
    ===Repairing===
    
    ====Grinding====
    {{Grinding
    |showdescription=1
    |ingredients= 2× Damaged [[Wooden Axe]] or 2× Damaged [[Stone Axe]] or 2× Damaged [[Iron Axe]] or 2× Damaged [[Golden Axe]] or 2× Damaged [[Diamond Axe]] or 2× Damaged [[Netherite Axe]]
    |Damaged Wooden Axe; Damaged Stone Axe; Damaged Iron Axe; Damaged Golden Axe; Damaged Diamond Axe; Damaged Netherite Axe
    |Damaged Wooden Axe; Damaged Stone Axe; Damaged Iron Axe; Damaged Golden Axe; Damaged Diamond Axe; Damaged Netherite Axe
    |Wooden Axe; Stone Axe; Iron Axe; Golden Axe; Diamond Axe; Netherite Axe
    |description=The durability of the two axes is added together, plus an extra 5% of max durability.
    }}
    
    ====[[Anvil mechanics#Unit repair|Unit repair]]====
    An axe can be repaired in an [[anvil]] by adding units of the [[tiers|tier]]'s repair material, with each repair material restoring 25% of the axe's maximum durability, rounded down.
    
    ===Mob loot===
    
    ==== Equipment ====
    {{Main|Drops#Equipped items}}
    
    A [[vindicator]] spawns with an iron axe and has an 8.5% chance (9.5% with Looting I, 10.5% with Looting II, and 11.5% with Looting III) of dropping it upon death by the player. It is usually heavily damaged and is sometimes enchanted.
    
    A [[piglin brute]] spawns with a golden axe and has an 8.5% chance (9.5% with Looting I, 10.5% with Looting II, and 11.5% with Looting III) of dropping it upon death by the player. Also, {{in|java}}, [[Zombified Piglin|zombified piglins]] can drop their golden axe (with the same chance as piglin brute drop) if they have been zombified from a [[Piglin Brute|piglin brute.]]
    
    ====Raids====
    {{IN|be}}, [[Vindicator]] and [[pillager]]s that spawn in raids have a 4.1% chance (5.12% on hard) to drop a badly-damaged iron axe, which is sometimes enchanted with a random enchantment. A vindicator can drop 2 iron axes, one from natural equipment and one from raid drops.
    
    ===Trading===
    Novice-level [[Trading#Toolsmith|Toolsmith]] [[villager]]s have a 25% chance to sell a stone axe for one [[emerald]], journeyman-level Toolsmith villagers have a 25% chance to sell an enchanted iron axe for eight emeralds, and expert-level Toolsmith villagers have a 50% chance to sell an enchanted diamond axe for 13 emeralds.{{only|bedrock}}
    
    Novice-level [[Trading#Toolsmith 2|Toolsmith]] villagers have a 40% chance to sell a stone axe for one emerald, journeyman-level Toolsmith villagers have a 40% chance to sell an enchanted iron axe for 7-22 emeralds, and expert-level Toolsmith villagers have a 66.67% chance to sell an enchanted diamond axe for 18-35 emeralds.{{only|java}}
    
    Novice-level [[Trading#Weaponsmith|Weaponsmith]] [[villager]]s sell an iron axe for 3 emeralds as one of their trades, and master-level Weaponsmith villagers sell an enchanted diamond axe for 12 emeralds.{{only|bedrock}}
    
    Novice-level [[Trading#Weaponsmith 2|Weaponsmith]] villagers have a 66.67% chance to sell an iron axe for 3 emeralds. Master-level Weaponsmith villagers always offer to sell an enchanted diamond axe for 18-35 emeralds.{{only|java}}
    
    The enchantments are the same as the ones obtained from an [[enchantment table]] at levels 5–19.
    
    === Villager gifts ===
    [[Trading#Toolsmith 2|Toolsmith]] [[villagers]] occasionally throw stone axes at players with the [[Hero of the Village]] status effect.{{only|java}}
    
    [[Trading#Weaponsmith 2|Weaponsmith]] [[villagers]] occasionally throw either stone, gold, or iron axes at players with the [[Hero of the Village]] status effect.{{only|java}}
    
    ===Structure loot===
    {{IN|JE}}, a sealed room in [[woodland mansion]]s can appear that has a chest always containing an [[Efficiency]] I iron axe.
    {{LootChestItem|wooden-axe,stone-axe,random-enchanted-golden-axe,damaged-random-enchanted-netherite-axe,iron-axe}}
    
    ==Usage==
    
    ===Chopping===
    An axe is used to break [[logs]], blocks derived from wood and some other blocks faster than by using other tools. An axe uses 1 durability to break 1 block. For blocks that break instantly, it uses 0 durability.
    
    ====Durability====
    Each tier of axe has a different durability:
    {| class="wikitable sortable"
    ! Material
    ! [[Durability]]
    |-
    | {{itemLink|Wooden Axe|Wood|link=Axe}}
    | 59
    |-
    | {{itemLink|Stone Axe|Stone|link=Axe}}
    | 131
    |-
    | {{itemLink|Iron Axe|Iron|link=Axe}}
    | 250
    |-
    | {{itemLink|Diamond Axe|Diamond|link=Axe}}
    | 1561
    |-
    | {{itemLink|Golden Axe|Golden|link=Axe}}
    | 32
    |-
    | {{itemLink|Netherite Axe|Netherite|link=Axe}}
    | 2031
    |}
    
    ====Speed====
    The following table summarizes the speed at which axes of different qualities perform.
    {{breaking row|Wooden Trapdoors|link=Trapdoor|sort=1|simple=1}}
    {{breaking row|Wooden Doors|item=1|link=Door|sprite=oak-door}}
    {{breaking row|Barrel}}
    {{breaking row|Cartography Table}}
    {{breaking row|Chest}}
    {{breaking row|Trapped Chest}}
    {{breaking row|Crafting Table}}
    {{breaking row|Fletching Table}}
    {{breaking row|Lectern}}
    {{breaking row|Loom}}
    {{breaking row|Smithing Table}}
    {{breaking row|Bamboo Mosaic}}
    {{breaking row|Block of Bamboo}}
    {{breaking row|Campfire}}
    {{breaking row|Fences}}
    {{breaking row|Fence Gates}}
    {{breaking row|Jukebox}}
    {{breaking row|Logs}}
    {{breaking row|Planks}}
    {{breaking row|Wooden Slabs|link=Slabs|sprite=all-wooden-slabs}}
    {{breaking row|Wooden Stairs|link=Stairs|sprite=all-wooden-stairs}}
    {{breaking row|Bookshelf}}
    {{breaking row|Chiseled Bookshelf}}
    {{breaking row|Banners}}
    {{breaking row|Jack o'Lantern}}
    {{breaking row|Melon}}
    {{breaking row|Pumpkin}}
    {{breaking row|Sign|sprite=oak-sign}}
    {{breaking row|Hanging Sign|sprite=hanging-oak-sign}}
    {{breaking row|Note Block}}
    {{breaking row|Mangrove Roots}}
    {{breaking row|Wooden Pressure Plate|sprite=oak-pressure-plate}}
    {{breaking row|Beehive}}
    {{breaking row|Ladder}}
    {{breaking row|Bee Nest|drop=0}}
    {{breaking row|Composter}}
    {{breaking row|Bamboo}}
    {{breaking row|sprite=red-bed|Bed}}
    {{breaking row|Cocoa}}
    {{breaking row|Daylight Detector}}
    {{breaking row|Mushroom Block|sprite=mushroom-blocks}}
    {{breaking row|Vines|drop=0|foot=1}}
    
    === Stripping ===
    {{control|Using}} an axe on a [[log]], [[wood]] block, [[block of bamboo]]\, or [[block of copper]] causes it to become a [[stripped log]], [[stripped wood]] block, [[block of stripped bamboo]], or removes one layer of oxidization or wax, respectively. This consumes one point of durability from the axe.
    
    ===Weapon===
    An axe loses 2 points of durability when used as a weapon. 
    
    ==== Bedrock Edition ====
    {{IN|bedrock}}, axes always attack instantly and deal {{hp|1}} less damage than a [[sword]] of the same quality but it lowers the durability of armor and shields faster than any other tool in-game.
    {| class="wikitable" style="text-align:center" data-description="Bedrock damage"
    ! Material !! Damage
    |-
    | {{ItemSprite|Wooden Axe}} Wooden || rowspan="2" |{{hp|4}}
    |-
    | {{ItemSprite|Golden Axe}} Golden
    |-
    | {{ItemSprite|Stone Axe}} Stone ||{{hp|5}}
    |-
    | {{ItemSprite|Iron Axe}} Iron ||{{hp|6}}
    |-
    | {{ItemSprite|Diamond Axe}} Diamond ||{{hp|7}}
    |-
    | {{ItemSprite|Netherite Axe}} Netherite ||{{hp|8}}
    |}
    
    ====Java Edition====
    
    Attacking a [[shield]] user with an axe should have a chance to disable the use of the shield for 5 seconds, but currently this always disables a shield.<ref>{{bug|MC-197537}}</ref> The base chance is 25%, plus 5 percentage points per level of [[Efficiency]] on the axe, plus 75 percentage points if attacking while sprinting. [[Vindicator]]s, [[piglin brute]]s, or other [[mob]]s with commands always disable the player's shield. Damage done when using an axe as a weapon is more than that of a [[sword]] of the same tier, though they take longer than a sword to [[Damage#Attack cooldown|recover]], resulting in lower <abbr title="Damage/Second">DPS</abbr> (with the exception of [[gold]]en axes). The damage dealt and cooldown time depends on the type:
    
    {| class="wikitable" style="text-align:center" data-description="Attack damage"
    ! Material
    ! {{ItemSprite|Wooden Axe|text=Wooden}}
    ! {{ItemSprite|Golden Axe|text=Gold}}
    ! {{ItemSprite|Stone Axe|text=Stone}}
    ! {{ItemSprite|Iron Axe|text=Iron}}
    ! {{ItemSprite|Diamond Axe|text=Diamond}}
    ! {{ItemSprite|Netherite Axe|text=Netherite}}
    |-
    ! Attack Damage
    | {{hp|7}}
    | {{hp|7}}
    | {{hp|9}}
    | {{hp|9}}
    | {{hp|9}}
    | {{hp|10}}
    |-
    ! Attack Speed
    | 0.8
    | 1.0
    | 0.8
    | 0.9
    | 1.0
    | 1.0
    |-
    ! Recovery time
    | {{convert|1.25|sec|tick|sep=}}
    | {{convert|1|sec|tick|sep=}}
    | {{convert|1.25|sec|tick|sep=}}
    | {{convert|1.11|sec|tick|sep=}}
    | {{convert|1|sec|tick|sep=}}
    | {{convert|1|sec|tick|sep=}}
    |-
    ! <abbr title="Damage/Second">DPS</abbr>
    | 5.6
    | 7.0
    | 7.2
    | 8.1
    | 9.0
    | 10.0
    |-
    ! Lifetime damage inflicted<ref group="note">The formula to find the total lifetime damage is <code>ceil(''durability'' ÷ 2) × ''damage per hit''</code>. The durability is halved then ceiled because axes take double durability when used as a weapon, and the last 1 durability can also deal damage. The formula also ignores enchantments and critical hits, and assumes each attack is performed at maximum charge.</ref>
    | {{hp|210}}
    | {{hp|112}}
    | {{hp|594}}
    | {{hp|1125}}
    | {{hp|7029}}
    | {{hp|10160}}
    |}
    {{notelist}}
    
    === Enchantments ===
    An axe can receive the following enchantments:
    {| class="wikitable col-2-center col-3-right"
    |+
    !Name
    !Max Level
    ![[Enchanting|Method]]
    |-
    |[[Fortune]]<ref group=note name=exc>Silk Touch and Fortune are mutually exclusive.</ref>
    |III
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Silk Touch]]<ref group=note name=exc/>
    |I
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Efficiency]]
    |V
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Unbreaking]]
    |III
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Sharpness]]<ref group="note" name="exc2">Sharpness, Smite, Bane of Arthropods, and Cleaving{{upcoming|java Combat Tests}} are mutually exclusive.</ref>
    |V
    |{{Inventory slot|Anvil}}
    |-
    |[[Smite]]<ref group="note" name=exc2/>
    |V
    |{{Inventory slot|Anvil}}
    |-
    |[[Bane of Arthropods]]<ref group="note" name=exc2/>
    |V
    |{{Inventory slot|Anvil}}
    |-
    |[[Fire Aspect]]{{upcoming|java Combat Tests}}<ref group="note" name="sword">Fire Aspect, Looting, Knockback, and Sweeping Edge currently exist, but they can be used only for [[sword]]s.</ref>
    |II
    |{{Inventory slot|Anvil}}
    |-
    |[[Looting]]{{upcoming|java Combat Tests}}<ref group="note" name="sword" />
    |III
    |{{Inventory slot|Anvil}}
    |-
    |[[Knockback]]{{upcoming|java Combat Tests}}<ref group="note" name="sword" />
    |II
    |{{Inventory slot|Anvil}}
    |-
    |[[Cleaving]]{{upcoming|java Combat Tests}}<ref group="note" name="exc2" />
    |III
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Sweeping Edge]]{{upcoming|java Combat Tests}}<ref group="note" name="sword" />
    |III
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Mending]]
    |I
    |{{Inventory slot|Anvil}}
    |-
    |[[Curse of Vanishing]]
    |I
    |{{Inventory slot|Anvil}}
    |}
    
    {{notelist}}
    
    === Fuel===
    Wooden axes can be used as a fuel in [[furnace]]s, smelting 1 item per axe.
    
    ===Smelting ingredient===
    {{Smelting|showname=1|Iron Axe;Golden Axe|Iron Nugget;Gold Nugget|0,1}}
    
    ===Piglins===
    {{EntityLink|Piglin|Piglins}} are attracted to golden axes and run toward any golden axes on the ground, and inspect it for 6 to 8 seconds before putting it in their inventory.
    
    == Sounds ==
    {{el|je}}:
    {{Sound table
    |sound=Axe strip1.ogg
    |sound2=Axe strip2.ogg
    |sound3=Axe strip3.ogg
    |sound4=Axe strip4.ogg
    |subtitle=Axe strips
    |source=block
    |description=When an axe strips a log or wood block
    |id=item.axe.strip
    |translationkey=subtitles.item.axe.strip
    |volume=0.9
    |pitch=1.0/0.85
    |distance=16}}
    {{Sound table
    |sound=wax_off1.ogg
    |sound2=wax_off2.ogg
    |sound3=wax_off3.ogg
    |subtitle=Wax off
    |source=block
    |description=When an axe unwaxes a [[block of copper]]
    |id=item.axe.wax_off
    |translationkey=subtitles.item.axe.wax_off
    |volume=1.0
    |pitch=0.9/1.1/1.0
    |distance=16}}
    {{Sound table
    |sound=scrape1.ogg
    |sound2=scrape2.ogg
    |sound3=scrape3.ogg
    |subtitle=Axe scrapes
    |source=block
    |description=When an axe deoxidizes a block of copper
    |id=item.axe.scrape
    |translationkey=subtitles.item.axe.scrape
    |volume=1.0
    |pitch=1.0/0.9/1.1
    |distance=16}}
    {{Sound table
    |sound=Random break.ogg
    |subtitle=Item breaks
    |source=player
    |description=When an axe'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}}
    
    {{el|be}}:
    {{Sound table
    |type=bedrock
    |sound=Wood hit1.ogg
    |sound2=Wood hit2.ogg
    |sound3=Wood hit3.ogg
    |sound4=Wood hit4.ogg
    |sound5=Wood hit5.ogg
    |sound6=Wood hit6.ogg
    |source=block
    |description=When an axe strips a log or wood block <ref group=sound name=stripsoundbug>{{Bug|MCPE-106552}}</ref>
    |id=use.wood
    |volume=1.0
    |pitch=0.8}}
    {{Sound table
    |sound=Stem step1.ogg
    |sound2=Stem step2.ogg
    |sound3=Stem step3.ogg
    |sound4=Stem step4.ogg
    |sound5=Stem step5.ogg
    |sound6=Stem step6.ogg
    |source=block
    |description=When an axe strips a stem or hyphae block <ref group=sound name=stripsoundbug/>
    |id=use.stem
    |volume=1.0
    |pitch=0.8}}
    {{Sound table
    |sound=Bamboo wood step1.ogg
    |sound2=Bamboo wood step2.ogg
    |sound3=Bamboo wood step3.ogg
    |sound4=Bamboo wood step4.ogg
    |sound5=Bamboo wood step5.ogg
    |sound6=Bamboo wood step6.ogg
    |source=player
    |description=When an axe strips a [[block of bamboo]] <ref group=sound name=stripsoundbug/>
    |id=step.bamboo_wood
    |volume=1.0
    |pitch=0.8}}
    {{Sound table
    |sound=Cherry wood step1.ogg
    |sound2=Cherry wood step2.ogg
    |sound3=Cherry wood step3.ogg
    |sound4=Cherry wood step4.ogg
    |sound5=Cherry wood step5.ogg
    |sound6=Cherry wood step6.ogg
    |source=player
    |description=When an axe strips a cherry log or cherry wood block <ref group=sound name=stripsoundbug/>
    |id=step.cherry_wood
    |volume=1.0
    |pitch=0.8}}
    {{Sound table
    |sound=wax_off1.ogg
    |sound2=wax_off2.ogg
    |sound3=wax_off3.ogg
    |source=neutral
    |description=When an axe unwaxes or deoxidizes a block of copper {{More info|Is use.copper used as well?}}
    |id=copper.wax.off
    |volume=1.0
    |pitch=0.8-1.2}}
    {{Sound table
    |sound=Random break.ogg
    |source=player
    |description=When an axe'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 Axe
    |spritetype=item
    |nameid=wooden_axe
    |form=item}}
    {{ID table
    |displayname=Stone Axe
    |spritetype=item
    |nameid=stone_axe
    |form=item}}
    {{ID table
    |displayname=Iron Axe
    |spritetype=item
    |nameid=iron_axe
    |form=item}}
    {{ID table
    |displayname=Diamond Axe
    |spritetype=item
    |nameid=diamond_axe
    |form=item}}
    {{ID table
    |displayname=Golden Axe
    |spritetype=item
    |nameid=golden_axe
    |form=item}}
    {{ID table
    |displayname=Netherite Axe
    |spritetype=item
    |nameid=netherite_axe
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Wooden Axe
    |spritetype=item
    |nameid=wooden_axe
    |id=311
    |form=item}}
    {{ID table
    |displayname=Stone Axe
    |spritetype=item
    |nameid=stone_axe
    |id=315
    |form=item}}
    {{ID table
    |displayname=Iron Axe
    |spritetype=item
    |nameid=iron_axe
    |id=298
    |form=item}}
    {{ID table
    |displayname=Diamond Axe
    |spritetype=item
    |nameid=diamond_axe
    |id=319
    |form=item}}
    {{ID table
    |displayname=Golden Axe
    |spritetype=item
    |nameid=golden_axe
    |id=325
    |form=item}}
    {{ID table
    |displayname=Netherite Axe
    |spritetype=item
    |nameid=netherite_axe
    |id=607
    |form=item
    |foot=1}}
    
    ==Achievements==
    {{load achievements|MOAR Tools ;Oooh, shiny!}}
    
    ==Advancements ==
    {{load advancements|Oh Shiny;Wax off}}
    
    ==History==
    {{History|java indev}}
    {{History||0.31|snap=20100110|[[File:Iron Axe JE1.png|32px]] Added iron axes.
    |An axe is used to gather [[log|wood]] 400% faster than by hand.
    |When starting in a new world, the [[player]] is given one of each [[tools|tool]].}}
    {{History|||snap=20100122|[[File:Iron Axe JE2.png|32px]] The texture of axes has been changed. Half of the axe head has been removed.}}
    {{History|||snap=20100124|[[File:Iron Axe JE3.png|32px]] The texture of axes has been changed again. The other axe head is now used instead.
    |A complete toolset 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 Axe JE1 BE1.png|32px]] [[File:Stone Axe JE1 BE1.png|32px]] [[File:Diamond Axe JE1 BE1.png|32px]] [[Tools]] now have tiers. Wooden, stone, and diamond axes have been added.
    |[[File:Iron Axe JE4 BE1.png|32px]] The texture of iron axes has been changed.
    |An axe 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|Wooden, stone, iron, and diamond axes can now be [[craft]]ed.}}
    {{History|||snap=20100130|[[File:Golden Axe JE1.png|32px]] Axes can now be made out of gold.}}
    {{History|||snap=20100201-1|[[Tools]] now take [[damage]] when being used. Better tools now last longer.}}
    {{History||20100206|[[File:Golden Axe JE2 BE1.png|32px]] The texture of golden axes has been changed.}}
    {{History|java beta}}
    {{History||1.2|Gold [[tools]], including axes, now remove [[block]]s faster than diamond tools.}}
    {{History|java}}
    {{History||1.2.4|snap=release|[[Spruce planks]], [[birch planks]], and [[jungle planks]] can now be used to craft wooden axes.}}
    {{History||1.3.1|snap=12w16a|Wooden and stone axes are now found in the new [[bonus chest]]s.}}
    {{History|||snap=12w18a|Wooden axes can now be used as [[fuel]] in a [[furnace]].}}
    {{History|||snap=12w21a|Blacksmith [[villager]]s now [[trading|sell]] 1 diamond axe for 9–11 [[emerald]]s, and 1 iron axe for 6–7 emeralds.}}
    {{History||1.6.1|snap=13w21a|Instead of replacing the barehanded [[damage]] ({{hp|1}}), axes now add their damage onto the barehanded damage, which results in all axes 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 axes.}}
    {{History||1.8|snap=14w02a|Weapon smith villagers now sell 1 [[enchanting|enchanted]] diamond axe for 9–12 emeralds, and 1 iron axe for 6–8 emeralds. Unenchanted diamond axes are no longer sold.}}
    {{History||1.9|snap=15w34a|Axes now use the attack speed combat mechanic meter. The time it takes for the meter to fill up for an axe is 1.2 seconds.}}
    {{History|||snap=15w34b|Axes now have an attack speed of 0.8, taking about 1.25 seconds to fill the attack meter.}}
    {{History|||snap=15w34c|Axes do {{hp|4}} more [[damage]] than previously.
    |Axes now have an attack speed of 0.85.
    |Axes can now temporarily disable [[shield]] use.}}
    {{History|||snap=15w35a|The [[damage]] of axes has been reduced by {{hp|1}}.
    |The speed of axes has been increased to 0.9.}}
    {{History|||snap=15w37a|Stone and diamond axes now both do {{hp|9}} damage, instead of the previous {{hp|8}} and {{hp|10}} respectively.
    |Axes now have attack speed based on the tier, with wooden and stone having a speed of 0.8, iron having a speed of 0.9, and diamond and gold having a speed of 1.}}
    {{History|||snap=15w43a|Stone axes may now be found in [[igloo]] basement chests.}}
    {{History|||snap=15w44a|The average yield of stone and wooden axes from [[bonus chest]]s has been decreased.}}
    {{History||1.11.1|snap=16w50a|Golden and iron axes now [[smelting|smelt]] 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 271, 275, 258, 279 and 286.}}
    {{History||1.13|snap=18w07a|{{control|Using}} an axe on a block of [[wood]] or [[log]] now turns it into a stripped block of wood or log.}}
    {{History|||snap=18w09a|Stone axes now can generate in the [[chest]]s of [[underwater ruins]].}}
    {{History|||snap=pre2|{{control|Using}} an axe on a bark now turns it into a stripped bark.}}
    {{History||1.14|snap=18w43a|[[File:Wooden Axe JE2 BE2.png|32px]] [[File:Stone Axe JE2 BE2.png|32px]] [[File:Iron Axe JE5 BE2.png|32px]] [[File:Golden Axe JE3 BE2.png|32px]] [[File:Diamond Axe JE2 BE2.png|32px]] The textures of all axes have been changed.}}
    {{History|||snap=19w11a|Toolsmith villagers now sell stone axes, as well as enchanted iron and diamond axes.}}
    {{History|||snap=19w13a|Toolsmith villagers now give stone axes to players under the [[Hero of the Village]] effect.
    |Weaponsmith villagers now give stone, golden and iron axes to players under the [[Hero of the Village]] effect.}}
    {{History||1.16|snap=20w06a|[[File:Netherite Axe JE1.png|32px]] Added netherite axes.
    |Netherite axes are obtained by combining one diamond axe and one netherite ingot in a crafting table.
    |[[Crimson planks]] and [[warped planks]] can now be used to craft wooden axes.}}
    {{History|||snap=20w09a|[[File:Diamond Axe JE3 BE3.png|32px]] The texture of diamond axes has been changed.}}
    {{History|||snap=20w10a|[[File:Netherite Axe JE2.png|32px]] The texture of netherite axes has been changed.
    |Netherite axes can no longer be crafted.
    |Netherite axes are now obtained by combining one diamond axe and one netherite ingot in a smithing table.}}
    {{History|||snap=20w15a|Stone axes can now be crafted using [[blackstone]].}}
    {{History|||snap=20w16a|Golden axes now generate randomly enchanted in [[ruined portal]] chests.}} 
    {{History||1.16.2|snap=20w30a|Enchanted golden axes can now be found in [[bastion remnant]] chests.}}
    {{History||1.17|snap=21w08a|Stone axes can now be crafted using [[cobbled deepslate]].}}
    {{History|||snap=21w11a|Axes can now be used to scrape wax and oxidation off [[copper block]]s.}}
    {{History||1.19|snap=22w11a|[[Mangrove planks]] can now be used to craft wooden axes.}}
    {{History||1.20 (Experimental)|link=1.19.3|snap=22w42a|Added [[block of bamboo]], which when used with an axe gives a block of stripped bamboo.}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Upgrading diamond axes to netherite axes now requires the netherite upgrade [[smithing template]].}}
    {{History||1.20|snap=23w12a|Iron axes can now be found in [[suspicious gravel]] and [[suspicious sand]] in cold and warm [[ocean ruins]].}}
    
    {{History|upcoming java}}
    {{History||Combat Tests|snap=1.14.3 - Combat Test|The attack speed for all axes has been increased to 2.
    |All axes now deal {{hp|1}} more [[damage]] than their sword counterparts.}}
    {{History|||snap=Combat Test 3|The [[Cleaving|Chopping]] enchantment has been added for axes, which adds 1 damage and 0.5 seconds (10 [[game tick]]s) of [[shield]] stunning per level and is mutually exclusive with [[Sharpness]].
    |Axes now always disable shields for {{convert|1.6|seconds|ticks}}, instead of having a 25% to disable them for 5 seconds (100 game ticks).
    |Axes now take 1 damage when attacking instead of 2.
    |The [[Sweeping Edge]] enchantment can now be applied to axes.}}
    {{History|||snap=Combat Test 4|[[Knockback]], [[Looting]], and [[Fire Aspect]] enchantments can now be applied to axes.}}
    
    {{History|pocket alpha}}
    {{History||v0.2.0|[[File:Stone Axe JE1 BE1.png|32px]] Added stone axes.}}
    {{History||v0.3.0|[[File:Wooden Axe JE1 BE1.png|32px]] Added wooden axes.
    |Survival players no longer start with an infinite durability stone axe in the inventory.}}
    {{History||v0.3.2|[[File:Iron Axe JE4 BE1.png|32px]] [[File:Golden Axe JE2 BE1.png|32px]] [[File:Diamond Axe JE1 BE1.png|32px]] Added iron, golden and diamond axes.}}
    {{History||v0.4.0|Removed stone axes from the creative inventory.}}
    {{History||v0.11.0|snap=build 11|All axes are now available in the [[creative]] [[inventory]].}}
    {{History|||snap=build 12|All axes have been removed from creative.}}
    {{History|||snap=build 13|All axes have been re-added to creative mode.}}
    {{History||v0.12.1|snap=build 1|Instead of replacing the barehanded [[damage]] ({{hp|1}}), axes now add their damage onto the barehanded damage, which results in all axes doing {{hp|1}} more damage than before.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Stone axes now can be found inside [[igloo]] basement [[chest]]s.}}
    {{History||1.0.4|snap=alpha 1.0.4.0|Weaponsmith [[villager]]s now [[trading|sell]] iron axes for 6-8 [[emerald]]s as part of their first tier [[trading|trades]] and [[enchanting|enchanted]] diamond axes for 9-12 emeralds as part of their third tier trades.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Iron and golden axes are now [[smelting|smeltable]].
    |Iron axes with the [[Efficiency]] I enchantment can now be found inside [[chest]]s in [[woodland mansion]]s.
    |Added [[vindicator]]s, who rarely [[drops|drop]] iron axes.}}
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|Wooden and stone axes can now be found in [[bonus chest]]s.}}
    {{History||1.4.0|snap=beta 1.2.13.8|Using an axe on a [[log]] now turns it into a stripped log.}}
    {{History|||snap=beta 1.2.20.1|Stone axes can now be found inside [[underwater ruins]] chests.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Wooden Axe JE2 BE2.png|32px]] [[File:Stone Axe JE2 BE2.png|32px]] [[File:Iron Axe JE5 BE2.png|32px]] [[File:Golden Axe JE3 BE2.png|32px]] [[File:Diamond Axe JE2 BE2.png|32px]] The textures of all axes have been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|[[Vindicator]]s and [[pillager]]s that spawn in [[raid]]s can now [[drops|drop]] an iron axe.
    |[[Trading]] has been changed, weaponsmith [[villager]]s now [[trading|sell]] iron axes for 3 [[emerald]]s and [[enchanting|enchanted]] diamond axes for 12 emeralds as part of their fourth tier [[trading|trades]].
    |Stone axes, enchanted iron axes, and diamond axes can now be [[trading|bought]] from toolsmith villagers.}}
    {{History||1.16.0|snap=beta 1.16.0.51|[[File:Netherite Axe BE1.png|32px]] Added netherite axes.|Netherite axes are obtained by combining one diamond axe and one netherite ingot in a crafting table.
    |[[File:Diamond Axe JE3 BE3.png|32px]] The texture of diamond axes has been changed.}}
    {{History|||snap=beta 1.16.0.57|Netherite axes can no longer be crafted.
    |Netherite axes are now obtained by combining one diamond axe and one netherite ingot in a smithing table.
    |Stone axes can now be crafted using blackstone.
    |Golden axes now generate randomly enchanted in [[ruined portal]] chests.
    |Netherite axes now generate randomly enchanted in [[bastion remnant]] chests.}}
    {{History||1.16.20|snap=beta 1.16.20.50|Added [[piglin brute]]s, who rarely drop golden axes.}}
    {{History||1.16.100|snap=beta 1.16.100.54|Piglin brutes no longer spawn with enchanted axes.}}
    {{History|||snap=beta 1.16.100.55|Zombified piglins that are converted from piglin brutes now keep their golden axes.}}
    {{History||1.16.220|snap=beta 1.16.220.52|Axes can now be used to scrape wax off copper blocks.}}
    {{History||1.18.30|snap=beta 1.18.30.26|Axes can now temporarily disable [[shield]] use. This is not mentioned in the official changelog.<ref>{{tweet|kingbdogz|1504505321884196872|We missed a change in recent changelogs for the Bedrock beta that you may like - we have now made a parity fix that makes shields get disabled for 5 seconds when attacked by an Axe-wielding mob or player. We will make sure to list this properly in the next beta :)|March 17, 2022}}</ref>
    }}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.00|wiiu=Patch 1|switch=1.0.1|[[File:Wooden Axe JE1 BE1.png|32px]] [[File:Stone Axe JE1 BE1.png|32px]] [[File:Iron Axe JE4 BE1.png|32px]] [[File:Golden Axe JE2 BE1.png|32px]] [[File:Diamond Axe JE1 BE1.png|32px]] Added axes (all five types).}}
    {{History||xbox=TU53|xbone=CU43|ps=1.49|wiiu=Patch 23|switch=1.0.3|Iron and golden axes are now [[smelting|smeltable]].}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Wooden Axe JE2 BE2.png|32px]] [[File:Stone Axe JE2 BE2.png|32px]] [[File:Iron Axe JE5 BE2.png|32px]] [[File:Golden Axe JE3 BE2.png|32px]] [[File:Diamond Axe JE2 BE2.png|32px]] The textures of all axes have been changed.}}
    
    {{History|New Nintendo 3DS Edition}}
    {{History||0.1.0|[[File:Wooden Axe JE1 BE1.png|32px]] [[File:Stone Axe JE1 BE1.png|32px]] [[File:Iron Axe JE4 BE1.png|32px]] [[File:Golden Axe JE2 BE1.png|32px]] [[File:Diamond Axe JE1 BE1.png|32px]] Added axes.}}
    {{History|foot}}
    
    ==Issues==
    {{issue list}}
    
    ==Trivia==
    *Before [[Java Edition 1.13]], in the language files, axes were referred to as Hatchets.<ref name="1.8 lang">''1.8/assets/minecraft/lang/en_US.lang'', line 915: '''item.hatchetIron.name= Iron Axe'''</ref>
    *Weaponsmith villagers gifting stone, iron and golden axes is a reference to the story ''[[wikipedia:The Honest Woodcutter|The Honest Woodcutter]]'', where a woodcutter dropped his axe into a river, and is successively provided a silver and a golden axe by the river god.{{cn}}
    
    == Gallery ==
    <gallery>
    Stone Axe SDGP.png|Stone axe in the [[Super Duper Graphics Pack]].
    </gallery>
    === Enchanted axes ===
    <gallery>
    Enchanted Wooden Axe.gif
    Enchanted Stone Axe.gif
    Enchanted Iron Axe.gif
    Enchanted Golden Axe.gif
    Enchanted Diamond Axe.gif
    Enchanted Netherite Axe.gif
    </gallery>
    
    ==See also==
    *{{ItemLink|Pickaxe}}
    
    ==References==
    {{Reflist}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--axe Taking Inventory: Axe] – Minecraft.net on February 6, 2020
    
    {{items}}
    
    [[Category:Combat]]
    
    [[cs:Sekera]]
    [[de:Axt]]
    [[es:Hacha]]
    [[fr:Hache]]
    [[hu:Balta]]
    [[ja:斧]]
    [[ko:도끼]]
    [[nl:Bijl]]
    [[pl:Siekiera]]
    [[pt:Machado]]
    [[ru:Топор]]
    [[th:ขวาน]]
    [[uk:Сокира]]
    [[zh:斧]]</li><li>[[Bamboo|Bamboo]]<br/>{{for|the plant feature|Bamboo (feature)}}
    {{Distinguish|text = [[Sugar Cane]], which was colloquially known as Bamboo}}
    {{Block
    | image = <gallery>
    Leafless Bamboo.png|Leafless
    Small Leaves Bamboo.png|Small
    Big Leaves Bamboo.png|Big
    Leafless Old Bamboo.png|Leafless Old
    Small Leaves Old Bamboo.png|Small Old
    Big Leaves Old Bamboo.png|Big Old
    </gallery>
    | image2 = Bamboo Shoot.png<!--different infobox for this later down the line, like with pistons?-->
    | image3 = Bamboo (item) JE1 BE1.png
    | transparent = Yes
    | light = No
    | tool = Sword
    | tool2 = Axe
    | renewable = Yes
    | stackable = Yes (64)
    | flammable = '''Bamboo''': Yes (60)<br>'''Shoot''': No
    | lavasusceptible = Yes
    }}
    '''Bamboo''' is a versatile, fast-growing, [[Bone Meal|bonemealable]] [[plant]] found primarily in [[jungle]]s, which is used for [[crafting]] (particularly [[scaffolding]] and [[Block of Bamboo|bamboo wood]]), [[smelting]] and [[breeding]] [[Panda|pandas]]. 
    
    A '''bamboo shoot''' is the initial non-solid sapling form of planted bamboo.
    
    == Obtaining ==
    Bamboo shoots cannot be obtained through vanilla means. {{IN|bedrock}}, they can be obtained through [[add-on]]s or inventory editing. {{IN|java}}, they are completely unobtainable.
    
    === Breaking ===
    Bamboo can be mined with any [[tool]], but a [[sword]] breaks the block [[instant mining|instantly]], even with [[Mining Fatigue]]. Flowing [[water]] also breaks bamboo shoots, but not mature bamboo stalks.
    
    {{breaking row|Bamboo|Sword|sword=1|horizontal=1}}
    {{notelist}}
    === Natural generation ===
    Bamboo generates in widely scattered single shoots within [[jungle]] [[biome]]s. Bamboo generates much more densely in the [[bamboo jungle|bamboo variant]]s of jungles, covering large areas of the landscape. Bamboo does ''not'' generate in [[sparse jungle]]s.<ref>{{bug|MC-156638|||WAI}}</ref>
    
    === Mob loot ===
    {{IN|java}}, a [[panda]] drops 1 bamboo when killed. [[Looting]] does not affect the drop rate.<ref>{{bug|MC-160006}}</ref>
    
    {{IN|bedrock}}, a panda drops 0-2 bamboo when killed. Looting increases the drop by 1 per level.
    
    === Fishing ===
    Bamboo can be found while [[fishing]] in [[jungle]] [[biome]]s as a junk [[item]].
    
    === Chest loot ===
    {{LootChestItem|bamboo}}
    
    == Usage ==
    When broken, any bamboo [[block]] placed or grown above it is also broken. A bamboo block drops itself as an [[item]] if a [[piston]] pushes it or moves a block into its space. When bamboo is first placed as a shoot it's not solid and can be destroyed by water flowing into it. After growing at least one block taller it becomes solid and can't be destroyed by water. To transform a bamboo shoot into a solid bamboo block place another bamboo on top of it.
    
    Unlike most plants, bamboo cannot be [[Composter#Composting|composted]].<ref>{{bug|MC-142452|||WAI}}</ref>
    
    === Farming ===
    Bamboo can be planted on [[moss block]]s{{only|java|short=1}}, [[grass block]]s, [[dirt]], [[coarse dirt]], [[rooted dirt]], [[gravel]], [[mycelium]], [[podzol]], [[sand]], [[red sand]], [[suspicious sand]], [[suspicious gravel]], [[mud]], bamboo shoot, or on itself. At default random tick speed (3), each plant grows on average every {{convert|4096|ticks|seconds}}. When [[bone meal]] is {{control|used}} on it, it grows by 1–2 [[blocks]]. Bamboo can grow up to 12–16 blocks tall. The top of a bamboo plant requires a [[light]] level of 9 or above to grow.
    
    Because bamboo breaks in almost the same way as [[sugar cane]]s, [[Tutorials/Sugar cane farming|a sugar cane farm]] can be easily adapted to this use. While water is not needed with such a farm, some spacing is recommended if the harvest is done manually as mature stalks are solid.
    
    === Pandas ===
    Bamboo [[item]]s are eaten by [[panda]]s and can be used to speed up the growth of baby pandas. Bamboo can also be used to breed pandas when at least 8 [[block]]s of bamboo are within 5 blocks of the pandas, making the panda the only animal in the game to have extra breeding requirements. At this point, the [[player]] can feed them bamboo and they [[breeding|mate]] to have a baby.
    
    === Fuel ===
    Bamboo can be used as fuel for [[smelting]]. Each bamboo item smelts 0.25 [[item]]s. Crafting two bamboo into a [[stick]] and using that as fuel is equivalent, smelting 0.5 items. 
    
    Bamboo can be crafted into other items to increase its fuel efficiency.
    * By crafting 9 bamboo into 2 [[bamboo planks]], 3 items can be smelted instead of 2.25, a 33.3% increase in efficiency.
    ** {{IN|bedrock}}, the fuel efficiency can be further doubled by crafting the bamboo planks into twice the amount of [[slab]]s.<ref>{{bug|MCPE-94368||Wooden slabs last for the same amount of time as planks in a furnace}}</ref>
    * {{IN|java}}, by crafting 14 bamboo into 3 [[ladder]]s, 4.5 items can be smelted instead of 3.5, a 28.6% increase in efficiency.
    
    === Flower pots ===
    Bamboo can be placed in a [[flower pot]], where it retains the design it has in its item form.
    
    === Crafting ingredient ===
    {{crafting usage}}
    
    == Appearance ==
    [[File:Bamboo stages.png|thumb|The different stages of bamboo growth.]]
    
    The appearance of bamboo changes as it grows. When first placed, it takes the form of a small shoot, which has no [[hitbox]]. When it grows one [[block]] taller it grows to 2 pixels in length and width and the top block has leaves coming off it. At 3 blocks, the top 2 blocks have leaves and at 4 blocks the bamboo expands to 3×3 pixels. At 5 blocks tall, the top 3 blocks have leaves on them. As the bamboo grows, the leaves move up and stay at the top 3 blocks. Destroying a block of bamboo does not change the appearance of the blocks below it. Bamboo is oriented at a random position in the block that it is in.
    
    == Sounds ==
    === Bamboo ===
    {{Sound table/Block/Bamboo}}
    
    === Bamboo Shoot ===
    {{Sound table/Block/Bamboo shoot}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showblocktags=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Bamboo
    |spritetype=block
    |nameid=bamboo
    |blocktags=bamboo_plantable_on}}
    {{ID table
    |displayname=Bamboo Shoot
    |spritetype=block
    |nameid=bamboo_sapling
    |blocktags=bamboo_plantable_on
    |form=block
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Bamboo
    |spritetype=block
    |nameid=bamboo
    |id=418}}
    {{ID table
    |displayname=Bamboo Sapling
    |spritetype=block
    |nameid=bamboo_sapling
    |id=419
    |form=block
    |translationkey=-
    |foot=1}}
    
    === Block states ===
    {{see also|Block states}}
    
    {{/BS}}
    
    == Achievements ==
    {{load achievements|Zoologist}}
    
    == History ==
    {{History||September 29, 2018|link={{tweet|minecraft|1046096508570009602}}|Bamboo is announced at [[MINECON Earth 2018]].}}
    {{History|java}}
    {{History||1.14|snap=18w43a|[[File:Leafless Bamboo JE1 BE2.png|32px]] [[File:Small Leaves Bamboo JE1 BE2.png|32px]] [[File:Big Leaves Bamboo JE1 BE2.png|32px]] [[File:Leafless Old Bamboo JE1 BE2.png|32px]] [[File:Small Leaves Old Bamboo JE1 BE2.png|32px]] [[File:Big Leaves Old Bamboo JE1 BE2.png|32px]] [[File:Bamboo Shoot JE1 BE1.png|32px]] Added bamboo.
    |[[File:Bamboo (item) JE1 BE1.png|32px]] Bamboo as an [[item]] can be [[drops|dropped]] by bamboo and planted to grow bamboo.
    |Added [[bamboo jungle]]s, where bamboo naturally generates.}}
    {{History||1.16|snap=20w06a|"Bamboo Sapling" has been renamed to "Bamboo Shoot".}}
    {{History|||snap=20w13a|Bamboo 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=21w13a|Bamboo can now be planted on rooted dirt.}}
    {{History|||snap=21w16a|Bamboo can now be planted on moss blocks.}}
    {{History||1.18|snap=21w39a|Bamboo no longer generates underground.<ref>{{bug|MC-145376}}</ref><ref>{{bug|MC-214894}}</ref>}}
    {{History||1.19|snap=22w15a|Bamboo can now be planted on mud.}}
    {{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Bamboo can now be used to craft [[bamboo planks]].}}
    {{History|||snap=22w45a|Bamboo can no longer be used to craft bamboo planks.|Bamboo can now be used to craft a [[block of bamboo]].}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|Bamboo can now be planted on [[suspicious sand]].}}
    {{History||1.20|snap=23w14a|Bamboo can now be planted on [[suspicious gravel]].}}
    
    {{History|bedrock}}
    {{History||1.8.0|snap=beta 1.8.0.8|[[File:Leafless Bamboo BE1.png|32px]] [[File:Small Leaves Bamboo BE1.png|32px]] [[File:Big Leaves Bamboo BE1.png|32px]] [[File:Leafless Old Bamboo BE1.png|32px]] [[File:Small Leaves Old Bamboo BE1.png|32px]] [[File:Big Leaves Old Bamboo BE1.png|32px]] [[File:Bamboo Shoot JE1 BE1.png|32px]] Added bamboo.
    |[[File:Bamboo (item) JE1 BE1.png|32px]] Bamboo as an [[item]] can be [[drops|dropped]] by bamboo and planted to grow bamboo.}}
    {{History||1.9.0|snap=beta 1.9.0.0|Bamboo can now generate in [[jungle]] [[biome]]s in single shoots.
    |Added [[bamboo jungle]]s, where bamboo naturally generates.}}
    {{History||1.12.0|snap=beta 1.12.0.3|[[File:Leafless Bamboo JE1 BE2.png|32px]] [[File:Small Leaves Bamboo JE1 BE2.png|32px]] [[File:Big Leaves Bamboo JE1 BE2.png|32px]] [[File:Leafless Old Bamboo JE1 BE2.png|32px]] [[File:Small Leaves Old Bamboo JE1 BE2.png|32px]] [[File:Big Leaves Old Bamboo JE1 BE2.png|32px]] The bamboo texture brightness has been updated to match {{el|je}}.<ref>{{bug|MCPE-42635}}</ref>}}
    {{History||1.17.30|snap=beta 1.17.20.20|Swords now break bamboo instantly to match ''Java Edition''.<ref>{{bug|MCPE-64013}}</ref>}}
    {{History||1.20.0|link=Bedrock Edition 1.20.0|snap=beta 1.19.50.21|Bamboo can now be used to craft [[bamboo planks]].}}
    {{History|||snap=beta 1.19.60.20|Bamboo can no longer be used to craft bamboo planks.|Bamboo can now be used to craft a [[block of bamboo]].}}
    
    {{History|console}}
    {{History||xbox=none|xbone=none|ps=1.83|wiiu=none|switch=none|[[File:Leafless Bamboo JE1 BE2.png|32px]] [[File:Small Leaves Bamboo JE1 BE2.png|32px]] [[File:Big Leaves Bamboo JE1 BE2.png|32px]] [[File:Leafless Old Bamboo JE1 BE2.png|32px]] [[File:Small Leaves Old Bamboo JE1 BE2.png|32px]] [[File:Big Leaves Old Bamboo JE1 BE2.png|32px]] [[File:Bamboo Shoot JE1 BE1.png|32px]] Added bamboo.
    |[[File:Bamboo (item) JE1 BE1.png|32px]] Bamboo as an [[item]] can be [[drops|dropped]] by bamboo and planted to grow bamboo.}}
    {{History|foot}}
    
    === Bamboo shoot "item" ===
    {{:Technical blocks/Bamboo Shoot}}
    
    == Issues ==
    {{Issue list}}
    
    == Trivia ==
    * Because bamboo grows quickly (on average 1 growth per 200 seconds), just 500 plants in an automatic farm produce more [[item]]s than a [[hopper]] can collect (2.5 items per second). A single hopper can move only enough items to keep 6.25 [[furnace]]s running.
    * Bamboo is the fastest-growing plant in ''[[Minecraft]]'', which reflects its status as the fastest-growing plant known in real life.
    * While bamboo cannot be composted in ''Minecraft'', it can be composted in real life.
    
    == Gallery ==
    <gallery>
    File:PandaMinecon.png|The first image featuring bamboo, from [[MINECON Earth 2018]].
    File:PandasEatingMinecon.jpg|A group of [[Panda|pandas]] eating bamboo, shown at [[MINECON Earth 2018]].
    File:Growing bamboo BE.png|Planted bamboo growing.
    File:Bamboo in tree.png|A bamboo shoot growing through a [[tree]].
    File:Bamboo Jungle.png|Bamboo seen in a [[jungle]] [[biome]] variant.
    File:Bamboo Jungle in Amplified world.png|Bamboo Jungle in an [[Amplified]] world in 1.19-rc2.
    File:Naturalbamboo.png|Multiple naturally generated bamboo stems growing by a river.
    File:Tall Bamboo.png|Grown Bamboo with three parts
    File:Zuri Chopping Bamboo Pixel Art.png|[[Zuri]] chopping down bamboo for a baby panda.
    File:Bamboo Wallpaper.png|Smartphone wallpaper of the aforementioned artwork, showing more of the treetops and bamboo.
    File:Panda Packaging.jpg|Packing for the ''Diamond Level Panda'', modeled after bamboo.
    </gallery>
    
    ==References==
    {{Reflist}}
    
    {{Blocks|vegetation}}
    
    {{Items}}
    
    [[Category:Plants]]
    [[Category:Food]]
    [[Category:Natural blocks]]
    [[Category:Non-solid blocks]]
    [[Category:Flammable blocks]]
    
    [[cs:Bambus]]
    [[de:Bambus]]
    [[es:Bambú]]
    [[fr:Bambou]]
    [[it:Bambù]]
    [[ja:竹]]
    [[ko:대나무]]
    [[pl:Bambus]]
    [[pt:Bambu]]
    [[ru:Бамбук]]
    [[th:ไม้ไผ่]]
    [[zh:竹子]]</li></ul>
    beta 1.2.20.1Baby zombie villagers now burn in daylight.
    1.5.0
    {{Extension DPL}}<ul><li>[[Cooked Porkchop|Cooked Porkchop]]<br/>{{Item
    | title = Cooked Porkchop
    | image = Cooked Porkchop.png
    | renewable = Yes
    | heals = {{hunger|8}}
    | stackable =  Yes (64)
    }}
    
    '''Cooked porkchop''' is a [[food]] [[item]] that can be eaten by the [[player]].
    
    == Obtaining ==
    {{see also|Tutorials/Animal farming|title1=Animal farming}}
    
    Cooked porkchops can be obtained by cooking [[raw porkchop]]s or by [[trading]] with butchers, and is a [[drops|drop]] from [[pig]]s and [[hoglin]]s that die while on [[fire]].
    
    === Mob loot ===
    
    ==== Pigs ====
    
    Adult [[pig]]s drop 1–3 cooked porkchop if killed while on fire. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 1-6 with Looting III.
    
    ==== Hoglins ====
    
    Adult [[hoglin]]s drop 2–4 cooked porkchop if killed while on fire. The maximum amount is increased by 1 per level of Looting, for a maximum of 7 with Looting III.
    
    === Cooking ===
    
    [[Raw porkchop]] can be cooked in a [[furnace]], [[smoker]], or [[campfire]]. Each piece of cooked porkchop removed from a furnace output slot gives 0.35 [[experience]] (22.4 experience per stack).
    {{Smelting
    |Raw Porkchop
    |Cooked Porkchop
    |0,35
    }}
    
    === Trading ===
    {{IN|java}}, apprentice-level butcher [[villager]]s have a {{frac|2|3}} chance of selling 5 cooked porkchop for 1 [[emerald]].
    
    Butcher villagers may give players with the [[Hero of the Village]] effect a cooked porkchop.{{only|java}}
    
    {{IN|bedrock}}, apprentice-level butcher villagers have a 25% chance to sell 5 cooked porkchop for 1 emerald.
    
    === Chest loot ===
    {{LootChestItem|cooked-porkchop}}
    
    == Usage ==
    
    === Food ===
    {{see also|Tutorials/Hunger management|title1=Hunger management}}
    
    To eat cooked porkchop, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|8}} [[hunger]] and 12.8 [[Hunger#Mechanics|saturation]].
    
    === Wolves ===
    
    Cooked porkchops can be used to [[breeding|breed]] and heal tamed [[wolf|wolves]], lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time.
    
    === Piglins ===
    [[Piglin]]s pick up any cooked porkchops in their [[item (entity)|item]] form. However, they do not eat it.
    
    ==Sounds==
    {{Sound table/Entity/Food}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showitemtags=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Cooked Porkchop
    |spritetype=item
    |nameid=cooked_porkchop
    |itemtags=piglin_food
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Cooked Porkchop
    |spritetype=item
    |nameid=cooked_porkchop
    |id=263
    |form=item
    |foot=1}}
    
    == Achievements ==
    
    {{load achievements|Pork Chop}}
    
    == Advancements ==
    {{load advancements|Husbandry;A Balanced Diet}}
    
    == History ==
    
    {{History|java indev}}
    {{History||20100219|[[File:Cooked Porkchop JE1.png|32px]] Added cooked porkchops.
    |Cooked porkchops restore {{hp|8}} and do not stack in the [[inventory]].
    |Created by cooking [[raw porkchops]] in the inventory.}}
    {{History|java alpha}}
    {{History||v1.2.0|snap=preview|[[Zombie pigmen]] now [[drops|drop]] 0-2 cooked porkchops upon [[death]].}}
    {{History|java beta}}
    {{History||1.5|[[Pig]]s now [[drops|drop]] cooked porkchops when killed with [[fire]].}}
    {{History||1.8|snap=Pre-release|[[File:Cooked Porkchop JE2 BE1.png|32px]] The texture of cooked porkchops has been changed to avoid confusion with [[steak]].
    |Cooked porkchops are now stackable to 64 and restore [[hunger]] instead of [[health]].
    |Cooked porkchops now restore {{hunger|8}} to the food bar.
    |Cooked porkchops are no longer dropped by [[zombie pigmen]] upon their [[death]].}}
    {{History|java}}
    {{History||1.2.1|snap=12w03a|Cooked porkchop can now be used to breed wolves.}}
    {{History||1.3.1|snap=12w21a|Butcher [[villager]]s now [[trading|sell]] 6–7 cooked porkchops for 1 [[emerald]].}}
    {{History||1.4.2|snap=12w37a|[[File:Cooked Porkchop JE3 BE2.png|32px]] The texture of cooked porkchops has been changed, so that it no longer has a dark outline.}}
    {{History||1.8|snap=14w02a|Butcher [[villager]]s now [[trading|sell]] 5–7 cooked porkchops for 1 [[emerald]].}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 320.}}
    {{History||1.14|snap=18w43a|[[File:Cooked Porkchop JE4 BE3.png|32px]] The texture of cooked porkchops has been changed.}}
    {{History|||snap=19w13a|Butcher villagers now give cooked porkchops to players under the [[Hero of the Village]] effect.}}
    {{History||1.16|snap=20w07a|[[Hoglin]]s now drop cooked porkchops if killed while on fire.}}
    {{History|||snap=20w16a|Cooked porkchops can now be found in hoglin stable chests in [[bastion remnant]]s.}}
    {{History||1.16.2|snap=20w30a|Cooked porkchops can now be found in generic bastion remnant chests as well.}}
    
    {{History|pocket alpha}}
    {{History||v0.4.0|[[File:Cooked Porkchop JE2 BE1.png|32px]] Added cooked porkchops.}}
    {{History||v0.5.0|Cooked porkchops now restore {{hp|8}} instead of {{hp|4}}.}}
    {{History||v0.8.0|snap=build 1|[[File:Cooked Porkchop JE3 BE2.png|32px]] The texture of cooked porkchops has been changed, so that it no longer has a dark outline.}}
    {{History||v0.12.1|snap=build 1|Cooked porkchops now restore [[hunger]] instead of [[health]].}}
    {{History|pocket}}
    {{History||1.0.4|snap=alpha 1.0.4.0|Butcher [[villager]]s now [[trading|sell]] 5–7 cooked porkchops for 1 [[emerald]].}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Cooked Porkchop JE4 BE3.png|32px]] The texture of cooked porkchops has been changed.}} 
    {{History||1.11.0|snap=beta 1.11.0.4|[[Trading]] has been changed, butcher [[villager]]s now have a 25% chance to [[trading|sell]] 4 cooked porkchops as part of their second-tier [[trading|trade]].}}
    {{History||1.16.0|snap=beta 1.16.0.57|Trading has been changed, apprentice butcher [[villager]]s now have a 25% chance to [[trading|sell]] 5 cooked porkchops instead of 3.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Cooked Porkchop JE1.png|32px]] Added cooked porkchops.}}
    {{History||xbox=TU3|[[File:Cooked Porkchop JE2 BE1.png|32px]] The texture of cooked porkchops has been changed to be consistent with [[Java Edition]].}}
    {{History||xbox=TU5|Cooked porkchops are now stackable to 64.
    |Cooked porkchops now fill [[hunger]] instead of [[health]].}}
    {{History||xbox=TU12|[[File:Cooked Porkchop JE3 BE2.png|32px]] The texture of cooked porkchops has been changed, so that it no longer has a dark outline.}}
    {{History|PS4}}
    {{History||1.90|[[File:Cooked Porkchop JE4 BE3.png|32px]] The texture of cooked porkchops has been changed.}} 
    
    {{History|new3DS}}
    {{History||0.1.0|[[File:Cooked Porkchop JE3 BE2.png|32px]] Added cooked porkchops.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--porkchop Taking Inventory: Porkchop] – Minecraft.net on February 13, 2020
    
    {{Items}}
    
    [[Category:Food]]
    [[Category:Renewable resources]]
    
    [[cs:Pečená kotleta]]
    [[de:Gebratenes Schweinefleisch]]
    [[es:Chuleta de cerdo cocinada]]
    [[fr:Côtelette de porc cuite]]
    [[hu:Sült sertésszelet]]
    [[ja:焼き豚]]
    [[nl:Gebraden varkensvlees]]
    [[pl:Pieczony schab]]
    [[pt:Costeleta de porco assada]]
    [[ru:Жареная свинина]]
    [[uk:Смажена свинина]]
    [[zh:熟猪排]]</li><li>[[Potato|Potato]]<br/>{{about|the raw potato|the cooked potato|Baked Potato|the potato that can inflict poison|Poisonous Potato}}
    {{Item
    | group = Age 0-1
    | 1-1 = Potatoes Age 0-1.png
    | 1-2 = Potatoes Age 0-1 BE.png
    | group2 = Age 2-3
    | 2-1 = Potatoes Age 4-6.png
    | 2-2 = Potatoes Age 2-3 BE.png
    | group3 = Age 4-6
    | 3-1 = Potatoes Age 4-6.png
    | 3-2 = Potatoes Age 4-6 BE.png
    | group4 = Age 7
    | 4-1 = Potatoes Age 7.png
    | 4-2 = Potatoes Age 7 BE.png
    | image = Potato JE3 BE2.png
    | renewable = Yes
    | heals = {{hunger|1}}
    | stackable = Yes (64)
    }}
    
    A '''potato''' is a [[food]] [[item]] obtained from potato crops that can be used to plant them, consumed raw or [[cook]]ed to make [[baked potato]]es.
    
    '''Potato crops''' are planted in [[farmland]] and used to grow potatoes and, rarely, [[Poisonous Potato|poisonous potatoes]].
    
    == Obtaining ==
    
    === Natural generation ===
    [[Village]] farm plots have a chance of being planted with potatoes. The exact chance depends on the style of the village:
    
    {| class="wikitable"
    ! Village style !! Chance
    |-
    | {{EnvSprite|snowy-village}} Snowy || 70%
    |-
    | {{EnvSprite|plains-village}} Plains || 15%
    |-
    | {{EnvSprite|taiga-village}} Taiga || 10%
    |}
    
    Fully grown potato crops drop 2 to 5 potatoes ({{frac|3|5|7}} per crop harvested on average) and have a 2% chance of dropping an additional [[poisonous potato]]. Potato yield can be increased using a tool enchanted with [[Fortune]], with Fortune III harvesting an average of {{frac|5|3|7}} potatoes. [[Bone meal]] can be used to mature the potato to its last stage of growth.
    
    The first two potatoes always drop, and then three more attempts are made to drop a potato with a success rate of 57.14286% to yield the extra 0–3 drops. Each level of Fortune enchantment increases the number of attempts by one.
    
    === Mob loot ===
    [[Zombie]]s, [[husk]]s, and [[zombie villager]]s have a 2.5% ({{frac|1|40}}) chance of dropping either an [[iron ingot]], [[carrot]], or potato when killed by a player or tamed wolf. This is increased by 1% ({{frac|1|100}}) per level of looting. This gives potatoes the following chances of dropping:
    * {{frac|1|120}} (about 0.83%)
    * {{frac|7|600}} (about 1.17%) with Looting I
    * {{frac|9|600}} (1.50%) with Looting II
    * {{frac|11|600}} (about 1.83%) with Looting III
    If a zombie, husk, or zombie villager is killed with fire, it drops a baked potato instead.
    
    === Chest loot ===
    {{LootChestItem|potato}}
    
    == Usage ==
    
    === Farming ===
    {{main|Tutorials/Crop farming}}
    When farmed, potatoes require 8 [[Block tick|stages]] to grow. However, there are four ''visible'' stages due to having only four distinct textures: every two stages have the same texture, except that growth stage 7 keeps the same appearance as stages 5–6, so that only stage 8 has the final, mature appearance. Planted potatoes require a light level of 9 or greater to continue growing. If the light level is 7 or below, the crops instantly un-plant themselves ("pop off"). It is not possible to plant potatoes if the light level is too low.
    
    Crops grow faster if the farmland they are planted in is [[Farmland#Hydration|hydrated]]. Using [[bone meal]] on crops also increases the speed of growth by randomly increasing their growth stage by 2 to 5.
    
    Crops break if pushed by a [[piston]] or if their supporting farmland breaks or turns to dirt (i.e. by being trampled), dropping their usual drops.
    
    === Food ===
    To eat a potato, press and hold {{control|use}} while it is selected in the [[hotbar]]. Eating a potato restores {{hunger|1}} hunger and 0.6 [[Hunger#Mechanics|saturation]].
    
    === Breeding ===
    [[Pig]]s follow and can be [[bred]] by a player holding a potato.
    
    [[Villager]]s can pick up potato items to become willing, which allow them to breed. Villagers require 12 potatoes to become willing.
    
    === Smelting ingredient ===
    {{Smelting
    |showname=1
    |Potato
    |Baked Potato
    |0.35
    }}
    
    === Trading ===
    Novice-level farmer villagers have a 25%{{only|bedrock}} or 40%{{only|java}} chance to buy 26 potatoes for an [[emerald]] as part of their trade.
    
    === Composting ===
    Placing a potato into a [[composter]] has a 65% chance of raising the compost level by 1. This is less efficient than composting with [[Baked Potato|baked potatoes]], which has a higher success chance of 85%.
    
    == Sounds ==
    === Block ===
    {{Sound table/Block/Crop}}
    
    === Item ===
    {{Sound table/Entity/Food}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showblocktags=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Potatoes
    |spritetype=block
    |nameid=potatoes
    |blocktags=bee_growables, crops
    |form=block}}
    {{ID table
    |displayname=Potato
    |spritetype=item
    |nameid=potato
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Potatoes
    |spritetype=block
    |nameid=potatoes
    |id=142
    |form=block}}
    {{ID table
    |displayname=Potato
    |spritetype=item
    |nameid=potato
    |id=280
    |form=item
    |foot=1}}
    
    === Block states ===
    {{see also|Block states}}
    {{/BS}}
    
    == Advancements ==
    {{load advancements|Husbandry;A Balanced Diet}}
    
    == History ==
    {{History|java}}
    {{History||1.4.2|snap=12w34a|[[File:Potato JE1 BE1.png|32px]] Added potatoes.
    |[[File:Potatoes Age 0-1 JE1.png|32px]] [[File:Potatoes Age 2-3 JE1.png|32px]] [[File:Potatoes Age 4-6 JE1.png|32px]] [[File:Potatoes Age 7 JE1.png|32px]] Added potato crops.}}
    {{History|||snap=12w36a|Potatoes can now be found in [[village]]s.}}
    {{History||1.5|snap=13w09b|The [[Fortune]] enchantment now works when harvesting potatoes.<ref>{{bug|MC-1680}}</ref>}}
    {{History||1.8|snap=14w02a|Potatoes can now be [[trading|sold]] to farmer [[villager]]s, at 15–19 potatoes for 1 [[emerald]].}}
    {{History|||snap=14w04a|Farmer villagers now harvest fully grown potatoes.
    |Villagers can now be made willing using 12 potatoes.}}
    {{History|||snap=14w06a|[[File:Potatoes Age 0-1 JE2.png|32px]] [[File:Potatoes Age 2-3 JE2.png|32px]] [[File:Potatoes Age 4-6 JE2.png|32px]] [[File:Potatoes Age 7 JE2.png|32px]] Potato crops are now a pixel higher - previously they were offset one pixel down as to match farmland's sunken model. This is likely an accidental result of model conversion.}}
    {{History|||snap=14w10a|[[File:Missing Model JE2.png|32px]] [[File:Missing Model JE2.png|32px]] [[File:Missing Model JE2.png|32px]] [[File:Missing Model JE2.png|32px]]<br>[[File:Missing Model (anisotropic filtering) JE2.png|32px]] [[File:Missing Model (anisotropic filtering) JE2.png|32px]] [[File:Missing Model (anisotropic filtering) JE2.png|32px]] [[File:Missing Model (anisotropic filtering) JE2.png|32px]]<br>Potato crops of all stages [[Missing model|no longer have a model]].}}
    {{History|||snap=14w10b|[[File:Potatoes Age 0-1 JE4.png|32px]] [[File:Potatoes Age 2-3 JE4.png|32px]] [[File:Potatoes Age 4-6 JE4.png|32px]] [[File:Potatoes Age 7 JE4.png|32px]] Potato crops now have models again.<ref>{{bug|MC-50232}}</ref> In addition, they are now offset downwards by one pixel once more.<ref>{{bug|MC-50155}}</ref>}}
    {{History|||snap=14w25a|[[File:Potatoes Age 0-1 JE5.png|32px]] [[File:Potatoes Age 2-3 JE5.png|32px]] [[File:Potatoes Age 4-6 JE5.png|32px]] [[File:Potatoes Age 7 JE5.png|32px]] Potato crops are now darker and subject to directional shading.}}
    {{History|||snap=14w27a|[[File:Potatoes Age 0-1 JE6.png|32px]] [[File:Potatoes Age 2-3 JE6.png|32px]] [[File:Potatoes Age 4-6 JE6.png|32px]] [[File:Potatoes Age 7 JE6.png|32px]] Potato crops are no longer subject to directional shading.}}
    {{History||1.9|snap=15w31a|Potatoes can now be used to lead and breed [[pig]]s.}}
    {{History|||snap=15w38a|The [[drop]] chances of potatoes has now been slightly improved from average {{frac|2|3|5}} per potato crop harvested to {{frac|2|5|7}}.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this block's numeral ID was 142, and the item's 392.}}
    {{History|||snap=18w11a|Potatoes now have a chance of generating in [[shipwreck]] [[chest]]s.}}
    {{History||1.14|snap=18w43a|[[File:Potato JE2.png|32px]] The texture of potatoes has been changed.
    |[[File:Potatoes Age 0-1 JE7.png|32px]] [[File:Potatoes Age 2-3 JE7.png|32px]] [[File:Potatoes Age 4-6 JE7.png|32px]] [[File:Potatoes Age 7 JE7.png|32px]] The textures of potato crops have been changed.}}
    {{History|||snap=18w47a|Potatoes now generate in [[pillager outpost]] chests.}}
    {{History|||snap=18w48a|Potatoes can now be found in chests in [[plains]] village houses.}}
    {{History|||snap=18w49a|Potatoes can now be found in chests in [[snowy tundra|snowy]] village houses.}}
    {{History|||snap=18w50a|Potatoes can now be found in chests in [[taiga]] village houses.
    |[[File:Potato JE3 BE2.png|32px]] The texture of potatoes has been changed, once again.}}
    {{History|||snap=19w03a|Added placement and new breaking [[sound]]s to potatoes.
    |Placing a potato into the new [[composter]] has a 50% chance of raising the compost level by 1.}}
    {{History|||snap=19w05a|Potatoes now have a 65% chance of increasing the compost level in a composter by 1.}}
    {{History||1.15|snap=19w34a|[[Bee]]s can now pollinate potato crops.}}
    {{History||1.17|snap=21w13a|[[File:Potatoes Age 0-1 JE8.png|32px]] [[File:Potatoes Age 2-3 JE8.png|32px]] [[File:Potatoes Age 4-6 JE8.png|32px]] [[File:Potatoes Age 7 JE8.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 potato crop's appearance in the process.<ref>{{bug|MC-199242}}</ref>}}
    
    {{History|pocket alpha}}
    {{History||v0.8.0|snap=build 1|[[File:Potato JE1 BE1.png|32px]] Added potatoes.
    |[[File:Potatoes Age 0-1 JE6 BE1.png|32px]] [[File:Potatoes Age 2-3 JE6 BE1.png|32px]] [[File:Potatoes Age 4-6 JE6 BE1.png|32px]] [[File:Potatoes Age 7 JE6 BE1.png|32px]]{{verify|Correct models?}} Added potato crops.
    |Potatoes are a rare [[drops|drop]] from killing [[zombie]]s.}}
    {{History|||snap=build 3|Potatoes now have a chance to drop when tilling [[grass block]]s.}}
    {{History|||snap=build 4|Potatoes are no longer dropped from tilling grass blocks.}}
    {{History||v0.9.0|snap=build 1|Potato crops now naturally spawn in [[village]]s.
    |Potatoes can now be used to lead and breed [[pig]]s.}}
    {{History||v0.12.1|snap=build 1|Potatoes now restore [[hunger]] instead of [[health]].
    |Farmer (profession) [[villager]]s now plant and harvest potatoes.}}
    {{History||v0.16.2|Potatoes can now be found in the [[chest]] inside large houses in [[ice plains]] and [[cold taiga]] [[village]]s.}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|Potatoes can now be found in [[pillager outpost]]s and [[plains]] [[village]] houses.
    |[[File:Potato JE3 BE2.png|32px]] The texture of potatoes has been changed.
    |[[File:Potatoes Age 0-1 JE7.png|32px]] [[File:Potatoes Age 2-3 JE7.png|32px]] [[File:Potatoes Age 4-6 JE7.png|32px]] [[File:Potatoes Age 7 JE7.png|32px]]{{verify|Correct models?}} The textures of potato crops have been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Potatoes can now be used to fill up [[composter]]s.
    |Potatoes can now be found in [[taiga]], [[snowy taiga]] and [[snowy tundra]] village house [[chest]]s.}}
    {{History|||snap=beta 1.11.0.4|[[Trading]] has now been changed, farmer [[villager]]s now have a 25% chance to [[trading|buy]] 26 potatoes for an [[emerald]].}}
    {{History||1.14.0|snap=beta 1.14.0.1|[[Bee]]s can now pollinate potato crops.}}
    {{History||?|[[File:Potatoes Age 0-1 BE.png|32px]] [[File:Potatoes Age 2-3 BE.png|32px]] [[File:Potatoes Age 4-6 BE.png|32px]] [[File:Potatoes Age 7 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=TU14|xbone=CU1|ps=1.04|wiiu=Patch 1|switch=1.0.1|[[File:Potato JE1 BE1.png|32px]] Added potatoes.
    |[[File:Potatoes Age 0-1 JE6 BE1.png|32px]] [[File:Potatoes Age 2-3 JE6 BE1.png|32px]] [[File:Potatoes Age 4-6 JE6 BE1.png|32px]] [[File:Potatoes Age 7 JE6 BE1.png|32px]]{{verify|Correct models?}} Added potato crops.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Potato JE3 BE2.png|32px]] The texture of potatoes has been changed.
    |[[File:Potatoes Age 0-1 JE7.png|32px]] [[File:Potatoes Age 2-3 JE7.png|32px]] [[File:Potatoes Age 4-6 JE7.png|32px]] [[File:Potatoes Age 7 JE7.png|32px]]{{verify|Correct models?}} The textures of potato crops have been changed.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Potato JE1 BE1.png|32px]] Added potatoes.
    |[[File:Potatoes Age 0-1 JE6 BE1.png|32px]] [[File:Potatoes Age 2-3 JE6 BE1.png|32px]] [[File:Potatoes Age 4-6 JE6 BE1.png|32px]] [[File:Potatoes Age 7 JE6 BE1.png|32px]]{{verify|Correct models?}} Added potato crops.}}
    {{History|foot}}
    
    === Potatoes "item" ===
    {{:Technical blocks/Potatoes}}
    
    == Issues ==
    {{issue list}}
    
    == Gallery ==
    <gallery>
    AllSeeds.png|All the seeds that exist in the game (except [[Pitcher Plant|seeds fr]][[Torchflower Seeds|om 1.20,]] [[nether wart]] and [[cocoa beans]]).
    VillageGrowingCarrotsAndPotatoes.png|[[Carrot]]s and potatoes found growing naturally in a [[village]].
    File:Hot Potato.jpeg|Official render of a potato to celebrate National Potato Day.<ref> https://twitter.com/Minecraft/status/1692969488617029859?s=20| Hot potato! @ a friend to toss it.</ref>
    </gallery>
    
    == References ==
    {{reflist}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--potato Taking Inventory: Potato] – Minecraft.net on December 16, 2021
    
    {{items}}
    {{blocks|vegetation}}
    
    [[Category:Plants]]
    [[Category:Food]]
    [[Category:Renewable resources]]
    [[Category:Non-solid blocks]]
    [[Category:Generated structure blocks]]
    
    [[cs:Brambora]]
    [[de:Kartoffel]]
    [[es:Patata]]
    [[fr:Pomme de terre]]
    [[hu:Burgonya]]
    [[it:Patata]]
    [[ja:ジャガイモ]]
    [[ko:감자]]
    [[nl:Aardappel]]
    [[pl:Ziemniak]]
    [[pt:Batata]]
    <br />
    [[ru:Картофель]]
    [[th:มันฝรั่ง]]
    [[uk:Картопля]]
    [[zh:马铃薯]]</li></ul>
    beta 1.5.0.0Zombie villagers now sink underwater.
    beta 1.5.0.4Zombie villagers now attack baby turtles and stomp on turtle eggs.
    1.8.0
    {{Extension DPL}}<ul><li>[[Feather|Feather]]<br/>{{about|a item|a enchantent|Feather Falling}}
    {{Item
    | image = Feather.png
    | stackable = Yes (64)
    | renewable = Yes
    }}
    '''Feathers''' are items dropped by [[chicken]]s and [[parrot]]s, as well as tamed [[cats]] as morning gifts.
    
    == Obtaining ==
    
    === Mob loot ===
    
    Adult [[chicken]]s drop 0–2 feathers upon death. The maximum is increased by 1 per level of [[Looting]], for a maximum of 0–5 with Looting III.
    
    [[Parrot]]s drop 1–2 feathers upon death. The maximum is increased by 1 per level of Looting, for a maximum of 1–5 with Looting III.
    
    A [[fox]] sometimes spawns holding a feather, which always drops upon death. Alternatively, the player can drop a [[food]] item, causing the fox to drop the feather in favor of the food.
    
    === Natural generation ===
    
    {{LootChestItem|feather}}
    
    === Cat gifts ===
    {{main|Cat#Gifts}}
    
    Tamed [[cat]]s have a 70% chance of giving the [[player]] a "morning gift", and the gift has a 16.13% chance to be a feather.
    
    == Usage ==
    
    === Helmet ===
    <div style='float:right'></div>
    While a feather cannot be equipped in the head slot in [[Survival]] mode, equipping it using commands causes it to appear completely upright unlike other items.
    
    [[File:Steve wearing Feather.png|75px]]
    [[File:Alex wearing Feather.png|75px]]
    
    === Crafting ingredient ===
    
    {{crafting usage}}
    
    === Trading ===
    
    Expert-level fletcher [[villager]]s buy 24 feathers for an [[emerald]] as part of their trade.
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Feather
    |spritetype=item
    |nameid=feather
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Feather
    |spritetype=item
    |nameid=feather
    |id=327
    |form=item
    |foot=1}}
    
    == History ==
    
    {{History|java indev}}
    {{History||0.31|snap=20100130|[[File:Feather JE1.png|32px]] Added feathers.|Feathers can be used to [[craft]] [[arrow]]s.
    |Feathers are [[drop]]ped by every [[mob]] in quantities of 0 to 2.}}
    {{History||20100206|[[File:Feather JE2 BE1.png|32px]] The feather's texture has been changed; it is now not as straight anymore.}}
    {{History||20100219|[[Zombie]]s are now the only [[mob]] that can drop feathers. This was a placeholder as [[Notch]] has stated he currently doesn't know what else they should drop.<ref>{{tweet|notch|21723172931895296}}</ref>}}
    {{History|java alpha}}
    {{History||v1.0.14|[[Chicken]]s now [[drop]] 0–2 feathers upon death.}}
    {{History|java beta}}
    {{History||1.8|snap=Pre-release|[[Zombie]]s now drop [[rotten flesh]], instead of feathers.
    |[[Chicken]]s are now the only source of feathers.}}
    {{History|java}}
    {{History||1.3.1|snap=12w17a|Feathers are now used to craft [[book and quill]]s.}}
    {{History||1.4.6|snap=12w49a|Feathers are now used to craft a [[firework star]] with a burst effect.}}
    {{History||1.12|snap=17w13a|[[Parrot]]s now [[drop]] feathers.}}
    {{History||1.13|snap=17w47a|Prior to ''[[The Flattening]]'', this [[item]]'s numeral ID was 288.}}
    {{History|||snap=18w11a|Feathers now generate in [[shipwreck]] [[chest]]s.}}
    {{History||1.14|snap=18w43a|[[File:Feather JE3 BE2.png|32px]] The texture of feathers has been changed.}}
    {{History|||snap=18w44a|[[Cat]]s now offer feathers as [[Cat#Gifts|gift]]s.}}
    {{History|||snap=18w48a|Feathers can now be found in chests in plains [[village]] houses.}}
    {{History|||snap=18w50a|Feathers can now be found in chests in fletcher houses.}}
    {{History|||snap=19w07a|Added [[fox]]es, which sometimes spawn with feather in their mouths.}}
    {{History|||snap=19w11a|Fletcher [[villager]]s now [[trading|buy]] feathers.}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=1.19.4 Pre-release 1|Feathers can now be used to craft [[brush]]es.}}
    
    {{History|pocket alpha}}
    {{History||v0.2.0|[[File:Feather JE2 BE1.png|32px]] Added feathers. They are currently unobtainable and serve no purpose.}}
    {{History||v0.3.3|Chickens now drop 0–2 feathers upon death.|Feathers can now be used to [[craft]] [[arrow]]s.}}
    {{History||v0.5.0|Feathers can now be obtained after activating the [[nether reactor]].}}
    {{History||v0.11.0|snap=build 1|[[Zombie]]s now drop [[rotten flesh]], instead of feathers.}}
    {{History||v0.12.1|snap=build 1|Feathers are no longer available from the [[nether reactor]].}}
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|Feathers can now be used to craft [[book and quill]]s.|Added [[parrot]]s, which [[drop]] feathers.|Feathers can now be used as an ingredient to craft a [[firework star]].}}
    {{History||1.4.0|snap=beta 1.2.14.2|Feathers can now be found in [[shipwreck]] [[chest]]s.}}
    {{History||1.8.0|snap=beta 1.8.0.8|Feathers can now be given as a gift to the [[player]] by tamed [[cat]]s.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Feather JE3 BE2.png|32px]] The texture of feathers has been changed.|Feathers can now be found in the new [[plains]] [[village]] house.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Feathers can now be found in village fletcher [[chest]]s.}}
    {{History|||snap=beta 1.11.0.4|Feathers can now be [[trading|sold]] to fletcher [[villager]]s.}}
    {{History||1.13.0|snap=beta 1.13.0.1|Added [[fox]]es, which can [[drops|drop]] feathers.}}
    {{History||1.20.0<br>(Experimental)|link=Bedrock Edition 1.19.80|snap=beta 1.19.80.20|Feathers can now be used to craft [[brush]]es.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Feather JE2 BE1.png|32px]] Added feathers.}}
    {{History|Ps4}}
    {{History||1.90|[[File:Feather JE3 BE2.png|32px]] The texture of feathers has been changed.}}
    
    {{History|New Nintendo 3DS Edition}}
    {{History||0.1.0|[[File:Feather JE2 BE1.png|32px]] Added feathers.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == References ==
    {{reflist}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--feather Taking Inventory: Feather] – Minecraft.net on March 3, 2019
    
    {{Items}}
    
    [[Category:Renewable resources]]
    
    [[cs:Pírko]]
    [[de:Feder]]
    [[es:Pluma]]
    [[fr:Plume]]
    [[hu:Toll]]
    [[it:Piuma]]
    [[ja:羽根]]
    [[ko:깃털]]
    [[nl:Veer]]
    [[pl:Pióro]]
    [[pt:Pena]]
    [[ru:Перо]]
    [[uk:Перо]]
    [[zh:羽毛]]</li><li>[[Gray Dye|Gray Dye]]<br/>{{Item
    | image = Gray Dye.png
    | renewable = Yes
    | stackable = Yes (64)
    }}
    '''Gray dye'''{{fn|Known as '''Grey Dye''' in British, Canadian, Australian, and New Zealand English variants.}} is a [[Dyeing#Secondary colors|secondary color]] dye.
    
    == Obtaining ==
    
    === Crafting ===
    
    {{Crafting
      |Black Dye
      |White Dye
      |Output=Gray Dye,2
      |type=Material
      |head=1
      |showdescription=1
      |showname=0
    }}
    {{Crafting
      |Ink Sac;Black Dye;Ink Sac
      |Bone Meal;Bone Meal;White Dye
      |Output=Gray Dye,2
      |type=Material
      |description={{only|bedrock|education}}
      |foot=1
    }}
    
    === Trading ===
    
    [[Wandering trader]]s sell 3 gray dye for an [[emerald]].{{only|bedrock}}
    
    == Usage ==
    
    {{dye usage}}
    
    === Crafting ingredient ===
    
    {{crafting usage|ignore=Banner|continue=1}}
    {{banner crafting usage}}
    
    === Loom ingredient ===
    {{Banner loom usage|Gray Dye}}
    
    === Trading ===
    Journeyman-level villagers have a 20% chance to buy 12 gray dye for an emerald.
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Gray Dye
    |spritetype=item
    |nameid=gray_dye
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Gray Dye
    |spritetype=item
    |nameid=gray_dye
    |aliasid=dye / 8
    |id=403
    |form=item
    |translationkey=item.dye.gray.name
    |foot=1}}
    
    == Video ==
    {{yt|wGalHy0_fj0}}
    
    == History ==
    
    {{History|java beta}}
    {{History||1.2|[[File:Gray Dye JE1 BE1.png|32px]] Added gray 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|Gray dye can be now [[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|Gray dye is now [[crafting|crafted]] using [[black dye|black]] and [[white dye]]s, instead of [[ink sac]] and [[bone meal]].
    |[[File:Gray Dye JE2 BE2.png|32px]] The texture of gray dye has now been changed.}}
    {{History|||snap=18w44a|Gray dye can now change the text color on the [[sign]]s to gray.}}
    {{History|||snap=19w05a|Added the [[wandering trader]], which sell gray dyes.}}
    {{History|||snap=19w11a|Gray dye can now be [[trading|bought]] by shepherd villagers.}}
    {{History||1.17|snap=20w45a|Gray dye can now used to craft [[gray candle]]s.}}
    {{History|||snap=21w19a|Gray dye can no longer be used to craft gray candles.}}
    {{History|||snap=Pre-release 1|Gray dye can once again be used to craft gray candles.}}
    {{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Gray dye can now change the text color on [[hanging sign]]s to gray.}}
    
    {{History|pocket alpha}}
    {{History||v0.3.0|[[File:Gray Dye JE1 BE1.png|32px]] Added gray dye. It is currently unobtainable and serves no purpose.}}
    {{History||v0.8.0|snap=build 1|Gray dye can be [[craft]]ed with [[bone meal]] and an [[ink sac]], despite there being no way of obtaining ink sacs at the time.}}
    {{History|||snap=build 3|Gray dye is now available in [[creative]] mode.}}
    {{History||v0.9.0|snap=build 3|Gray dye can now be obtained in [[survival]] mode.}}
    {{History|||snap=build 11|Gray dye can now be used to craft colored [[terracotta]].}}
    {{History||v0.11.0|snap=build 1|Gray dye can now be used to dye tamed [[wolf]] collars.}}
    {{History||v0.14.0|snap=build 1|Gray dye can now be used to dye [[water]] in [[cauldron]]s.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Gray dye can now be used to dye [[shulker]]s.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Gray 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|Gray 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|Gray dye can now be used to craft [[balloon]]s and [[glow stick]]s.}}
    {{History||1.8.0|snap=beta 1.8.0.8|Gray dye can now be used to dye tamed [[cat]] collars.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Gray dye is now [[trading|sold]] by [[wandering trader]]s.
    |Gray dye can now be used to dye white [[carpet]]s and undyed [[glass pane]]s.
    |[[File:Gray Dye JE2 BE2.png|32px]] The texture of gray dye has now been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Gray dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of gray dye has been changed from <code>dye/8</code> to <code>gray_dye</code>.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.00|switch=1.0.1|wiiu=Patch 1|[[File:Gray Dye JE1 BE1.png|32px]] Added gray dye.}}
    {{History|PS4}}
    {{History||1.90|[[File:Gray Dye JE2 BE2.png|32px]] The texture of gray dye has now been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Gray Dye JE1 BE1.png|32px]] Added gray dye.}}
    {{History|foot}}
    
    == Issues ==
    {{Issue list}}
    
    == Notes ==
    {{fnlist}}
    
    == References ==
    {{Reflist}}
    
    {{Items}}
    
    [[Category:Dyes]]
    [[Category:Renewable resources]]
    
    [[cs:Šedé barvivo]]
    [[de:Grauer Farbstoff]]
    [[es:Tinte gris]]
    [[fr:Teinture grise]]
    [[hu:Szürke festék]]
    [[ja:灰色の染料]]
    [[ko:회색 염료]]
    [[nl:Grijze kleurstof]]
    [[pl:Szary barwnik]]
    [[pt:Corante cinza]]
    [[ru:Серый краситель]]
    [[zh:灰色染料]]</li></ul>
    beta 1.8.0.8Baby zombie villagers can now mount pandas and stray cats.
    1.10.0
    {{Extension DPL}}<ul><li>[[Dried Kelp|Dried Kelp]]<br/>{{about|the item|the block|Dried Kelp Block}}
    {{Item
    | title = Dried Kelp
    | image = Dried Kelp.png
    | renewable = Yes
    | heals = {{hunger|1}}
    | stackable = Yes (64)
    }}
    
    '''Dried kelp''' is a [[food]] item that can be quickly eaten by the [[player]]. It can also be crafted into [[Dried Kelp Block|dried kelp blocks]].
    
    == Obtaining ==
    
    === Cooking ===
    [[Kelp]] can be cooked in a [[furnace]], [[smoker]], or [[campfire]]. Each piece of dried kelp removed from a furnace output slot gives 0.1 [[experience]] (6.4 experience per stack).
    {{Smelting
    |Kelp
    |Dried Kelp
    |0,1
    }}
    
    === Crafting ===
    {{Crafting
     |Dried Kelp Block
     |Output= Dried Kelp,9
     |type= Foodstuff
    }}
    
    == Usage ==
    
    === Food ===
    [[File:Eating dried kelp.png|thumb|A player eating dried kelp.]]
    To eat dried kelp, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|1}} [[hunger]] and 0.6{{only|je|short=1}} / 0.2{{only|be|short=1}} hunger [[Hunger#Mechanics|saturation]].
    
    A player can consume dried kelp about twice as fast as any other food item in the game.
    
    === Crafting ingredient ===
    
    {{Crafting usage}}
    
    === Composting ===
    Dried kelp placed into a [[composter]] has a 30% chance of raising the compost level by 1.
    
    ==Sounds==
    {{Sound table/Entity/Food}}
    
    == Achievements ==
    
    {{load achievements|Castaway}}
    
    == Advancements ==
    
    {{load advancements|Husbandry;A Balanced Diet}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Dried Kelp
    |spritetype=item
    |nameid=dried_kelp
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Dried Kelp
    |spritetype=item
    |nameid=dried_kelp
    |id=270
    |form=item
    |foot=1}}
    
    == History ==
    
    {{History|java}}
    {{History||1.13|snap=18w07a|[[File:Dried Kelp JE1.png|32px]] Added dried kelp.}}
    {{History|||snap=18w08b|Dried kelp can now be used to craft [[dried kelp block]]s.}}
    {{History||1.14|snap=19w03a|Placing dried kelp into the new [[composter]] has a 10% chance of raising the compost level by 1.}}
    {{History|||snap=19w05a|Dried kelp now has a 30% chance of increasing the compost level in a composter.}}
    
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.14.2|[[File:Dried Kelp BE1.png|32px]] Added dried kelp.}}
    {{H||1.11.0|snap=beta 1.11.0.1|Dried kelp can now be used to fill up [[composter]]s.}}
    {{History||1.17.10|snap=beta 1.17.10.20|[[FIle:Dried Kelp JE1.png|32px]] The texture of dried kelp has been changed to match ''Java Edition''.}}
    
    {{History|console}}
    {{History||xbox=TU69|ps=1.76|wiiu=Patch 38|[[File:Dried Kelp BE1.png|32px]] Added dried kelp.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    {{Items}}
    
    [[Category:Food]]
    [[Category:Renewable resources]]
    
    [[de:Getrockneter Seetang]]
    [[es:Algas secas]]
    [[fr:Algue séchée]]
    [[ja:乾燥した昆布]]
    [[ko:말린 켈프]]
    [[lzh:乾海帶]]
    [[nl:Gedroogde kelp]]
    [[pl:Suszone wodorosty]]
    [[pt:Algas secas]]
    [[ru:Сушёная ламинария]]
    [[th:สาหร่ายทะเลแห้ง]]
    [[zh:干海带]]</li><li>[[Golden Carrot|Golden Carrot]]<br/>{{Item
    | title = Golden Carrot
    | image = Golden Carrot.png
    | heals = {{hunger|6}}
    | renewable = Yes
    | stackable = Yes (64)
    }}
    
    A '''golden carrot''' is a valuable [[food]] item and [[brewing]] ingredient. It provides the second most saturation in the game, behind [[suspicious stew]] crafted with either a [[Flower|dandelion]] or [[Flower|blue orchid]].
    
    ==Obtaining==
    === Chest loot ===
    {{LootChestItem|golden-carrot}}
    
    === Crafting ===
    {{Crafting
    |A1= Gold Nugget
    |B1= Gold Nugget
    |C1= Gold Nugget
    |A2= Gold Nugget
    |B2= Carrot
    |C2= Gold Nugget
    |A3= Gold Nugget
    |B3= Gold Nugget
    |C3= Gold Nugget
    |Output= Golden Carrot
    |type= Foodstuff
    }}
    
    === Trading ===
    Master-level farmer [[villager]]s have a 50% chance to sell 3 golden carrots for 3 [[emerald]]s {{in|bedrock}}, and always offer the same trade {{in|java}}.
    
    == Usage ==
    === Food ===
    To eat a golden carrot, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|6}} and 14.4 [[Hunger#Mechanics|saturation points]]. 
    
    === Animal food ===
    Golden carrots are used to tame, [[breed]], lead, grow, and heal [[horse]]s, [[donkey]]s, and [[mule]]s, and to breed, lead, and grow [[rabbit]]s.
    
    === Brewing ingredient ===
    {{Brewing
      |showname=1
      |Golden Carrot
      |Potion of Night Vision
    }}
    
    == Sounds ==
    {{Sound table/Entity/Food}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Golden Carrot
    |spritetype=item
    |nameid=golden_carrot
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Golden Carrot
    |spritetype=item
    |nameid=golden_carrot
    |id=283
    |form=item
    |foot=1}}
    
    == Achievements ==
    {{load achievements|Artificial Selection;Oooh, shiny!}}
    
    == Advancements ==
    {{load advancements|Oh Shiny;Husbandry;A Balanced Diet}}
    
    == Video ==
    {{Video note|this video is outdated; it does not mention that golden carrots can be used as animal food.}}
    
    <div style="text-align:center">{{yt|HJUaKroydLQ}}</div>
    
    == History ==
    {{History|java}}
    {{History||1.4.2|snap=12w34a|[[File:Golden Carrot JE1.png|32px]] Added golden carrots.
    |The new [[Potion of Night Vision]] is brewed by adding a golden carrot to an [[Awkward Potion]].}}
    {{History|||snap=12w36a|[[File:Golden Carrot JE2.png|32px]] The texture of golden carrots has been changed.}}
    {{History|||snap=12w37a|[[File:Golden Carrot JE3 BE1.png|32px]] The texture of golden carrots has been changed in order to match the new [[carrot]] texture. The [[item]] sprite no longer has a dark outline.}}
    {{History||1.6.1|snap=?|Golden carrots can now be used to tame, breed and heal horses and donkeys.}}
    {{History||1.8|snap=?|Golden carrots can now be used to breed rabbits.}}
    {{History|||snap=14w32a|Moved golden carrots from the Foodstuffs tab to the Brewing tab in the [[Creative inventory]].<ref name="gold carrot inventory">https://bugs.mojang.com/browse/MC-3664</ref>}}
    {{History||1.8.1|snap=pre1|Rabbits now follow players holding golden carrots.<ref>{{bug|MC-70054|||Fixed}}</ref>}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 396.}}
    {{History||1.14|snap=18w43a|[[File:Golden Carrot JE4 BE2.png|32px]] The texture of golden carrots has been changed.}}
    {{History|||snap=19w11a|Farmer [[villager]]s now [[trading|sell]] golden carrots.}}
    {{History||1.16|snap=20w16a|Golden carrots can now be found in [[ruined portal]] chests.}}
    {{History||1.16.2|snap=20w30a|Golden carrots can now be found in [[bastion remnant]] chests.}}
    {{History||1.18|snap=experimental snapshot 6|Horses, donkeys and mules now follow players holding golden carrots.}}
    {{History||1.19|snap=22w13a|Golden carrots may now be found in [[ancient city]] ice box [[chest]]s.
    |A single golden carrot now generates in the [[chest]] in <code>ancient_city/city_center/city_center_2</code>.}}
    {{History|||snap=22w14a|The golden carrot in the chest in <code>ancient_city/city_center/city_center_2</code> has been replaced with a [[golden apple]].}}
    
    
    {{History|pocket alpha}}
    {{History||v0.12.1|snap=build 1|[[File:Golden Carrot JE3 BE1.png|32px]] Added golden carrots.}}
    {{History||v0.13.0|snap=build 1| Golden carrots can now be used to feed [[rabbit]]s.}}
    {{History||v0.15.0|snap=build 1|Golden carrots can now be used to feed [[horse]]s and [[donkey]]s.}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Golden Carrot JE4 BE2.png|32px]] The texture of golden carrots has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Golden carrots can now be [[trading|bought]] from farmer [[villager]]s.}}
    {{History||1.13.0|snap=beta 1.13.0.9|Trading has been changed, master-level farmer now has {{frac|1|3}} chance to sell golden carrots.}}
    {{History||1.16.0|snap=beta 1.16.0.57|Golden carrots now generate in [[ruined portal]] chests.
    |Golden carrots trade offering chance changed to 50%.}}
    
    {{History|console}}
    {{History||xbox=TU14|xbone=CU1|ps=1.04|wiiu=Patch 1|[[File:Golden Carrot JE3 BE1.png|32px]] Added golden carrots.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Golden Carrot JE4 BE2.png|32px]] The texture of golden carrots has been changed.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Golden Carrot JE3 BE1.png|32px]] Added golden carrots.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == See also ==
    * [[Carrot]]
    * [[Golden Apple]]
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--golden-carrot Taking Inventory: Golden Carrot] – Minecraft.net on September 6, 2022
    
    {{items}}
    
    [[cs:Zlatá mrkev]]
    [[de:Goldene Karotte]]
    [[es:Zanahoria dorada]]
    [[fr:Carotte dorée]]
    [[hu:Aranyrépa]]
    [[ja:金のニンジン]]
    [[ko:황금 당근]]
    [[nl:Gouden wortel]]
    [[pl:Złota marchewka]]
    [[pt:Cenoura dourada]]
    [[ru:Золотая морковь]]
    [[uk:Золота морква]]
    [[zh:金胡萝卜]]
    [[Category:Renewable resources]]
    [[Category:Food]]
    [[Category:Brewing recipe]]</li></ul>
    beta 1.10.0.3Zombie villagers are now split into 2 different mobs, new zombie villagers now have new skins, coresponding to biome and profession.


    Desert Zombie Villager Base Desert Zombie Armorer JE1 BE1 Desert Zombie Butcher Desert Zombie Cartographer Desert Zombie Cleric Desert Zombie Farmer Desert Zombie Fisherman Desert Zombie Fletcher Desert Zombie Leatherworker Desert Zombie Librarian JE1 BE1 Desert Zombie Mason Desert Zombie Nitwit Desert Zombie Shepherd Desert Zombie Toolsmith Desert Zombie Weaponsmith JE1 BE1 Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn badlands biomes.
    Jungle Zombie Villager Base Jungle Zombie Armorer JE1 BE1 Jungle Zombie Butcher Jungle Zombie Cartographer Jungle Zombie Cleric Jungle Zombie Farmer Jungle Zombie Fisherman Jungle Zombie Fletcher Jungle Zombie Leatherworker Jungle Zombie Librarian JE1 BE1 Jungle Zombie Mason Jungle Zombie Nitwit Jungle Zombie Shepherd Jungle Zombie Toolsmith Jungle Zombie Weaponsmith JE1 BE1 Added jungle zombie villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these zombie villagers spawn only after the player has created a jungle village.
    Plains Zombie Villager Base Plains Zombie Armorer JE1 BE1 Plains Zombie Butcher Plains Zombie Cartographer Plains Zombie Cleric Plains Zombie Farmer Plains Zombie Fisherman Plains Zombie Fletcher Plains Zombie Leatherworker Plains Zombie Librarian JE1 BE1 Plains Zombie Mason Plains Zombie Nitwit Plains Zombie Shepherd Plains Zombie Toolsmith Plains Zombie Weaponsmith JE1 BE1 Added plains zombie villagers, which all have unique textures for that biome.
    Savanna Zombie Villager Base Savanna Zombie Armorer JE1 BE1 Savanna Zombie Butcher Savanna Zombie Cartographer Savanna Zombie Cleric Savanna Zombie Farmer Savanna Zombie Fisherman Savanna Zombie Fletcher Savanna Zombie Leatherworker Savanna Zombie Librarian JE1 BE1 Savanna Zombie Mason Savanna Zombie Nitwit Savanna Zombie Shepherd Savanna Zombie Toolsmith Savanna Zombie Weaponsmith JE1 BE1 Added savanna zombie villagers, which all have unique textures for that biome.
    Snowy Zombie Villager Base Snowy Zombie Armorer JE1 BE1 Snowy Zombie Butcher Snowy Zombie Cartographer Snowy Zombie Cleric Snowy Zombie Farmer Snowy Zombie Fisherman Snowy Zombie Fletcher Snowy Zombie Leatherworker Snowy Zombie Librarian JE1 BE1 Snowy Zombie Mason Snowy Zombie Nitwit Snowy Zombie Shepherd Snowy Zombie Toolsmith Snowy Zombie Weaponsmith JE1 BE1 Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
    Swamp Zombie Villager Base Swamp Zombie Armorer JE1 BE1 Swamp Zombie Butcher Swamp Zombie Cartographer Swamp Zombie Cleric Swamp Zombie Farmer Swamp Zombie Fisherman Swamp Zombie Fletcher Swamp Zombie Leatherworker Swamp Zombie Librarian JE1 BE1 Swamp Zombie Mason Swamp Zombie Nitwit Swamp Zombie Shepherd Swamp Zombie Toolsmith Swamp Zombie Weaponsmith JE1 BE1 Added swamp zombie villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in swamp.
    Taiga Zombie Villager Base Taiga Zombie Armorer JE1 BE1 Taiga Zombie Butcher Taiga Zombie Cartographer Taiga Zombie Cleric Taiga Zombie Farmer Taiga Zombie Fisherman Taiga Zombie Fletcher Taiga Zombie Leatherworker Taiga Zombie Librarian JE1 BE1 Taiga Zombie Mason Taiga Zombie Nitwit Taiga Zombie Shepherd Taiga Zombie Toolsmith Taiga Zombie Weaponsmith JE1 BE1 Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes.
    Desert Baby Zombie VillagerJungle Baby Zombie VillagerPlains Baby Zombie VillagerSavanna Baby Zombie VillagerSnowy Baby Zombie VillagerSwamp Baby Zombie VillagerTaiga Baby Zombie Villager Added baby zombie villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in those biomes.

    Added nitwit, mason, and unemployed zombie villager professions.
    Zombie villagers now attack wandering traders.
    Cured zombie villagers can now retain their trades.
    1.12.0
    {{Extension DPL}}<ul><li>[[Compass|Compass]]<br/>{{About|the item used to point to the world spawn or to a lodestone|the item used to point to the location of the player's last death|Recovery Compass}}
    {{Item
    | image = Compass.gif
    | image2 = Lodestone Compass.gif
    | renewable = Yes
    | stackable = '''Compass:''' Yes (64)<br>'''Lodestone Compass:''' No
    }}
    A '''compass''' is an item used to point to the world spawn or to a [[lodestone]].
    
    == Obtaining ==
    
    === Crafting ===
    
    {{Crafting
                    |B1= Iron Ingot
    |A2= Iron Ingot |B2= Redstone Dust   |C2= Iron Ingot
                    |B3= Iron Ingot
    |Output= Compass
    |type= Tool
    }}
    
    === Chest loot ===
    
    {{LootChestItem|compass}}
    
    === Trading ===
    
    {{IN|java}}, expert-level librarian [[villager]]s have a 50% chance to sell a single compass for 4 [[emerald]]s.
    
    {{IN|bedrock}}, expert-level librarian villagers have a {{frac|1|3}} chance to sell a single compass for 4 emeralds.
    
    == Usage ==
    
    Normally, the compass' needle points toward the world [[Spawn#World spawn|spawn point]]. The compass points to spawn when viewed in any way, including as a dropped [[Item (entity)|item]], in a player's hand, in an inventory or the crafting table, or in an [[item frame]]. The direction the needle points to is relative to the player who is viewing it. When a compass in an item frame is rotated, the needle turns accordingly.
    
    In [[the Nether]] or [[the End]], the compass' needle spins and points in random directions.
    
    The compass can be used on a [[lodestone]], after which it is named lodestone compass by default and points to that lodestone as long as the compass is in the same dimension as the lodestone, but if the compass is taken to a different dimension, it spins randomly, as a normal compass would in the Nether or the End. If the lodestone is destroyed, it also spins randomly, even if the lodestone is replaced afterward.  However, if a lodestone compass is placed in storage, the lodestone can be broken and replaced without the compass losing the attunement, as long as the compass remains in storage while the lodestone is missing.
    
    A lodestone compass appears [[enchanting|enchanted]], similar to the [[Enchanted Golden Apple|enchanted golden apple]].
    
    Using {{cmd|setworldspawn}} to change the world spawn also changes where the compass points.
    
    === Crafting ingredient ===
    
    {{crafting usage|Compass, Compass.gif}}
    
    === Anvil usage ===
    
    {{:Map/BE|position}}
    
    === Trading ===
    
    A single compass can be sold to a journeyman-level cartographer villager for 1 [[emerald]].{{only|java}}
    
    A single compass can be sold to an expert-level cartographer villager for 1 emerald as their sixth trade.{{only|bedrock}}
     
    A compass is also part of the cost of [[explorer map]]s:
    
    * An ocean explorer map and{{only|java|short=1}}/or{{only|bedrock|short=1}} a woodland explorer map can be bought from a journeyman-level cartographer for 12 emeralds and one compass, as part of their fifth trade.{{only|bedrock}}
    
    * {{IN|java}}, apprentice-level cartographer villagers offer to sell an ocean explorer map for 13 emeralds and a compass, and journeyman-level cartographer villagers offer to sell a woodland explorer map for 14 emeralds and one compass.
    
    === Enchantments ===
    
    A compass can receive the following [[enchantment]]s:
    {|class="wikitable col-2-center col-3-right"
    |+
    !Name
    !Max Level
    ![[Enchanting|Method]]
    |-
    |[[Curse of Vanishing]]
    |I
    |{{Inventory slot|Anvil}}
    |-
    |}
    
    == Sounds ==
    {{edition|java}}:
    {{Sound table
    |sound=Lodestone lock1.ogg
    |sound2=Lodestone lock2.ogg
    |source=player
    |subtitle=Lodestone Compass locks onto Lodestone
    |description=When a compass is used on a lodestone
    |id=item.lodestone_compass.lock
    |translationkey=subtitles.item.lodestone_compass.lock
    |volume=1.0
    |pitch=''varies'' <ref group=sound>Can be 0.85 or 0.95 for each sound</ref>
    |distance=16
    |foot=1}}
    
    {{edition|bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Lodestone lock1.ogg
    |sound2=Lodestone lock2.ogg
    |source=block
    |description=When a compass is used on a lodestone
    |id=lodestone_compass.link_compass_to_lodestone
    |volume=1.0
    |pitch=0.85-0.95
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Compass
    |spritetype=item
    |nameid=compass
    |form=item
    |translationkey=item.minecraft.compass,item.minecraft.lodestone_compass
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Compass
    |spritetype=item
    |nameid=compass
    |id=391
    |form=item}}
    {{ID table
    |displayname=Lodestone Compass
    |spritename=lodestone-compass-be
    |spritetype=item
    |nameid=lodestone_compass
    |aliasid=lodestonecompass
    |id=602
    |form=item
    |translationkey=item.lodestonecompass.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/Compasses}}
    </div>
    
    {{el|bedrock}}:
    : See [[Bedrock Edition level format/Item format]].
    
    == Advancements ==
    {{load advancements|Country Lode}}
    
    == History ==
    {{History|java alpha}}
    {{History||v1.1.0|[[File:Compass JE1.gif|32px]] Added compasses.
    |They have 102 visually distinct frames due to how the texture is generated - see the section below.}}
    {{History|java beta}}
    {{History||1.8|snap=Pre-release|Compasses can now be found in library [[chest]]s in the new [[strongholds]].}}
    {{History|java}}
    {{History||1.3.1|snap=12w21a|Librarian [[villager]]s now [[trading|sell]] 1 compass for 10–11 [[emerald]]s, making them [[renewable]].}}
    {{History||1.4.2|snap=12w34a|Since the mapping system has been changed, a compass can now be used to [[crafting|craft]] an empty [[map]].}}
    {{History||1.5|snap=13w02a|[[File:Compass JE2 BE2.gif|32px]] Compasses now, instead of splitting two textures, use the new animation feature included in texture packs. As a result, they are considerably less precise, having only 29 visually distinct frames. }}
    {{History||1.8|snap=14w02a|Librarian villagers now sell 1 compass for 10–12 emeralds.}}
    {{History||1.9|snap=15w31a|Compasses are now broken up into individual textures, instead of having every individual frame on one vertical strip like with animated textures.}}
    {{History|||snap=15w43a|The average yield of compasses in [[stronghold]] library [[chest]]s has been increased.}}
    {{History||1.11|snap=16w39a|Cartographer [[villager]]s have been added, who [[trading|buy]] compasses as their tier 2 trade.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 345.}}
    {{History|||snap=18w11a|Compasses can now generate in [[shipwreck]] [[chest]]s.}}
    {{History||1.14|snap=18w48a|Compasses can now generate in chests in [[village]] cartographer houses.}}
    {{History||1.16|snap=20w13a|[[File:Lodestone Compass JE1.gif|32px]] Compasses can now be used on [[lodestone]]s to make them point to the stones.
    |Compasses now point to the center of the spawn point block, instead of its north-west corner.}}
    {{History|||snap=20w14a|Compasses now have the <code>LodestonePos</code>, <code>LodestoneDimension</code>, and <code>LodestoneTracked</code> data fields. If <code>LodestoneTracked</code> is zero, the game skips checking for a lodestone in the specified position.
    |Compasses can now have the [[Curse of Vanishing]] [[enchantment]] on them.}}
    {{History|||snap=20w19a|Compasses no longer work in the [[recipe book]].<ref>{{bug|MC-116293}}</ref>}}
    {{History|||snap=20w22a|Compasses no longer work in the villager trading GUI.<ref>{{bug|MC-182888}}</ref>}}
    {{History||1.17|snap=20w48a|[[File:Compass JE3.gif|32px]] [[File:Lodestone Compass JE2.gif|32px]] The textures of compass and lodestone compass have been changed.}}
    {{History||1.19|snap=22w13a|Compasses may now be found in [[ancient city]] [[chest]]s.}}
    {{History|||snap=22w14a|Compasses can now used to craft [[recovery compass]]es.}}
    
    {{History|pocket alpha}}
    {{History||v0.2.0|[[File:Compass BE1.png|32px]] Added compasses.
    |Compasses currently have no function or legitimate method of obtaining them.}}
    {{History||v0.8.0|snap=build 1|[[File:Compass JE2 BE2.gif|32px]] Added animated texture to compasses.
    |Compasses are now functional and [[crafting|craftable]]. They have been added into the Creative Inventory.}}
    {{History||v0.14.0|snap=build 1|Compasses must now be added to a [[map]] using an [[anvil]] to add the location marker.}}
    {{History|pocket}}
    {{History||1.0.0|snap=?|[[Windows 10 Edition]] can now use the [[anvil]], as well as the [[crafting table]], to apply position markers, with compasses just as [[Pocket Edition]] can in general.}}
    {{History||1.0.4|snap=alpha 1.0.4.0|Librarian [[villager]]s now [[trading|sell]] 1 compass for 10–12 [[emerald]]s.}}
    {{History||1.1.0|snap=alpha 1.1.0.3|Cartographer villagers have been added, who [[trading|buy]] compasses as part of their tier 2 trade.
    |Compasses used with emeralds can be used to buy explorer maps as part of cartographer villagers' fourth tiers trade.}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.14.2|Compasses can now be found inside map room [[chest]]s in [[shipwreck]]s.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Compasses can now be found in [[village]] cartographer house chests.}}
    {{History||1.11.0|snap=beta 1.11.0.4|[[Trading]] has been changed, cartographer [[villager]]s now [[trading|buy]] compassess as part of their fourth tier trades.
    |Compasses used with [[emerald]]s can now be used to buy explorer maps as part of cartographer and fletcher villagers' third tier trades.
    |Librarian villagers now have a {{frac|1|3}} chance to [[trading|sell]] compasses for 4 emeralds as part of their fourth tier trades.}}
    {{History||1.16.0|snap=beta 1.16.0.57|[[File:Lodestone Compass BE1.gif|32px]] Compasses can now be used on [[lodestone]]s to make them point to the stones.
    |Compasses now have the <code>LodestonePos</code>, <code>LodestoneDimension</code>, and <code>LodestoneTracked</code> data fields. If <code>LodestoneTracked</code> is zero, the game skips checking for a lodestone in the specified position.
    |Compasses can now have the [[Curse of Vanishing]] [[enchantment]] on them.}}
    {{History||1.16.100|snap=beta 1.16.100.56|Changed the ID {{code|lodestonecompass}} to {{code|lodestone_compass}}.}}
    {{History||1.17.0|snap=beta 1.17.0.54|[[File:Compass JE3.gif|32px]] The texture of compass has been changed.}}
    {{History||1.18.10|snap=beta 1.18.10.20|[[File:Lodestone Compass JE2.gif|32px]] The texture of lodestone compass has been changed.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Compass JE2 BE2.gif|32px]] Added compasses.}}
    
    {{History|New Nintendo 3DS Edition}}
    {{History||0.1.0|[[File:Compass JE2 BE2.gif|32px]] Added compasses.}}
    {{History|foot}}
    	
    === Texture generation prior to Java Edition 13w02a ===
    {{:Procedural animated texture generation/Compasses}}
    
    == Issues ==
    {{issue list}}
    
    == Gallery ==
    
    <gallery>
    12w21a CompassPurchase.png|Purchasing a compass from a librarian [[villager]].
    </gallery>
    
    == See also ==
    *[[Clock]]
    *[[Tutorials/Navigation|Navigation]]
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--compass Taking Inventory: Compass] – Minecraft.net on August 15, 2019
    
    {{Items}}
    
    [[Category:Tools]]
    [[Category:Renewable resources]]
    
    [[cs:Kompas]]
    [[de:Kompass]]
    [[es:Brújula]]
    [[fr:Boussole]]
    [[hu:Iránytű]]
    [[it:Bussola]]
    [[ja:コンパス]]
    [[ko:나침반]]
    [[nl:Kompas]]
    [[pl:Kompas]]
    [[pt:Bússola]]
    [[ru:Компас]]
    [[uk:Компас]]
    [[zh:指南针]]</li><li>[[Lapis Lazuli|Lapis Lazuli]]<br/>{{Item
    | image = Lapis Lazuli.png
    |type=
    | renewable = Yes
    | stackable = Yes (64)
    }}
    {{About|the item|the ore|Lapis Lazuli Ore|the mineral block|Lapis Lazuli Block}}
    
    '''Lapis lazuli''' is a mineral required to [[Enchanting|enchant]] items in an [[Enchanting Table|enchanting table]].
    
    == Obtaining ==
    
    === Mining ===
    
    When mined with a stone [[pickaxe]] or better, [[lapis lazuli ore]] drops 4–9 lapis lazuli. With the [[Fortune]] III enchantment, a single block has a chance of dropping up to 36 items.
    
    === Crafting ===
    
    {{Crafting
      |Block of Lapis Lazuli
      |Output=Lapis Lazuli,9
      |type=Material
    }}
    
    === Smelting ===
    {{Smelting
      |showname=1
      |Lapis Lazuli Ore; Deepslate Lapis Lazuli Ore
      |Lapis Lazuli
      |0.2
    }}
    
    === Villager gifts ===
    
    {{IN|java}}, cleric [[villager]]s give [[player]]s lapis lazuli if they have the [[Hero of the Village]] effect.
    
    === Trading ===
    
    Apprentice-level cleric villagers sell one lapis lazuli for an [[emerald]] as part of their trades.
    
    {{IN|bedrock}}, [[wandering trader]]s may sell 3 lapis lazuli for an emerald.
    
    === Chest loot ===
    {{see also|Lapis Lazuli Ore#Natural generation}}
    {{LootChestItem|lapis-lazuli}}
    
    == Usage ==
    
    === Enchanting ===
    
    1–3 pieces of lapis lazuli are required to use an [[Enchanting Table|enchanting table]] to enchant an [[items|item]]. More specifically, the enchanting table UI shows 3 options (see [[Enchanting mechanics]] for details): the first, second, and third options cost 1, 2, and 3 lapis lazuli, respectively.
    
    === Crafting ingredient ===
    
    Lapis lazuli can be used to make [[blocks of lapis lazuli]] and [[blue dye]]. {{IN|bedrock}}, it can also be used directly as a substitute for blue dye.
    {{crafting usage}}
    
    {{IN|bedrock}}, lapis lazuli can be also used in banner patterns:
    {{banner crafting usage}}
    
    === Loom ingredient === 
    {{Banner loom usage|Lapis Lazuli}}
    
    === Dye ===
    {{Dye usage}}
    
    === Smithing ingredient ===
    {{Smithing
    |head=1
    |ingredients=Any Armor Trim +<br/>Any Armor Piece + <br/>Lapis Lazuli
    |Any Armor Trim Smithing Template
    |Netherite Chestplate
    |Lapis Lazuli
    |Lapis 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 palette
    The following color palette is shown on the designs on trimmed armor:
    *{{TrimPalette|lapis lazuli}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Lapis Lazuli
    |spritetype=item
    |nameid=lapis_lazuli
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Lapis Lazuli
    |spritetype=item
    |nameid=lapis_lazuli
    |aliasid=dye / 4
    |id=414
    |form=item
    |translationkey=item.dye.blue.name
    |foot=1}}
    
    == Advancements ==
    {{load advancements|Enchanter}}
    
    == History ==
    
    {{History|java beta}}
    {{History||1.2|[[File:Lapis Lazuli JE1 BE1.png|32px]] Added lapis lazuli.}}
    {{History||1.2_02|[[Lapis lazuli ore]] can now be found at [[bedrock]] level and now drops 4–8 lapis lazuli per block mined (increased from 1) on [[singleplayer]] only. However, servers have not been affected yet.}}
    {{History||1.8|snap=Pre-release|Lapis lazuli can now be found in [[mineshaft]] [[chest]]s.}}
    {{History|java}}
    {{History||1.4.2|snap=12w34a|Lapis lazuli can now be used to [[Armor#Dyeing|dye]] leather [[armor]] and [[wolf]] collars.}}
    {{History||1.4.6|snap=12w49a|Lapis lazuli can now be [[crafting|crafted]] with [[gunpowder]] to create a [[firework star]].}} 
    {{History||1.6.1|snap=13w19a|Lapis lazuli can now be used to craft blue [[stained clay]].}}
    {{History||1.7.2|snap=13w41a|Lapis lazuli can now be used to craft blue [[stained glass]].}}
    {{History||1.8|snap=14w02a|[[Enchanting]] now requires lapis lazuli. Different enchantments require different amounts of levels and different amounts of levels now require different amounts of lapis lazuli (between 1-3).
    |Cleric [[villager]]s now [[trading|sell]] 1–2 lapis lazuli for 1 [[emerald]], making it a [[renewable resource]].}}
    {{History|||snap=14w30a|Lapis lazuli can now be used to dye [[banner]]s.}}
    {{History||1.9|snap=15w44a|The average yield of lapis lazuli in [[mineshaft]] [[chest]]s has been decreased.}}{{History||1.11|snap=16w39a|Added the ability to dye [[shulker box]]es.}}
    {{History||1.12|snap=17w06a|Can now be used to craft blue [[concrete powder]].}}
    {{History|||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 been split up into their own IDs.
    |Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 351.}}
    {{History|||snap=18w11a|Lapis lazuli now generates in [[shipwreck]] [[chest]]s.}}
    {{History||1.14|snap=18w43a|Lapis lazuli can now be used to craft [[blue dye]].
    |Lapis lazuli can no longer be used as a [[dye]].
    |All of the dye-related functions and crafting recipes of lapis lazuli (except lapis lazuli blocks) have been transferred to blue dye.
    |[[File:Lapis Lazuli JE2 BE2.png|32px]] The texture of lapis lazuli has been changed.}}
    {{History|||snap=18w50a|Lapis lazuli can now be found in chests in [[village]] temples.}}
    {{History|||snap=19w13a|Cleric villagers now give lapis lazuli to players under the [[Hero of the Village]] effect.}}
    {{History||1.17|snap=21w08a|Lapis lazuli can now drop and be smelted from [[deepslate lapis lazuli ore]].}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Lapis lazuli can now be used as an armor trim material.}}
    
    {{History|pocket alpha}}
    {{History||v0.3.0|[[File:Lapis Lazuli JE1 BE1.png|32px]] Added lapis lazuli.}}
    {{History||v0.3.2|Lapis lazuli can now be crafted into lapis lazuli blocks, and vice versa.}}
    {{History||v0.12.1|snap=build 1|Lapis lazuli is now required for [[enchanting]].}}
    {{History||v0.14.0|snap=build 1|Lapis lazuli can now be found inside [[minecart with chest]]s in [[mineshaft]]s.
    |Lapis lazuli can now be used to dye [[water]] in [[cauldron]]s.}}
    {{History|pocket}}
    {{History||1.0.4|snap=alpha 1.0.4.0|Cleric [[villager]]s now [[trading|sell]] 1–2 lapis lazuli for 1 [[emerald]].
    |Lapis lazuli can now be used to [[dyeing|dye]] [[shulker shell]]s.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Lapis lazuli can now be used to dye [[shulker box]]es and [[bed]]s.
    |Lapis lazuli can now be used to [[crafting|craft]] blue [[concrete powder]].}}
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|Lapis lazuli can now be used to dye [[banner]]s, [[firework star]]s and [[glass]].}}
    {{History||1.4.0|snap=beta 1.2.14.2|Lapis lazuli can now be found in [[shipwreck]] treasure chests.}}
    {{History|||snap=beta 1.2.20.1|Lapis lazuli can now be used to craft [[balloon]]s and [[glow stick]]s.}}
    {{History||1.8.0|snap=beta 1.8.0.10|Lapis lazuli can now be used to craft [[blue dye]]s.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Lapis lazuli are now [[trading|sold]] by [[wandering trader]]s.
    |[[File:Lapis Lazuli JE2 BE2.png|32px]] The texture of lapis lazuli has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Lapis lazuli can now be found in [[desert]] [[village]] temple [[chest]]s.}}
    {{History|||snap=beta 1.11.0.4|Cleric [[villager]]s now [[trading|sell]] one lapis lazuli for one [[emerald]].}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of lapis lazuli has been changed from <code>dye/4</code> to <code>lapis_lazuli</code>.}}
    {{History||1.17.0|snap=beta 1.16.230.52|Lapis lazuli can now drop and be smelted from [[deepslate lapis lazuli ore]].}}
    {{History||1.19.80|snap=beta 1.19.80.21|Lapis lazuli can now be used as an armor trim material.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Lapis Lazuli JE1 BE1.png|32px]] Added lapis lazuli.}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|switch=1.0.1|Lapis lazuli can now be used in [[enchanting]].}}
    {{History|Ps4}}
    {{History||1.90|[[File:Lapis Lazuli JE2 BE2.png|32px]] The texture of lapis lazuli has been changed.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Trivia ==
    * In real life, lapis lazuli is a blue gem that can be ground and processed into ultramarine pigment. Lapis lazuli pigment has been famously used in the production of illuminated manuscripts, stained glass, and cave paintings. [[Wikipedia:Lapis lazuli|See the Wikipedia article for more information]].
    * Lapis lazuli is the only [[ore]] that can be used as a [[dye]]{{only|BE|short=1}} or making a dye.
    * It is the only item that can be put in the second slot of an [[enchantment table]].
    
    == References ==
    {{reflist}}
    
    {{Items}}
    
    [[Category:Dyes]]
    
    [[cs:Lazurit]]
    [[de:Lapislazuli]]
    [[es:Lapislázuli]]
    [[fr:Lapis-lazuli]]
    [[hu:Lazurit]]
    [[ja:ラピスラズリ]]
    [[ko:청금석]]
    [[nl:Lapis lazuli]]
    [[pl:Lazuryt]]
    [[pt:Lápis-lazúli]]
    [[ru:Лазурит]]
    [[th:แร่แลพิสแลซูลี]]
    [[uk:Лазурит]]
    [[zh:青金石]]
    [[Category:Renewable resources]]</li></ul>
    beta 1.12.0.2The new zombie villagers now have sounds.
    1.13.0
    {{Extension DPL}}<ul><li>[[Dupe Hack|Dupe Hack]]<br/>{{for|the method to duplicate items and blocks|Tutorials/Block and item duplication}}
    {{stub}}
    {{Joke feature}}
    {{exclusive|java}}{{item
    | image = Missing Texture.png
    | rarity=Common
    | stackable=No
    |title=minecraft:dupe_hack|renewable=Yes}}
    '''minecraft:dupe_hack''' is a joke item from [[Java Edition 23w13a_or_b]].
    
    ==Obtaining==
    
    Once the <code>dupe_hack_occurrence_chance</code> vote is approved the '''dupe hack''' item has a random chance of dropping whenever an entity with chests is killed by a player, e.g. when destroying a [[Minecart with Chest|minecart with chest]] with a [[sword]].
    
    It doesn't appear in the [[creative]] menu, not even when the [[Options#Controls|option]] "Operator Items Tab" is enabled, but can be given to the player with [[Commands/give|<code>/give</code>]] and other commands.
    
    ==Usage==
    The dupe hack item can be used to create a limited amount of duplicate items by placing it on a [[crafting table]] with any other item. It has a random chance of breaking, controlled by the <code>dupe_hack_break_chance</code> vote. This limitation can be mostly bypassed by putting the items in an [[Ender Chest|ender chest]] first and duplicating the chest.
    
    When using the Dupe Hack, it has a random chance of breaking, which is often decided by votes.
    
    ===Crafting ingredient===
    
    {{Crafting
      |Any Item
      |Dupe Hack
      |Output=Any Item, 2
      |showdescription=1
      |description=The dupe hack item remains in the crafting grid after duplicating an item.
      |foot=1
    }}
    
    ==Data values==
    ===ID===
    {{edition|java}}:{{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=minecraft:dupe_hack
    |spritetype=item
    |nameid=dupe_hack
    |form=item|foot=1|spritename=missingno}}
    
    ==History==
    {{History|java}}
    {{History||23w13a_or_b|[[File:Missing Texture JE4.png|32px]] Added minecraft:dupe_hack.}}
    {{History|foot}}
    
    {{items}}
    {{Jokes}}
    
    <references />
    
    [[Category:Joke items]]
    
    [[ja:Dupe Hack]]
    [[pt:Dupe Hack]]</li><li>[[Helmet|Helmet]]<br/>{{Update|Include information about armor trims and updated netherite upgrade information.}}
    {{redirect|Cap|mob spawning caps|Spawn}}
    {{redirect|Turtle Shell|the item dropped by maturing turtles|Scute}}
    {{Item
    | image = <gallery>
    Leather Cap.png| Leather
    Chainmail Helmet.png| Chainmail
    Iron Helmet.png| Iron
    Diamond Helmet.png| Diamond
    Golden Helmet.png| Golden
    Netherite Helmet.png| Netherite
    Turtle Shell.png| Turtle Shell
    </gallery>
    | durability = 
    * Leather: 55
    * Chainmail: 165
    * Iron: 165
    * Golden: 77
    * Diamond: 363
    * Netherite: 407
    * Turtle Shell: 275
    | renewable = 
    * '''Netherite''': No
    * '''All others''': Yes
    | stackable = No
    }}
    '''Helmets''' are a type of [[armor]] that covers the head of the player. There are seven types of helmets: '''leather cap''', '''chainmail helmet''', '''iron helmet''', '''diamond helmet''', '''gold helmet''', '''netherite helmet''', and '''turtle shell'''.
    
    ==Obtaining ==
    
    ===Crafting===
    
    {{crafting
      |head=1
      |showname=0
      |showdescription=1
      |name=Helmet
       |A2= Leather;Gold Ingot;Iron Ingot;Diamond;Scute
       |B2= Leather;Gold Ingot;Iron Ingot;Diamond;Scute
       |C2= Leather;Gold Ingot;Iron Ingot;Diamond;Scute
        |A3= Leather;Gold Ingot;Iron Ingot;Diamond;Scute
        |C3= Leather;Gold Ingot;Iron Ingot;Diamond;Scute
      |description=
      |Output= Leather Cap;Golden Helmet;Iron Helmet;Diamond Helmet;Turtle Shell
      |type= Combat
    }}
    {{crafting
      |ignoreusage=1
      |name=[[Helmet]]
      |ingredients=Damaged matching helmet
      |Damaged Leather Cap; Damaged Golden Helmet; Damaged Chainmail Helmet; Damaged Iron Helmet; Damaged Diamond Helmet; Damaged Turtle Shell; Damaged Netherite Helmet
      |Damaged Leather Cap; Damaged Golden Helmet; Damaged Chainmail Helmet; Damaged Iron Helmet; Damaged Diamond Helmet; Damaged Turtle Shell; Damaged Netherite Helmet
      |Output= Leather Cap; Golden Helmet; Chainmail Helmet; Iron Helmet; Diamond Helmet; Turtle Shell; Netherite Helmet
      |description= The durability of the two helmets is added together, plus an extra 5% durability.
      |type= Combat
      |foot=1
    }}
    
    ===Upgrading===
    
    {{Smithing
    |head=1
    |Netherite Upgrade
    |Diamond Helmet
    |Netherite Ingot
    |Netherite Helmet
    |tail=1
    }}
    
    ===Repairing===
    ====Grinding====
    {{Grinding
    |showdescription=1
    |ingredients=2x Damaged [[Leather Cap]] or<br>2x Damaged [[Chainmail Helmet]] or<br>2x Damaged [[Iron Helmet]] or<br>2x Damaged [[Golden Helmet]] or<br>2x Damaged [[Diamond Helmet]] or<br>2x Damaged [[Netherite Helmet]] or<br>2x Damaged [[Turtle Shell]]
    |Damaged Leather Cap; Damaged Chainmail Helmet; Damaged Iron Helmet; Damaged Golden Helmet; Damaged Diamond Helmet; Damaged Netherite Helmet; Damaged Turtle Shell
    |Damaged Leather Cap; Damaged Chainmail Helmet; Damaged Iron Helmet; Damaged Golden Helmet; Damaged Diamond Helmet; Damaged Netherite Helmet; Damaged Turtle Shell
    |Leather Cap; Chainmail Helmet; Iron Helmet; Golden Helmet; Diamond Helmet; Netherite Helmet; Turtle Shell
    |description=The durability of the two helmets are added together, plus an extra 5% durability.
    }}
    
    ====[[Anvil mechanics#Unit repair|Unit repair]]====
    Helmets can be repaired in an [[anvil]] by adding units of the [[armor material]]'s repair material, with each repair material restoring 25% of the helmet's maximum durability, rounded down.
    
    ===Mob loot===
    
    If a [[zombie]], [[husk]], [[stray]] 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 a helmet upon death. The dropped helmet is usually badly damaged, and may be [[enchanted]] with enchantment levels 5-19.
    
    {{IN|bedrock}}, [[vindicator]]s and [[pillager]]s spawned in [[raid]]s have a 8.3525% chance (10.28% on hard) to drop [[iron]] helmets. The dropped helmets are usually badly damaged, and have a 50% chance of being [[enchanted]] with a random [[enchantment]].
    
    ===Natural generation===
    Two [[armor stand]]s are found in each taiga [[village]] outdoor armory, one of them equipped with an [[iron helmet]].
    
    ===Chest loot===
    {{IN|BE}}, a sealed room in [[woodland mansion]]s can appear that has a chest sometimes containing an [[Efficiency]] I leather cap.<ref>{{bug|MCPE-109048}}</ref>
    {{LootChestItem|leather-cap,random-enchanted-leather-cap,chainmail-helmet,iron-helmet,level-enchanted-iron-helmet,golden-helmet,random-enchanted-golden-helmet,diamond-helmet,damaged-diamond-helmet,level-enchanted-diamond-helmet,damaged-random-enchanted-diamond-helmet,damaged-random-enchanted-diamond-helmet-2}}
    
    ===Trading===
    
    {{IN|java}}, novice-level armorer villagers have a 40% chance to sell an iron helmet for 4 emeralds. Journeyman-level armorers have a 40% chance to sell a chainmail helmet for 1 emerald. Master-level armorers always sell an enchanted diamond helmet for 11-27 emeralds. Apprentice-level leatherworker villagers have a {{frac|2|3}} chance to sell a leather cap<ref group="note" name="dye note">The leather armor has a random color created by two dyes (possibly the same dye twice.)</ref> for 5 emeralds. Master-level leatherworker villagers offer the same trade.
    
    Armorer villagers may give the players with the [[Hero of the Village]] effect a chainmail helmet.
    
    {{IN|bedrock}}, novice-level armorer villagers have a 25% chance to sell iron helmet for 5 emeralds, {{frac|1|3}} chance to sell chainmail helmet at journeyman-level for an emerald, and 50% chance to sell enchanted diamond helmet for 8 emeralds at master-level. Apprentice-level leatherworker villagers have a 50% chance to sell leather cap for 5 emeralds as part of their trades, and 50% chance to sell an enchanted leather cap for 5 emeralds at the master level.
    
    {{notelist|columns=1}}
    
    ==Usage ==
    
    Helmets can be placed in the top armor slot of a player's [[inventory]] for activation.
    
    ===Defense points===
    
    Defense points are each signified by half of a shirt of mail in the armor bar above the health bar. Each defense point reduces any damage dealt to the player that is absorbed by armor by 4%, increasing additively with the number of defense points. Different materials and combinations of armor provide different levels of defense.
    
    The following table shows the number of defense points added by helmets.
    
    {| class="wikitable" data-description="Helmet defense points"
    |-
    ! scope="col" |Material
    ! scope="col" |
    |-
    ! scope="row" |Leather
    |{{armor|1}}
    |-
    ! scope="row" |Golden
    | rowspan="4" |{{armor|2}}
    |-
    ! scope="row" |Chainmail
    |-
    ! scope="row" |Iron
    |-
    ! scope="row" |Turtle Shell
    |-
    ! scope="row" |Diamond
    | rowspan="2" |{{armor|3}}
    |-
    ! scope="row" |Netherite
    |}
    
    ===Knockback resistance===
    A netherite helmet provides 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 helmets can endure.
    
    Netherite armor is not damaged by [[lava]] or [[fire]] when worn.
    
    {| class="wikitable" data-description="Helmet durability"
    |-
    !Material
    !Durability
    |-
    ! scope="row" |Leather
    |55
    |-
    ! scope="row" |Golden
    |77
    |-
    ! scope="row" |Chainmail
    | rowspan="2" |165
    |-
    ! scope="row" |Iron
    |-
    ! scope="row" |Turtle Shell
    |275
    |-
    ! scope="row" |Diamond
    |363
    |-
    ! scope="row" |Netherite
    |407
    |}
    
    ====Repair====
    
    Helmets may be [[item repair|repaired]] by using them along with some of their crafting material (leather, gold ingots, iron ingots, diamonds or netherite) in an [[anvil]]. Chainmail helmets may be repaired in this way with iron ingots. They may also be repaired by crafting them together with another helmet of like material.
    
    ===Enchantments===
    A helmet can receive the following [[enchantment]]s. Note that while iron and chainmail have the same durability, chainmail has a higher [[Tutorials/Enchanting mechanics#Enchantability|enchantability]] than iron or diamond.
    {| class="wikitable"
    |-
    !Enchantment !!Max Level !!Notes
    |-
    |[[Fire Protection]]|| IV ||<ref group="note" name="exclusive">Fire Protection, Blast Protection, Projectile Protection and Protection are mutually exclusive</ref>
    |-
    |[[Projectile Protection]]|| IV ||<ref group="note" name="exclusive" />
    |-
    |[[Blast Protection]]|| IV ||<ref group="note" name="exclusive" />
    |-
    |[[Protection]]|| IV ||<ref group="note" name="exclusive" />
    |-
    |[[Unbreaking]]||III
    |
    |-
    |[[Respiration]]||III
    |
    |-
    |[[Aqua Affinity]]||I
    |
    |-
    |[[Thorns]]||III ||<ref group="note" name="anvil">Only from using an [[anvil]] and [[enchanted book]]s.</ref>
    |-
    |[[Mending]]||I ||<ref group="note" name="anvil2">Only from chest loot, fishing, or an anvil and enchanted books.</ref>
    |-
    |[[Curse of Binding]]||I ||<ref group="note" name="anvil2" />
    |-
    |[[Curse of Vanishing]]||I ||<ref group="note" name="anvil2" />
    |}
    {{notelist}}
    
    ===Turtle shell effect===
    
    Equipping a {{ItemSprite|Turtle Shell}} turtle shell provides the {{EffectLink|Water Breathing}} status effect, allowing the player to remain underwater for an additional 10 seconds. The time that this effect lasts does not begin to count down until the player dives underwater, then the 10 seconds are counted down. The effect immediately recharges after exposure to air.
    
    ===Brewing ingredient===
    A turtle shell can also be used as a potion brewing ingredient.
    {{Brewing
     |Turtle Shell
     |Potion of the Turtle Master
     |Potion of the Turtle Master
     |Potion of the Turtle Master
     |showname=1
    }}
    
    ===Smelting usage===
    
    {{Smelting|showname=1|Iron Helmet;Chainmail Helmet;Golden Helmet|Iron Nugget;Iron Nugget;Gold Nugget|0,1}}
    ===Piglins===
    {{EntityLink|Piglin|Piglins}} are attracted to ''golden'' helmets and pick them up, examining them for 6 to 8 seconds. Piglins can wear other helmets but are not attracted to them. They prefer stronger helmets over weaker helmets, with one exception: They always prefer golden helmets, throwing out stronger helmets in favor of gold helmets. Enchanted helmets are preferred over unenchanted helmets.
    
    ==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 a leather helmet is 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 a chainmail helmet is 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 an iron helmet is 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 a gold helmet is 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 a diamond helmet is 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 a netherite helmet is 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=Equip turtle shell.ogg
    |subtitle=Turtle Shell thunks
    |source=player
    |description=When a turtle shell is equipped
    |id=item.armor.equip_turtle
    |translationkey=subtitles.item.armor.equip_turtle
    |volume=1.0
    |pitch=1.0/0.85/1.1
    |distance=16}}
    {{Sound table
    |sound=Random break.ogg
    |subtitle=Item breaks
    |source=dependent
    |description=When a helmet'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}}
    
    {{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 a leather helmet or a turtle shell is 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 a chain helmet is 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 an iron helmet is 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 a gold helmet is 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 a diamond helmet is 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 a netherite helmet is equipped.
    |id=armor.equip_netherite
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |rowspan=2
    |sound=Water Splash Old.ogg
    |source=block
    |description=When a leather helmet is dyed using a cauldron
    |id=cauldron.dyearmor
    |volume=0.1
    |pitch=1.0}}
    {{Sound table
    |source=block
    |description=When a leather helmet's 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 helmet's 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 Cap
    |spritetype=item
    |nameid=leather_helmet
    |itemtags=freeze_immune_wearables
    |form=item}}
    {{ID table
    |displayname=Chainmail Helmet
    |spritetype=item
    |nameid=chainmail_helmet
    |form=item}}
    {{ID table
    |displayname=Iron Helmet
    |spritetype=item
    |nameid=iron_helmet
    |form=item}}
    {{ID table
    |displayname=Diamond Helmet
    |spritetype=item
    |nameid=diamond_helmet
    |form=item}}
    {{ID table
    |displayname=Golden Helmet
    |spritetype=item
    |nameid=golden_helmet
    |form=item}}
    {{ID table
    |displayname=Netherite Helmet
    |spritetype=item
    |nameid=netherite_helmet
    |form=item}}
    {{ID table
    |displayname=Turtle Shell
    |spritetype=item
    |nameid=turtle_helmet
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Leather Cap
    |spritetype=item
    |nameid=leather_helmet
    |id=335
    |form=item}}
    {{ID table
    |displayname=Chainmail Helmet
    |spritetype=item
    |nameid=chainmail_helmet
    |id=339
    |form=item}}
    {{ID table
    |displayname=Iron Helmet
    |spritetype=item
    |nameid=iron_helmet
    |id=343
    |form=item}}
    {{ID table
    |displayname=Diamond Helmet
    |spritetype=item
    |nameid=diamond_helmet
    |id=347
    |form=item}}
    {{ID table
    |displayname=Golden Helmet
    |spritetype=item
    |nameid=golden_helmet
    |id=351
    |form=item}}
    {{ID table
    |displayname=Netherite Helmet
    |spritetype=item
    |nameid=netherite_helmet
    |id=609
    |form=item}}
    {{ID table
    |displayname=Turtle Shell
    |spritetype=item
    |nameid=turtle_helmet
    |id=573
    |form=item
    |foot=1}}
    
    ===Item data===
    When leather caps are dyed, it has the following NBT:
    <div class="treeview">
    *{{nbt|compound|tag}}: Parent tag.
    **{{nbt|compound|display}}: Display properties. 
    ***{{nbt|int|color}}: The color of the leather armor. The tooltip displays "Dyed" if advanced tooltips are disabled, otherwise it displays the hexadecimal color value. Color codes are calculated from the Red, Green and Blue components using this formula:<br>'''<span style="color:red">Red</span>[[wikipedia:Logical shift|<<]]16 + <span style="color:green">Green</span><<8 + <span style="color:blue">Blue</span>'''<ref>For positive values larger than 0x00FFFFFF, the top byte is ignored. All negative values produce white.</ref>
    </div>
    
    ==Achievements ==
    {{load achievements|Iron Man;Tie Dye Outfit;Cover me in debris;Oooh, shiny!}}
    
    ==Advancements ==
    {{load advancements|Suit Up;Cover me With Diamonds;Oh Shiny;Cover Me in Debris;A Furious Cocktail;How Did We Get Here}}
    
    ==History ==
    {{History|java classic}}
    {{History||August 13, 2009|link=wordofnotch:162091556|Notch tested armor models on [[mob (entity)|mob]]. Only [[chestplate]]s and helmets were available. They were merely aesthetic at the time and had no effect on gameplay.}}
    {{History||0.24_SURVIVAL_TEST|[[File:Plate Helmet.png|32px]] Added [[Java_Edition_removed_features#Armor_in_Survival_Test|plate helmet]]s.
    |[[File:Chainmail Helmet JE1.png|32px]] Added the model and the texture for unused [[Java_Edition_removed_features#Armor_in_Survival_Test|chain helmet]]s.
    |[[File:Zombie full set.png|32px]] [[File:Skeleton helmet.png|26px]] Plate armor models have been tested on [[zombie]]s and [[skeleton]]s. It had no effect on gameplay.}}
    {{History|java indev}}
    {{History||0.31|snap=20091223-1|Plate and chain armor [[model]]s are no longer used.}}
    {{History|||snap=20091231-2|[[File:Leather Cap (item) JE1 BE1.png|32px]] [[File:Studded Helmet (item) JE1.png|32px]] [[File:Chainmail Helmet (item) JE1 BE1.png|32px]] [[File:Iron Helmet (item) JE1 BE1.png|32px]] Added [[item]]s of relation to leather, [[History of textures/Unused textures#Studded armor|studded]], chainmail and plate (iron) helmets.
    |The textures of leather helmets are taken from one of [[Notch]]'s previous games, ''[[Legend of the Chambered]]''. The rest are from ''[[Legend of the Chambered 2]]''.}}
    {{History||20100206|[[File:Golden Helmet (item) JE1 BE1.png|32px]] [[File:Diamond Helmet (item) JE1 BE1.png|32px]] Added items of golden and diamond helmets.
    |Removed leather-chain helmets.}}
    {{History||20100212-1|Added armor models.
    |[[File:Indev 20100212 armor.png|50px]] Armor models are now displayed on the [[player]] in the [[inventory]].}}
    {{History||20100218|[[File:Leather Cap JE1 BE1.png|32px]] [[File:Chainmail Helmet JE2 BE1.png|32px]] [[File:Iron Helmet JE1 BE1.png|32px]] [[File:Golden Helmet JE1 BE1.png|32px]] [[File:Diamond Helmet JE1 BE1.png|32px]] Added models of leather, chainmail, iron, gold, and diamond helmets.
    |Helmets can now be [[crafting|crafted]] and worn.
    |Helmets now function. All helmets give {{Armor|3}}. Helmets have limited [[item durability|durability]], with lower tier helmets less durable than higher tier helmets.}}
    {{History|java alpha}}
    {{History||v1.0.8|With the introduction of [[leather]], "Cloth Cap" has been renamed to "Leather Cap".
    |Leather cap is now [[crafting|crafted]] with leather instead of [[wool|cloth]].}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease|The armor protection behavior has been changed. Prior 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)). Armor no longer reduces certain damage types to be covered by enchantments.}}
    {{History|||snap=October 3, 2011|slink={{tweet|notch|120859830339637249}}|The first images of a [[player]] wearing enchanted armor are revealed.}}
    {{History|||snap=Beta 1.9 Prerelease 3|Iron helmets can now be found in the new [[stronghold]] altar [[chest]]s.}}
    {{History|||snap=Beta 1.9 Prerelease 4|Helmets can now be [[enchanting|enchanted]].}}
    {{History||1.1|snap=12w01a|Iron helmets can now be found in the new blacksmith [[chest]]s in [[village]]s.}}
    {{History||1.2.1|snap=12w06a|[[Zombie]]s now drop iron helmets on rare occasions and [[zombie pigman|zombie pigmen]] now drop golden helmets.}}
    {{History||1.3.1|snap=12w15a|{{key|Shift}}+clicking can now be used to wear helmets.}}
    {{History|||snap=12w21a|Chain helmets can now be obtained legitimately in [[survival]] mode through [[trading]].
    |Blacksmith [[villager]]s now [[trading|sell]] chain helmets for 5–6 emeralds.
    |Blacksmith villagers now sell diamond helmets for 7 emeralds.
    |Blacksmith villagers now sell iron helmets for 4–5 emeralds.
    |Butchers now sell leather caps 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 [[zombified piglins|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.}}
    {{History|||snap=12w34a|Leather helmets can now be dyed by [[crafting]] a leather armor piece with [[dye]]s. Dyes can be removed by {{control|use|text=using}} dyed leather armor on a [[cauldron]] with [[water]].
    |[[File:Leather Cap JE2.png|32px]] [[File:Leather Cap (item) JE2.png|32px]] Default leather caps textures are now slightly darker.}}
    {{History|||snap=12w36a|[[Dye]]d leather caps are now more saturated and have a slight tint of tan in respect to the default armor color.}}
    {{History|||snap=12w37a|[[File:Leather Cap JE3 BE2.png|32px]] [[File:Leather Cap (item) JE3 BE2.png|32px]] Leather armor now has non-dyed parts on the cap. This has been implemented so that [[player]]s can distinguish between other types of helmets and similarly colored leather caps.}}
    {{History||1.5|snap=13w04a|Helmets in the [[player]]'s hand can now be equipped by right-clicking.
    |[[Dispenser]]s can now equip nearby players with helmets.}}
    {{History||1.8|snap=14w02a|[[Trading|Trades]] changed: armorer [[villager]]s now [[trading|sell]] chain helmets for 5–7 emeralds.
    |Armorer villagers no longer sell diamond helmets.
    |Armorer villagers now sell iron helmets for 4–6 emeralds.
    |Leatherworkers no longer sell other leather caps.}}
    {{History|||snap=14w05a|Helmets no longer turns red when [[mob]]s and [[player]]s are hurt.}}
    {{History|||snap=14w06a|Helmets are now visible on [[giant]]s.}}
    {{History|||snap=14w25a|Chain helmets [[Java Edition removed features#Chainmail armor|cannot 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 helmets 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|Helmet [[item durability|durability]] now affects armor value.}}
    {{History|||snap=15w36a|Armor and armor [[enchanting|enchantment]] calculations have been changed. For the original values, see [[Armor/Before 1.9|here]].}}
    {{History|||snap=15w36d|Helmet durability affecting value has been removed.
    |Helmets now has an attribute controlling the defense points.}}
    {{History|||snap=15w50a|Added <code>equip</code> [[sound]]s for leather armor.}}
    {{History|||snap=16w02a|Armor and armor enchantment calculations have been changed again.}}
    {{History|||snap=16w05a|Armor calculations have been changed, once again.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral IDs were 298, 302, 306, 310 and 314.}}
    {{History|||snap=18w07a|[[File:Turtle Shell.png|32px]] [[File:Turtle Shell (item) JE1 BE1.png|32px]] Added turtle shells.}}
    {{History|||snap=18w09a|Golden helmets now have a chance of generating in [[underwater ruins]].}}
    {{History|||snap=18w11a|Enchanted leather caps can now generate in the chests of [[shipwreck]]s.}}
    {{History|||snap=18w20a|"Chain Helmet" has now been renamed to "Chainmail Helmet".}}
    {{History||1.14|snap=18w43a|[[File:Leather Cap JE4 BE2.png|32px]] [[File:Chainmail Helmet JE3 BE2.png|32px]] [[File:Iron Helmet JE2 BE2.png|32px]] [[File:Golden Helmet JE2 BE2.png|32px]] [[File:Diamond Helmet JE2 BE2.png|32px]]<br>[[File:Leather Cap (item) JE4 BE3.png|32px]] [[File:Chainmail Helmet (item) JE2 BE2.png|32px]] [[File:Iron Helmet (item) JE2 BE2.png|32px]] [[File:Golden Helmet (item) JE2 BE2.png|32px]] [[File:Diamond Helmet (item) JE2 BE2.png|32px]] The textures of all types of helmets have been changed.}}
    {{History|||snap=18w48a|Leather caps can now be found in [[chest]]s in [[village]] tanneries.}}
    {{History|||snap=18w50a|Iron helmets can now be found on [[armor stand]]s in [[taiga]] villages.}}
    {{History|||snap=19w08a|[[File:Golden Helmet (item) JE3 BE3.png|32px]] The textures of gold helmet [[item]]s have been changed.}}
    {{History|||snap=19w11a|Armorer villagers now sell enchanted diamond helmets, making diamond helmets effectively [[renewable resource|renewable]] again.
    |Leatherworker villagers now sell randomly [[dye]]d leather caps.}}
    {{History|||snap=19w13a|Armorer villagers now give chainmail helmets to players under the [[Hero of the Village]] effect.}}
    {{History||1.16|snap=20w06a|[[File:Netherite Helmet JE1.png|32px]] [[File:Netherite Helmet (item) JE1.png|32px]] Added netherite helmets.}}
    {{History|||snap=20w07a|[[File:Leather piglin helmet.png|32px]] [[File:Chainmail piglin helmet.png|32px]] [[File:Iron piglin helmet.png|32px]] [[File:Golden piglin helmet.png|32px]] [[File:Diamond piglin helmet.png|32px]] [[File:Netherite piglin helmet JE1.png|32px]] Added textures and [[model]]s for all helmets when they are used by [[piglin]]s.
    |Netherite helmets are now obtained by combining one diamond armor piece and one netherite ingot in a crafting table.
    |[[File:Turtle Shell piglin MC-172110.png|32px]] Turtle shells, when used by piglins and [[zombified piglin]]s, result in a [[missing texture]] when being displayed.<ref>{{Cite bug|MC|172110|Texture of turtle shells is missing when worn by a piglin or zombified piglin|date=February 14, 2020}}</ref>}}
    {{History|||snap=20w09a|[[File:Diamond Helmet (item) JE3 BE3.png|32px]] The textures of diamond helmet [[item]]s have been changed.}}
    {{History|||snap=20w10a|[[File:Netherite Helmet JE2 BE1.png|32px]] [[File:Netherite Helmet (item) JE2 BE1.png|32px]] The texture of netherite helmets has been changed.
    |[[File:Netherite piglin helmet.png|32px]] The texture of netherite helmets for [[piglin]]s has been changed.
    |Netherite helmets can no longer be [[crafting|crafted]].
    |Netherite helmets are now obtained by combining one diamond helmet and one netherite ingot in a [[smithing table]].}}
    {{History|||snap=20w16a|Golden and netherite helmets now generate randomly [[enchanting|enchanted]], and sometimes [[damage]]d, in [[bastion remnant]] and [[ruined portal]] chests.}}
    {{History|||snap=20w17a|Diamonds helmets now generate in place of netherite helmets in bastion remnant [[chest]]s.}}
    {{History|||snap=pre3|The special helmet [[model]]s and textures created for [[piglin]]s have been removed except for leather helmets.}}
    {{History||1.17|snap=20w48a|Wearing a leather helmet now prevents [[Powder Snow#Freezing|freezing]] entirely.}}
    {{History|||snap=21w13a|The two unused textures of the leather cap for [[piglin]]s<ref><code>/assets/minecraft/textures/models/armor/piglin_leather_layer_1.png</code></ref><ref><code>/assets/minecraft/textures/models/armor/piglin_leather_layer_1_overlay.png</code></ref> have been removed.}}
    {{History||1.18.2|snap=22w03a|Netherite helmet knockback resistance is no longer random.}}
    {{History||1.19|snap=22w17a|[[File:Leather Cap JE5.png|32px]] The texture of the leather cap item has been changed.|Changed the leather cap texture when worn so the center bar now extends to the bottom of the back face.}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Non-leather helmets 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 helmets to netherite helmets now requires the netherite upgrade [[smithing template]].}}
    {{History|||snap=23w05a|Leather caps can now be trimmed using a smithing table.|Helmets 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|Helmets can now be swapped by {{ctrl|using}} them in the hotbar.<ref>{{bug|MC-216270|||Fixed}}</ref>}}
    {{History||?|Helmets can now be swapped in [[armor stand]]s by {{ctrl|using}} them/[[head]]s/[[carved pumpkin]]s 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 Cap JE1 BE1.png|32px]] [[File:Chainmail Helmet JE2 BE1.png|32px]] [[File:Iron Helmet JE1 BE1.png|32px]] [[File:Golden Helmet JE1 BE1.png|32px]] [[File:Diamond Helmet JE1 BE1.png|32px]]<br>[[File:Leather Cap (item) JE1 BE1.png|32px]] [[File:Chainmail Helmet (item) JE1 BE1.png|32px]] [[File:Iron Helmet (item) JE1 BE1.png|32px]] [[File:Golden Helmet (item) JE1 BE1.png|32px]] [[File:Diamond Helmet (item) JE1 BE1.png|32px]] Added helmets.}}
    {{History||v0.8.0|snap=build 2|[[File:Leather Cap (item) JE3 BE2.png|32px]] The leather helmet sprite has been changed to that of {{el|je}}, but its armor [[model]] remains that of older versions.}}
    {{History||v0.9.0|snap=build 1|Iron helmets now naturally generate in [[village]] [[chest]]s and in [[stronghold]] altar chests.}}
    {{History||v0.11.0|snap=build 11|Helmets now protect against [[damage]] from [[mob]]s only.}}
    {{History||v0.12.1|snap=build 1|Helmets can now be worn by mobs.
    |Chainmail helmets can now be obtained in [[survival]] mode from a mob wearing it.}}
    {{History||?|Helmets no longer turn red when [[mob]]s and [[player]]s are hurt.}}
    {{History||v0.14.0|snap=build 1|[[File:Leather Cap JE3 BE2.png|32px]] The texture of leather helmets have been changed.
    |Leather helmets can now be dyed.}}
    {{History||v0.15.0|snap=build 1|Helmets can now be obtained from [[stray]]s and [[husk]]s that naturally spawn with armor.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|[[Enchanting|Enchanted]] iron helmets and enchanted diamond helmets can now be found inside [[chest]]s within [[end city|end cities]].}}
    {{History||1.0.4|snap=alpha 1.0.4.0|Iron helmets and chainmail helmets 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 helmets 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 helmets now generate in [[buried treasure]] chests.
    |Enchanted leather helmets can now be found inside [[shipwreck]] supply room [[chest]]s.}}
    {{History|||snap=beta 1.2.20.1|Golden helmets can now be found inside [[underwater ruins]] chests.}}
    {{History||1.5.0|snap=beta 1.5.0.4|[[File:Turtle Shell.png|32px]] [[File:Turtle Shell (item) JE1 BE1.png|32px]] Added turtle shells.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Leather Cap JE4 BE2.png|32px]] [[File:Chainmail Helmet JE3 BE2.png|32px]] [[File:Iron Helmet JE2 BE2.png|32px]] [[File:Golden Helmet JE2 BE2.png|32px]] [[File:Diamond Helmet JE2 BE2.png|32px]]<br>[[File:Leather Cap (item) JE4 BE3.png|32px]] [[File:Chainmail Helmet (item) JE2 BE2.png|32px]] [[File:Iron Helmet (item) JE2 BE2.png|32px]] [[File:Golden Helmet (item) JE2 BE2.png|32px]] [[File:Diamond Helmet (item) JE2 BE2.png|32px]] The textures of all types of helmets have been changed.
    |Iron helmets now can be found in plains [[village]] weaponsmith [[chest]]s.
    |Leather helmets can now be found inside plains village tannery chests.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Iron helmets now can be found in [[savanna]], [[taiga]], [[desert]], [[snowy taiga]] and [[snowy tundra]] [[village]] weaponsmith [[chest]]s.
    |Leather helmets can now be found inside savanna, taiga, desert, snowy taiga and snowy tundra village tannery chests.
    |Iron helmets can now be found in [[village]] armorer chests.}}
    {{History|||snap=beta 1.11.0.4|[[Pillager]]s and [[vindicator]]s that spawn in [[raid]]s can now drop iron helmets.
    |Diamond helmets are now sold by armorer villagers.}}
    {{History||1.11.0|snap=beta 1.11.0.5|[[File:Golden Helmet (item) JE3 BE3.png|32px]] The textures of gold helmet [[item]]s have been changed.}}
    {{History||1.12.0|snap=beta 1.12.0.2|[[File:Armor Stand with Leather Armor MCPE-44669.png|32px]] Leather armor no longer shows as being [[dye]]d properly when worn by [[armor stand]]s.}}
    {{History||1.13.0|snap=beta 1.13.0.1|Leather armor now appears properly dyed when worn by armor stands.}}
    {{History||1.16.0|snap=beta 1.16.0.51|[[File:Netherite Helmet JE2 BE1.png|32px]] [[File:Netherite Helmet (item) JE2 BE1.png|32px]] Added netherite helmets.
    |[[File:Diamond Helmet (item) JE3 BE3.png|32px]] The textures of diamond helmet [[item]]s have been changed.
    |Helmets can now be obtained from [[piglin]]s that naturally spawn with golden helmets.}}
    {{History|||snap=beta 1.16.0.57|Golden and netherite helmets now generate randomly [[enchanting|enchanted]], and sometimes [[damage]]d, in [[bastion remnant]] chests.
    |Netherite helmets can no longer be [[crafting|crafted]].
    |Netherite helmets are now obtained by combining one diamond helmet and one netherite ingot in a [[smithing table]].}}
    {{History|||snap=beta 1.16.0.63|Diamonds helmets now generate in place of netherite helmets in bastion remnant [[chest]]s.}}
    {{History|||snap=beta 1.16.200.53|Netherite helmets now gives a 90% reduction in knockback.}}
    {{History||1.16.210|snap=beta 1.16.210.53|Wearing leather helmets now prevents [[Powder Snow#Freezing|freezing]] entirely.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Leather Cap JE1 BE1.png|32px]] [[File:Chainmail Helmet JE2 BE1.png|32px]] [[File:Iron Helmet JE1 BE1.png|32px]] [[File:Golden Helmet JE1 BE1.png|32px]] [[File:Diamond Helmet JE1 BE1.png|32px]]<br>[[File:Leather Cap (item) JE1 BE1.png|32px]] [[File:Chainmail Helmet (item) JE1 BE1.png|32px]] [[File:Iron Helmet (item) JE1 BE1.png|32px]] [[File:Golden Helmet (item) JE1 BE1.png|32px]] [[File:Diamond Helmet (item) JE1 BE1.png|32px]] Added helmets.
    |Added a quick equip for armor to the [[inventory]] interface.}}
    {{History||xbox=TU12|ps=1.03|[[File:Leather Cap JE3 BE2.png|32px]] [[File:Leather Cap (item) JE3 BE2.png|32px]] The textures for leather helmets have been changed.}}
    {{History||xbox=TU14|ps=1.05|Leather helmets can now be [[dye]]d.
    |[[Item repair]] can now repair helmets.}}
    {{History||xbox=TU25|xbone=CU13|ps=1.16|Helmets 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 helmets can now be [[smelting|smelted]] down into one of their respective [[nugget]]s.}}
    {{History|PS4}}
    {{History||1.90|[[File:Chainmail Helmet (item) JE2 BE2.png|32px]] [[File:Iron Helmet (item) JE2 BE2.png|32px]] [[File:Golden Helmet (item) JE2 BE2.png|32px]] [[File:Diamond Helmet (item) JE2 BE2.png|32px]] The textures of all types of helmet items have been changed (except for the leather helmets).}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Leather Cap JE1 BE1.png|32px]] [[File:Chainmail Helmet JE2 BE1.png|32px]] [[File:Iron Helmet JE1 BE1.png|32px]] [[File:Golden Helmet JE1 BE1.png|32px]] [[File:Diamond Helmet JE1 BE1.png|32px]]<br>[[File:Leather Cap (item) JE3 BE2.png|32px]] [[File:Chainmail Helmet (item) JE1 BE1.png|32px]] [[File:Iron Helmet (item) JE1 BE1.png|32px]] [[File:Golden Helmet (item) JE1 BE1.png|32px]] [[File:Diamond Helmet (item) JE1 BE1.png|32px]] Added helmets.}}
    {{History|foot}}
    <gallery>
    File:ArmorModel Aug 13 2009.jpg|First image of armor.
    File:DinnerboneArmor.png|[[Dinnerbone]]'s first screenshot of dyed armor.
    File:ArmorPE.png
    </gallery>
    
    ;Armor durability from Indev until late Beta
    {| class="wikitable" data-description="Armor Durability during Indev until late Beta" style="text-align:center;"
    |-
    !Leather
    !Golden
    !Chainmail
    !Iron
    !Diamond
    |-
    |33
    |66
    |66
    |132
    |264
    |}
    
    ==Issues ==
    
    {{issue list}}
    
    ==Trivia ==
    *Unlike the other helmets, the netherite helmet covers most of the player's face, due to a nose guard and cheek plates.
    *The turtle shell is the only helmet that is not part of a complete set.
    * In Bedrock Edition, there exists a bug<ref>{{Cite bug|MCPE|109048|Efficiency 1 Leather Cap in Woodland Mansions|date=December 1, 2020}}</ref> that makes it possible to obtain a Leather Cap enchanted with Efficiency I from [[Woodland Mansion]] chests with a chance of 1.45%. The enchantment has no effect on the cap, however.
    
    ==Gallery ==
    <gallery>
    File:Zombie helmet.png|A zombie wearing a helmet in [[Survival Test]].
    </gallery>
    ===Enchanted Helmets===
    <gallery>
    File:Enchanted Leather Cap (item).gif
    File:Enchanted Chainmail Helmet (item).gif
    File:Enchanted Iron Helmet (item).gif
    File:Enchanted Golden Helmet (item).gif
    File:Enchanted Diamond Helmet (item).gif
    File:Enchanted Netherite Helmet (item).gif
    File:Enchanted Turtle Shell (item).gif
    </gallery>
    <gallery>
    File:Enchanted Leather Helmet.gif
    File:Enchanted Chainmail Helmet.gif
    File:Enchanted Iron Helmet.gif
    File:Enchanted Golden Helmet.gif
    File:Enchanted Diamond Helmet.gif
    File:Enchanted Netherite Helmet.gif
    File:Enchanted Turtle Shell.gif
    </gallery>
    
    ==References ==
    {{reflist}}
    
    ==External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--helmet Taking Inventory: Helmet] – Minecraft.net on February 20, 2020
    
    {{Items}}
    
    [[Category:Armor]]
    
    [[es:Casco]]
    [[ja:ヘルメット]]
    [[ko:투구]]
    [[pt:Capacete]]
    [[pl:Hełm]]
    [[zh:头盔]]</li></ul>
    beta 1.13.0.1The old zombie villagers no longer spawn naturally. However, they still exist.
    1.16.0
    {{Extension DPL}}<ul><li>[[Bone Meal|Bone Meal]]<br/>{{Item
    | image = Bone Meal.png
    | renewable = Yes
    | stackable =  Yes (64)
    }}
    '''Bone meal''' is a material that can be used as a fertilizer for most plants and fungi, as well as a crafting ingredient for [[dye]]s.
    
    == Obtaining ==
    
    === Crafting ===
    
    {{Crafting
    |Bone
    |Output=Bone Meal,3
    |type=Material
    |showname=0
    |head=1
    }}
    {{Crafting
    |Bone Block
    |Output= Bone Meal,9
    |type=Material
    |foot=1
    }}
    
    === Mob loot ===
    
    ==== Fish ====
    All fish mob variants ([[cod]], [[salmon]], [[tropical fish]], and [[pufferfish]]) have a 5% chance to drop 1 bone meal upon death.{{only|java}} In [[Bedrock Edition]], they drop [[bones]] instead.
    
    === Composters ===
    
    When a [[composter]] is completely filled, a single bone meal drops the next time the composter is {{ctrl|used}}.
    
    === Trading ===
    
    [[Wandering trader]]s sell 3 bone meal for an [[emerald]].{{only|bedrock}}
    
    == Usage ==
    
    === Crafting ingredient ===
    {{crafting usage}}
    
    {{IN|bedrock}}, bone meal can be also used in [[banner pattern]]s:
    {{banner crafting usage}}
    
    === Loom ingredient === 
    {{Banner loom usage|Bone Meal}}
    
    === Dye ===
    {{Dye usage}}
    
    === Fertilizer ===
    Bone meal can also be used on the following [[plants]] to have a chance to increase their growth stage:
    {| class="wikitable"
    |+
    !Plant
    !Action
    |-
    |{{BlockLink|Wheat}}<br>{{BlockLink|Carrots}}<br>{{BlockLink|Potatoes}}
    |The plant matures 2–5 growth stages.
    |-
    |{{BlockLink|Beetroots}}
    |The plant has a 75% chance of growing to the next growth stage.
    |-
    |{{BlockLink|Bamboo}}
    |Grows the [[bamboo]] by 1-2 stems.
    |-
    |{{BlockLink|Melon Stem|link=Melon seeds|text=Melon Seeds}}<br>{{BlockLink|Pumpkin Stem|link=Pumpkin seeds|text=Pumpkin Seeds}}
    |The planted stem matures 2–5 growth stages. Bone meal affects only the stem's growth; it does not cause [[melon]]s or [[pumpkin]]s to sprout from a mature stem.
    |-
    |{{BlockLink|Saplings}}<br>{{BlockLink|Azalea}}<br>{{BlockLink|Flowering Azalea}}<br>{{BlockLink|Mangrove Propagule}} (not hanging)
    |The [[sapling]] has a 45% chance of growing to the next growth stage, if possible. Saplings have two growth stages (with no visible difference between them) before growing into trees as the third stage. A tree cannot grow unless the sapling is planted in proper ground and sufficient space is available. Using bone meal on such an obstructed sapling with no chance of growing wastes the bone meal.
    |-
    |{{BlockLink|Sunflower}}s<br>{{BlockLink|Lilac}}s<br>{{BlockLink|Rose Bush}}es<br>{{BlockLink|Peony|Peonies}}
    |The corresponding item form drops, without destroying the original plant.
    |-
    |{{BlockLink|Grass}}<br>{{BlockLink|Fern}}s<br>{{BlockLink|Seagrass}}
    |A one-block-high tall [[grass]], [[fern]], or [[seagrass]] (that is on [[grass block]], [[dirt]], [[coarse dirt]], [[rooted dirt]], [[farmland]], [[podzol]], [[mycelium]], [[moss block]], [[mud]], or [[muddy mangrove roots]] (only exception is seagrass, will need to on a full surface)) grows into a two-block-high tall grass, fern or seagrass.
    |-
    |{{BlockLink|Mushrooms}}
    |Has a 40% chance of growing into a {{EnvLink|huge mushroom}} if on [[grass block]], [[dirt]], [[coarse dirt]], [[rooted dirt]], [[farmland]], [[podzol]], [[mycelium]], [[moss block]], [[mud]], or [[muddy mangrove roots]].
    |-
    |{{BlockLink|Cocoa}}
    |The cocoa plant matures 1 growth stage.
    |-
    |{{BlockLink|Sweet Berry Bush}}
    |Grows every stage.
    |-
    |{{BlockLink|Sea Pickle}}
    |If the [[sea pickle]] is on a [[coral block]] and in [[water]] at least 2 blocks deep, the sea pickle colony grows, and additional sea pickles generate nearby.
    |-
    |{{BlockLink|Sugar Cane}}{{only|bedrock|short=1}}
    |The sugar cane grows to maximum height (three blocks tall).
    |-
    |{{BlockLink|Kelp}}
    |The kelp plant grows by 1 block per bone meal used, up to its maximum height.
    |-
    |{{BlockLink|Flower|id=poppy}} (excluding wither roses){{only|bedrock|short=1}}
    |One-block-high flowers make more flowers of the same type grow in the surrounding area.
    |-
    |{{BlockLink|Fungus|id=fungi}}
    |Grows into [[huge fungi]], but only if on the respective [[nylium]].
    |-
    |{{BlockLink|Weeping Vines}}
    |Grows the [[weeping vine]]s a few blocks downward.
    |-
    |{{BlockLink|Twisting Vines}}
    |Grows the [[twisting vine]]s a few blocks upward.
    |-
    |{{BlockLink|Cave Vines}}
    |Produces [[glow berries]] if the vine did not have any [[glow berries]] on it already.
    |-
    |{{BlockLink|Glow Lichen}}
    |The [[glow lichen]] spreads to a random adjacent block.
    |-
    |{{BlockLink|Moss Block}}
    |The [[moss block]] causes nearby [[stone]], [[cave vine]]s, and [[dirt]] to become moss blocks.
    |-
    |{{BlockLink|Big Dripleaf}}<br>{{BlockLink|Small Dripleaf}}
    |A [[big dripleaf]] grows one block higher, and a [[small dripleaf]] becomes a big dripleaf.
    |-
    |{{BlockLink|Rooted Dirt}}
    |Causes [[hanging roots]] to grow underneath the [[rooted dirt]] if there is space.
    |-
    |{{BlockLink|Mangrove Leaves}}
    |Creates a hanging [[mangrove propagule]] under the [[mangrove leaves]].
    |-
    |{{BlockLink|Mangrove Propagule}} (hanging)
    |The [[mangrove propagule]] matures 1 growth age.
    |-
    |{{BlockLink|Pink Petals}}
    |Produces another pink petal in the block. If there are already four pink petals in the block, it will drop a pink petal as an item.
    |-
    |{{BlockLink|Torchflower Crop}}<br>{{BlockLink|Pitcher Crop}}
    |Grows every stage.
    |}
    
    Bone meal does not affect:
    * [[Cactus]]
    * [[Vines]]
    * [[Nether wart]]
    * [[Sugar cane]]{{only|JE}}
    * [[Chorus plant]]s, or other plants not listed above.
    
    ==== Wasting bone meal ====
    Bone meal can be used on the following objects in the following situations, consuming it without any real effect:
    
    * On [[grass]], [[fern]]s, and [[seagrass]] that do not have enough space to grow.<ref>{{bug|MC-125642}}</ref>
    * On [[seagrass]] that doesn't have [[water]] above.
    * On a [[dark oak sapling]] that is not in a group of four.<ref>{{bug|MC-168446}}</ref>
    * On a [[mushroom]] that is not on a block that allows it to grow into a huge mushroom.<ref>{{bug|MC-173213}}</ref>
    * On a [[sea pickle]] that is already in a group of four and has no valid locations to expand to.<ref>{{bug|MC-127995}}</ref>
    * On a [[bamboo]] (not [[bamboo shoot]]) that is blocked in the way.
    * On a [[sea pickle]] that is not on a [[coral block]].
    * On a [[fungus]] that is not on its respective [[nylium]].
    * Any plants that can't grow due to being block by the [[build limit]].
    
    === Creating new plants ===
    
    If bone meal is {{ctrl|used}} on a [[grass block]]; [[tall grass]], [[grass]], [[flower]]s, and [[pink petals]] form on the targeted block and on random adjacent grass blocks in an 15×5×15{{only|java|short=1}}/7×5×7{{only|bedrock|short=1}} area centered on the targeted block. The flowers/pink petals that appear depend on the biome, meaning that in order to obtain specific flowers, the player must travel to biomes where the flowers are found naturally. See {{slink|Flower|Flower biomes}} for more information.
    
    Using bone meal on a 2-block flower (rose bushes, sunflowers, lilacs or peonies) will cause one of the same type of flower to drop, without breaking the original. This is the only way to reproduce these flowers, since they cannot generate from using bone meal on grass blocks.
    
    Using bone meal on a non-transparent block that is underwater generates [[seagrass]] on that block and surrounding blocks. Sometimes, if in a [[warm ocean]] biome, [[coral]] and [[coral fan]]s may have a chance to generate as well, and in Bedrock Edition, coral (not coral fan) can be generated in any biome. In order for this to work, there must be 2 water blocks above the block the bone meal is being used on, and the lower one must be non-flowing water.
    
    Using bone meal on a [[sea pickle]] on a [[coral block]] creates sea pickles. This generates sea pickles up to 3 [[block]]s (of coral) away, so a 7+ × 7+ block (49+ blocks) of coral may be necessary, to return the most sea pickles per given bone meal attempt (more attempts grows them more numerously, exactly - including the range of it growing, like grass with heights on grass blocks - as coral and coral fans, though those others being non-solid blocks).
    
    Using bone meal on [[netherrack]] adjacent to [[nylium]] converts the netherrack into nylium of the same type. If both crimson and warped nylium are adjacent to the netherrack that was applied with bone meal, there is a 50% chance that either type of nylium is created.
    
    Using bone meal on [[nylium]] causes the corresponding [[roots]] and both types of [[fungi]] to appear on the nylium block and other nylium nearby, with the type of fungi matching the type of nylium being more common. In addition, using bone meal on the side of warped nylium creates [[nether sprouts]] and [[twisting vines]].
    
    === Farmer villagers ===
    [[Villager]]s with the farmer profession can collect bone meal from a full [[composter]], with which they can make their crops grow faster.
    
    == Sounds ==
    {{edition|java}}:
    {{Sound table
    |sound=Bonemeal1.ogg
    |sound2=Bonemeal2.ogg
    |sound3=Bonemeal3.ogg
    |sound4=Bonemeal4.ogg
    |sound5=Bonemeal5.ogg
    |subtitle=Bone Meal crinkles
    |description=When bone meal is successfully used
    |source=block
    |id=item.bone_meal.use
    |translationkey=subtitles.item.bone_meal.use
    |volume=1.0
    |pitch=1.0
    |distance=16
    |foot=1}}
    
    {{edition|be}}:
    {{Sound table
    |type=bedrock
    |sound=Bonemeal1.ogg
    |sound2=Bonemeal2.ogg
    |sound3=Bonemeal3.ogg
    |sound4=Bonemeal4.ogg
    |sound5=Bonemeal5.ogg
    |description=When bone meal is successfully used
    |source=block
    |id=item.bone_meal.use
    |volume=1.0
    |pitch=0.9-1.1
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Bone Meal
    |spritetype=item
    |nameid=bone_meal
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Bone Meal
    |spritetype=item
    |nameid=bone_meal
    |aliasid=dye / 15
    |id=411
    |form=item
    |translationkey=item.dye.white.name
    |foot=1}}
    
    == History ==
    
    {{History|java beta}}
    {{History||1.2|[[File:Bone Meal JE1 BE1.png|32px]] Added bone meal.
    |Bone meal can now only be applied to [[sapling]]s and [[wheat]].}}
    {{History||1.6.6|Bone meal can now be applied on [[grass block]]s.}}
    {{History||1.8|snap=Pre-release|Bone meal can now be used on [[mushroom]]s to make [[huge mushroom]]s, and the block the mushroom is on changes to [[dirt]].}}
    {{History|||snap=Pre-release 2 ;)|Bone meal can now be applied on [[pumpkin seeds|pumpkin]] and [[melon seed]]s.}}
    {{History|java}}
    {{History||1.3.1|snap=12w19a|Bone meal can now be applied on [[cocoa bean]]s.}}
    {{History|||snap=1.3|[[File:Bone Meal JE2 BE2.png|32px]] The texture of bone meal has been changed.}}
    {{History||1.4.2|snap=12w34a|Bone meal can now be used to dye [[leather armor]] and [[tamed wolf]]'s collar.}}
    {{History||1.4.6|snap=12w49a|Bone meal can now be [[crafted]] with [[gunpowder]] to create a [[firework star]].}}
    {{History||1.5|snap=13w04a|Bone meal has been significantly nerfed.<br>
    [[Wheat]], [[melon seeds|melon]] and [[pumpkin seed]]s, [[potato]]es and [[carrot]]s: one bone meal is now consumed for all seven stages of growth (melon and pumpkin seeds do not spawn right away).<br>
    [[Sapling]]s: one bone meal is now consumed for each of the two growth stages, then it grows into a tree.<br>
    [[Cocoa]]s: one bone meal is now consumed for each of the three stages of growth.
    |Green [[particle]]s are now displayed when bone meal is used.
    |Bone meal can now be used from [[dispenser]]s.}}
    {{History|||snap=13w05a|The balancing of bone meal has been adjusted. Growing a plant to its last state now takes on average 2-5 uses of bone meal (results vary from plant to plant).<ref>https://web.archive.org/web/20220921040940/https://imgur.com/a/gOngk</ref>}}
    {{History||1.6.1|snap=13w19a|Bone meal can now be used to craft white [[stained clay]].}}
    {{History||1.7.2|snap=13w36a|The [[flower]]s generated when using bone meal on grass blocks is now biome dependent.}}
    {{History|||snap=13w41a|Bone meal can now be used to craft white [[stained glass]].}}
    {{History||1.8|snap=14w30a|Added [[banner]]s, which can be dyed with [[bone meal]].}}
    {{History||1.10|snap=16w20a|Bone meal can now be used to craft [[bone block]]s.}}
    {{History||1.11|snap=16w39b|Bone meal can now be used to dye [[shulker box]]es.}}
    {{History||1.12|snap=17w06a|Bone meal can now be used to craft white [[concrete powder]].}}
    {{History||1.13|snap=17w47a|The different data values for the <code>dye</code> ID have been split up into their own IDs.
    |Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 351.}}
    {{History|||snap=18w07a|Bone meal can now be used underwater to create [[seagrass]].}}
    {{History|||snap=18w14b|Bone meal can now be used for spreading [[sea pickle]]s.}}
    {{History||1.13.1|snap=18w31a|Bone meal used in [[water]] of warm ocean biomes now has a chance of growing [[coral]].
    |[[Cod]], [[salmon]], [[tropical fish]], and [[pufferfish]] now have a chance of dropping bone meal upon death.}}
    {{History|||snap=18w32a|Bone meal used in [[water]] of warm ocean biomes now has a chance of growing [[coral fan]]s.}}
    {{History||1.14|snap=18w43a|Bone meal can now used to craft [[white dye]].
    |Bone meal can no longer be used as a [[dye]].
    |All of the dye-related functions and crafting recipes of bone meal (except bone blocks) have been transferred to white dye.
    |[[File:Bone Meal JE3 BE3.png|32px]] The texture of bone meal has been changed.
    |Bone meal can now be used on [[bamboo]] and [[bamboo shoot]].}}
    {{History|||snap=19w03a|Bone meal can now be obtained from [[composter]]s.}}
    {{History||1.16|snap=20w06a|Bone meal can now be used to grow [[fungi]] into [[huge fungi]].
    |Bone meal can now be used to spread [[nylium]] onto netherrack.}}
    {{History|||snap=20w09a|Using bone meal to grow fungi now works only on the respective [[nylium]].}}
    {{History|||snap=20w11a|Bone meal can now grow [[kelp]], [[weeping vines]], and [[twisting vines]].}}
    {{History|||snap=20w12a|Bone meal can now be used to grow [[roots]], [[fungi]], and [[nether sprouts]] on nylium.}}
    {{History|||snap=20w13a|Farmers can now use bone meal to grow crops.}}
    {{History||1.17|snap=21w03a|Bone meal can now be used to spread [[glow lichen]]s.}}
    {{History|||snap=21w05a|Bone meal can now be used on [[moss block]]s, [[small dripleaf]], [[big dripleaf]], and [[cave vines]].}}
    {{History|||snap=21w11a|Bone meal can now be used on [[rooted dirt]].}}
    {{History|||snap=21w15a|Bone meal now makes a sound when used.}}
    {{History|||snap=21w16a|Moss patches obtained from fertilizing moss blocks contain less vegetation and are now smaller and more irregular in shape.
    |Bone meal can now be used on [[azalea]] and [[flowering azalea]].}}
    {{History||1.19|snap=22w11a|Bone meal can now be used on [[mangrove propagule]]s and [[mangrove leaves]].}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|Bone meal can now be used on [[pink petals]] and [[torchflower crop]]s.|Using bone meal on [[cherry grove]]s now have a chance to generate [[pink petal]]s.}}
    {{History||1.20|snap=23w12a|Bone meal can now be used on [[pitcher crop]]s.}}
    
    {{History|pocket alpha}}
    {{History||v0.3.0|[[File:Bone Meal JE1 BE1.png|32px]] Added bone meal. It is currently unobtainable and serves no purpose.}}
    {{History||v0.3.3|Bone meal can now be crafted from bones.
    |Bone meal can now be applied to grass blocks and saplings.}}
    {{History||v0.4.0|Added the first [[crop]]s, which bone meal can be applied to.}}
    {{History||v0.8.0|snap=build 1|[[File:Bone Meal JE2 BE2.png|32px]] The texture of bone meal has been changed.
    |Bone meal no longer instantly grows [[crop]]s to full size.
    |Bone meal can now be used to craft white [[wool]].}}
    {{History|||snap=build 5|[[Pumpkin]] and [[melon]] stems now grow by only one stage when bone meal is used.
    |Some [[flower]]s now spawn certain other flowers when bone meal is used on them.
    |Bone meal can now grow [[fern]]s and [[tall grass]] in [[survival]] and [[creative]].
    |Bone meal can now grow [[sugar cane]]s to maximum height.}}
    {{History||v0.9.0|snap=build 11|Bone meal can now be used to dye tamed [[wolf]] collars.}}
    {{History||v0.14.0|snap=build 1|Bone meal can now be used from [[dispenser]]s.
    |Bone meal can now be used to dye [[water]] in [[cauldron]]s.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Bone meal can now be used to dye [[shulker]]s.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Bone meal can now be used to craft white [[concrete powder]], white [[bed]]s and white [[shulker box]]es.}}
    {{History||1.1.3|snap=alpha 1.1.3.0|Bone meal can now be used to craft [[bone block]]s.}}
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|Bone meal can now be used to craft white [[stained glass]].
    |Bone meal can now be used to craft [[firework star]]s.
    |Bone meal can now be used to create [[banner]] patterns.}}
    {{History||1.4.0|snap=beta 1.2.14.2|Bone meal can now be used underwater for growing [[seagrass]] and [[coral]].}}
    {{History|||snap=beta 1.2.20.1|Bone meal can now be used for spreading [[sea pickle]]s.
    |Bone meal can now be used to craft white [[balloon]]s and white [[glow stick]]s.}}
    {{History||1.8.0|snap=beta 1.8.0.8|Bone meal can now be used to grow [[bamboo]].}}
    {{History|||snap=beta 1.8.0.10|Bone meal can now be used to craft [[white dye]].}}
    {{History||1.10.0|snap=beta 1.10.0.3|Bone meal are now sold by [[wandering trader]]s.
    |[[File:Bone Meal JE3 BE3.png|32px]] The texture of bone meal has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Bone meal can now be obtained from [[composter]]s.}}
    {{History||1.16.0|snap=beta 1.16.0.51|Bone meal can now grow [[fungus|fungi]] into [[huge fungi]].
    |Bone meal can now be used to turn [[netherrack]] into [[nylium]].
    |Bone meal can now be used to grow [[roots]], [[fungi]], and [[nether sprouts]] on nylium.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of bone meal has been changed from <code>dye/15</code> to <code>bone_meal</code>.}}
    {{History||1.16.210|snap=beta 1.16.210.51|Bone meal used in [[water]] now has a chance of growing [[coral fan]]s.}}
    {{History||1.16.220|snap=beta 1.16.220.52|Bone meal can now be used on [[moss block]]s, [[small dripleaf]], [[big dripleaf]], [[cave vines]] and [[rooted dirt]].}}
    {{History||1.17.0|snap=beta 1.16.230.50|Bone meal can now be used to spread [[glow lichen]]s.}}
    {{History|||snap=beta 1.16.230.54|Bone meal can be used to grow [[azalea]]s into azalea trees.}}
    {{History|||snap=beta 1.17.0.50|Bone meal now makes a sound when used.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.00|wiiu=Patch 1|switch=1.0.1|[[File:Bone Meal JE1 BE1.png|32px]] Added bone meal.}}
    {{History||xbox=TU19|xbone=CU7|ps=1.12|Bone meal no longer instantly grows [[crop]]s to full size.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Bone Meal JE3 BE3.png|32px]] The texture of bone meal has been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Bone Meal JE2 BE2.png|32px]] Added bone meal.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Trivia ==
    
    * Bone meal can be used on the sides or bottom of a [[grass block]], as well as on a grass block with [[plant]]s already on top of it.
    * Regardless of if it succeeds in fertilizing, bone meal makes green sparkles. However, like smoke from a [[torch]], the sparkles appear only if the [[player]] has [[particles]] set All or Decreased.
    * In real life, [[Wikipedia:bone meal|bone meal]] is used as a fertilizer to provide nitrogen and phosphorus to plants.
    
    ==Gallery==
    
    <gallery>
    File:Bone Meal On Grass.png|Bone meal used on [[grass block]]s.
    </gallery>
    
    == See also ==
    
    * [[Farming]]
    
    == References ==
    {{reflist}}
    
    {{Items}}
    
    [[Category:Dyes]]
    [[Category:Plants]]
    [[Category:Renewable resources]]
    
    [[cs:Kostní moučka]]
    [[de:Knochenmehl]]
    [[es:Polvo de hueso]]
    [[fr:Poudre d'os]]
    [[hu:Csontliszt]]
    [[ja:骨粉]]
    [[ko:뼛가루]]
    [[nl:Beendermeel]]
    [[pl:Mączka kostna]]
    [[pt:Farinha de osso]]
    [[ru:Костная мука]]
    [[th:ผงกระดูก]]
    [[zh:骨粉]]</li><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></ul>
    beta 1.16.0.51Zombie villagers now have ability to pick up items.
    1.17.30
    {{Extension DPL}}<ul><li>[[Bottle o' Enchanting|Bottle o' Enchanting]]<br/>{{ItemEntity
    |image=Bottle o' Enchanting.gif
    |imagesize=160px
    |invimage=Bottle o' Enchanting
    |stackable=Yes (64)
    |renewable=Yes
    |size=Height: 0.25 Blocks<br>Width: 0.25 Blocks
    |rarity=Uncommon
    |networkid='''[[JE]]''': 75
    }}
    
    A '''bottle o' enchanting''' is a throwable item that releases [[experience]] orbs on impact.
    
    == Obtaining ==
    
    === Trading ===
    Master-level cleric [[villager]]s sell bottles o' enchanting for 3 emeralds as part of their trade.
    
    === Natural generation ===
    
    {{LootChestItem|bottle-o'-enchanting}}
    
    == Usage ==
    
    A bottle o' enchanting can be thrown by pressing {{control|use}}. On impact, it drops [[experience]] orbs worth {{xp|3|11}} (average 7.0) and sends out blue particles.
    
    == Sounds ==
    {{Edition|Java}}:<br>
    Bottles o' enchanting 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 bottle o' enchanting 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 bottle o' enchanting is thrown by a player
    |id=entity.experience_bottle.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 bottle o' enchanting is dispensed from 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
    |firstcolumnname=Item
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Bottle o' Enchanting
    |spritetype=item
    |nameid=experience_bottle
    |form=item
    |foot=1}}
    {{ID table
    |edition=java
    |firstcolumnname=Entity
    |generatetranslationkeys=y
    |displayname=Thrown Bottle o' Enchanting
    |spritetype=entity
    |spritename=Bottle o' Enchanting
    |nameid=experience_bottle
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |firstcolumnname=Item
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Bottle o' Enchanting
    |spritetype=item
    |nameid=experience_bottle
    |id=508
    |form=item
    |foot=1}}
    {{ID table
    |edition=bedrock
    |firstcolumnname=Entity
    |shownumericids=y
    |generatetranslationkeys=y
    |displayname=Bottle o' Enchanting
    |spritetype=entity
    |nameid=xp_bottle
    |id=68
    |foot=1}}
    
    === Entity data ===
    {{see also|Chunk format}}
    
    Thrown bottles o' enchanting have entity data that define various properties of the entity.
    
    {{/ED}}
    
    == History ==
    <!--When were dispensers made able to fire these? Or was this always a thing?-->
    {{History|java}}
    {{History||1.2.1|snap=12w04a|[[File:Bottle o' Enchanting JE1 BE1.png|32px]] Added bottles o' enchanting. 
    |Bottles o' enchanting can currently be obtained only in [[creative]] mode.}}
    {{History||1.3.1|snap=12w21a|With the implementation of the [[trading]] system, the [[player]] can now trade with priest [[villager]]s to obtain 2–4 bottles o' enchanting for 1 [[emerald]].}}
    {{History||1.8|snap=14w02a|With the trading revamp, villagers no longer [[trading|sell]] bottles o' enchanting, making them again unobtainable in regular [[survival]].}}
    {{History|||snap=14w31a|Cleric [[villager]]s now sell bottles o' enchanting for 3–11 [[emerald]]s each, making them [[renewable resource|renewable]] again.}}
    {{History||1.9|snap=15w49a|Bottles o' enchanting, like all projectiles, now take thrower's motion into account.}}
    {{History||1.11|snap=16w32a|The entity ID has now been changed from <code>ThrownExpBottle</code> to <code>xp_bottle</code>.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 384.}}
    {{History|||snap=18w11a|Bottles o' enchanting can now generate in [[shipwreck]] chests.}}
    {{History|||snap=pre5|The entity ID has now been changed to <code>experience_bottle</code>.}}
    {{History||1.14|snap=18w43a|[[File:Bottle o' Enchanting JE2 BE2.png|32px]] The texture of bottles o' enchanting has now been changed.}}
    {{History|||snap=18w47a|Bottles o' enchanting can now generate in [[pillager outpost]] chests.}}
    {{History||1.19|snap=22w13a|Bottles o' enchanting may now be found in [[ancient city]] [[chest]]s.}}
    
    {{History|pocket alpha}}
    {{History||v0.12.1|snap=build 1|[[File:Bottle o' Enchanting JE1 BE1.png|32px]] Added bottles o' enchanting. 
    |Due to the lack of [[trading]], bottles o' enchanting are currently available only in [[creative]] mode, similar to [[Java Edition 12w04a|12w04a]] when it was first released.}}
    {{History|pocket}}
    {{History||1.0.4|snap=alpha 1.0.4.0|With [[villager]] [[trading]] added, it is now possible to obtain bottles o' enchanting legitimately.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|The entity ID has now been changed from <code>potion.experience</code> to <code>xp_bottle</code>.}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.14.2|Bottles o' enchanting can now be found inside [[shipwreck]] and [[buried treasure]] [[chest]]s.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Bottles o' enchanting can now be found in [[pillager outpost]] chests.
    |[[File:Bottle o' Enchanting JE2 BE2.png|32px]] The texture of bottles o' enchanting has now been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|[[Trading]] has now been changed and bottles o' enchanting are now [[trading|sold]] by cleric [[villager]]s for 3 [[emerald]]s.}}
    
    {{History|console}}
    {{History||xbox=TU7|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Bottle o' Enchanting JE1 BE1.png|32px]] Added bottles o' enchanting.
    |Bottle o' enchanting can be found in the Miscellaneous tab in the [[Creative inventory]].}}
    {{History||xbox=TU12|Moved bottle o' enchanting to the Brewing tab in the Creative inventory.}}
    {{History|PS4}}
    {{History||1.90|[[File:Bottle o' Enchanting JE2 BE2.png|32px]] The texture of bottles o' enchanting has now been changed.}}
    
    {{History|3ds}}
    {{History||0.1.0|[[File:Bottle o' Enchanting JE1 BE1.png|32px]] Added bottles o' enchanting.
    |Bottles o' enchanting are not available within the [[Creative inventory]].}}
    {{History||?|Added bottles o' enchanting to the Creative inventory.{{info needed|Which update did this occur?}}}}
    {{History|foot}}
    
    == Issues ==
    {{issue list|Bottle o' Enchanting|Experience Bottle}}
    
    == Gallery ==
    
    <gallery>
    Bottle O' Enchanting Splash.gif|Bottle o' enchanting splash animation on impact.
    Bottle O' Enchanting villager.png|Players may trade with villagers to obtain bottles o' enchanting in survival mode.
    </gallery>
    
    
    {{Items}}
    {{Entities}}
    
    [[cs:Lektvar očarování]]
    [[de:Erfahrungsfläschchen]]
    [[es:Frasco con experiencia]]
    [[fr:Fiole d'expérience]]
    [[ja:エンチャントの瓶]]
    [[ko:경험치 병]]
    [[pl:Zaklęta butelka]]
    [[pt:Frasco de experiência]]
    [[ru:Зелье опыта]]
    [[th:ขวดแห่งเวทมนตร์]]
    [[zh:附魔之瓶]]</li><li>[[Dye|Dye]]<br/>{{Item
    | title = Dyes
    | image = White Dye.png
    | extratext = View [[#Gallery|all renders]]
    | renewable = Yes
    | stackable = Yes (64)
    }}
    '''Dyes''' are a set of sixteen items used to change the color of [[wool]], [[carpet]]s, [[terracotta]], [[concrete powder]], [[glass]], [[shulker box]]es, [[bed]]s, [[candle]]s, the patterns on [[banner]]s, [[firework star]]s, certain mobs, and text on [[sign]]s and [[hanging sign]]s. {{IN|bedrock}} they can also be used to dye water in a [[cauldron]] (which is thereafter used to dye leather [[armor]]); {{in|java}} leather armor can be dyed directly. {{IN|education}} dyes can also be used to dye [[balloon]]s and [[glow stick]]s.
    
    {{IN|bedrock|education}}, [[bone meal]], [[ink sac]]s, [[lapis lazuli]], and [[cocoa bean]]s can generally substitute for [[white dye]], [[black dye]], [[blue dye]], and [[brown dye]], respectively, in crafting recipes and for use in dyeing items or mobs. However, they have other important uses that aren't related to color, and are therefore not considered true dyes. They are mentioned in this article only in regard to their use as dyeing agents; see their individual articles for complete information about them.
    
    [[File:Dye Recipes.png|400px|thumb|A guide for creating all the dyes]]
    
    == Obtaining ==
    <!--[[File:Dye Chart.png|350px|thumb|A guide to crafting all the dyes.{{until|java 1.14}}]]-->
    
    Dyes can be produced by crafting them from plants (mainly flowers), by crafting dyes of different colors together, by smelting plants, or by trading with a [[wandering trader]].
    
    {{loadPage|Crafting/Dye|Crafting|h3}}
    
    === Smelting ===
    {{smelting|head=1|Sea Pickle|Lime Dye|0,2}}
    {{smelting|foot=1|Cactus|Green Dye|1||b=Lapis Lazuli|c=Any fuel|d=1}}
    
    === Trading ===
    
    [[Wandering trader]]s can sell 3 dyes for an [[emerald]]. {{IN|bedrock}}, they can also sell 3 lapis lazuli, bone meal, cocoa beans, or ink sacs for one emerald.
    
    Apprentice-level cleric [[villager]]s sell one lapis lazuli per emerald.
    
    === Chest loot ===
    
    {{#invoke:LootChest|base3|blue-dye,green-dye,orange-dye,light-blue-dye,yellow-dye,white-dye}}
    
    === Other ===
    
    Ink sacs can also be created using 1 iron, 1 sulfur, and 4 oxygen in the [[compound creator]]. {{only|bedrock|education}}
    
    == Usage ==
    
    Similar to their use in crafting, [[bone meal]], [[ink sac]]s, [[lapis lazuli]], and [[cocoa beans]] can be substituted for the corresponding dye in any of the following usages unless otherwise specified.{{only|bedrock}} <!--- sections are ordered by craftable dyeable blocks, dyeable items, version exclusive sections, and non-crafting miscellaneous uses--->
    
    === Dyeing wool and mobs ===
    
    Players can dye wool by placing [[wool]] and any dye in a crafting grid.
    
    {{Crafting
    |nocat=1
    |Any Wool
    |Matching Dye
    |Output=Any Wool
    }}
    
    Dyes can be {{control|use|text=used}} on sheep to change the color of the wool. Shearing a colored sheep drops the corresponding color of the wool, and the sheep retains the color when the wool regenerates. [[Breeding]] colored sheep produces a lamb colored as one of the parent sheep, or a color resulting from the combination of both parents' color. The color combining follows the same rules that dyes use – red and yellow sheep produce an orange lamb, but a blue and yellow sheep cannot create a green lamb. The unlimited reproduction of colored sheep makes dyeing and shearing sheep infinitely more efficient than just dyeing wool directly.
     
    Dye can also be used on a tamed [[wolf]] or [[cat]] to change the color of its collar from the default red to the color of the dye.
    
    === Dyeing carpets ===
    
    Carpets can be dyed.
    
    {{Crafting
     |Any Carpet
     |Matching Dye
     |Output= Matching Carpet
     |type= Building block
    }}
    
    === Dyeing terracotta ===
    
    [[Terracotta]] can be dyed by placing 8 blocks around a dye on a crafting table.
    
    {{Crafting
    |nocat=1
    |A1=Terracotta |B1=Terracotta |C1=Terracotta
    |A2=Terracotta |B2=Matching Dye  |C2=Terracotta
    |A3=Terracotta |B3=Terracotta |C3=Terracotta
    |Output=Matching Dyed Terracotta,8
    }}
    
    === Creating concrete powder ===
    
    Dyes can also be used to craft [[concrete powder]], which can then be set into their respective [[concrete]] blocks (they cannot be dyed directly).
    
    {{Crafting
    |nocat=1
    |Sand |Gravel |Sand
    |Gravel |Matching Dye |Gravel
    |Sand |Gravel |Sand
    |Output=Matching Concrete Powder,8
    }}
    
    === Staining glass ===
    
    [[Stained glass]] can be stained by placing 8 blocks of glass around a dye on a [[crafting table]]. Just like regular glass, stained glass can be crafted into stained glass panes. The recipe for this is the same as with regular glass.
    
    {{Crafting
    |nocat=1
    |A1=Glass |B1=Glass        |C1=Glass
    |A2=Glass |B2=Matching Dye |C2=Glass
    |A3=Glass |B3=Glass        |C3=Glass
    |Output=Matching Stained Glass,8
    |head=1
    }}
    {{Crafting
    |nocat=1
    |A1= Glass Pane
    |B1= Glass Pane
    |C1= Glass Pane
    |A2= Glass Pane
    |B2= Matching Dye
    |C2= Glass Pane
    |A3= Glass Pane
    |B3= Glass Pane
    |C3= Glass Pane
    |Output= Matching Stained Glass Pane,8
    |type= Decoration block
    |foot=1
    }}
    
    === Dyeing shulker boxes ===
    
    [[Shulker box]]es are generated in a light shade of purple (like the [[purpur block]]), but can be dyed any color. They can also be re-dyed as often as desired.
    
    {{Crafting
      |ignoreusage=1
      |showname=1
      |Any Shulker Box
      |Matching Dye
      |Output=Matching Shulker Box
    }}
    
    === Dyeing beds ===
    
    Players can dye beds by placing a [[bed]] and any color dye in a crafting grid.
    
    {{Crafting
    |nocat=1
    |Any Bed
    |Matching Dye
    |Output=Matching Bed
    }}
    
    === Dyeing candles ===
    
    Players can dye [[candles]] by placing an undyed candle and any color dye in a crafting grid.
    
    {{Crafting
    |ignoreusage=1
    |Candle
    |Matching Dye
    |Output=Matching Dyed Candle
    }}
    
    === Banner patterns ===
    {{main|Banner#Patterns}}
    
    Dyes are used in most banner patterns to determine the pattern and color displayed.
    
    === Dyeing armor ===
    
    [[File:DyeGraph2.png|200px|thumb|A graph showing all combinations of two dyes on a [[tunic]].]]
    
    Leather [[armor]] can be dyed by:
    * Crafting dyes with a piece of leather armor or leather [[horse armor]].{{Only|java}}
    * Dousing the leather armor or leather [[horse armor]] in a [[cauldron]] to which dyes have been added.{{Only|bedrock}}
    
    There are 5,713,438<ref>https://anrar4.github.io/DyeLeatherArmor/</ref> (34.1% of sRGB) colors leather armor can be, as it is possible to put more than one dye on the crafting bench alongside the leather armor. Armor can be dyed multiple times with previous colors affecting the final outcome. Colored armor can be reverted to their original color using a [[cauldron]] with undyed water.
    
    The game has a specific formula for calculating the color of dyed armor: each color, in the RGB color model, has a red value, green value, and blue value. For each dye in the crafting grid, and the armor itself (if it is already dyed), the red, green, and blue values are added to running totals. In addition, a running total of the highest value (be it red, green, or blue) is also kept. After this, each total is divided by the number of colors used. This effectively produces the average red, green, blue, and maximum values. The maximum value of the average RGB values is also calculated. Finally, each average RGB value is multiplied by the average maximum value and divided by the maximum of the average RGB values. The modified average RGB values are then used as the final color. This procedure can be summed up with the following equations:
     for each color (all "total" variables start at 0 before counting):
      totalRed = totalRed + redValue
      totalGreen = totalGreen + greenValue
      totalBlue = totalBlue + blueValue
      totalMaximum = totalMaximum + max(redValue, greenValue, blueValue)
      numberOfColors = numberOfColors + 1
     
     averageRed = totalRed / numberOfColors
     averageGreen = totalGreen / numberOfColors
     averageBlue = totalBlue / numberOfColors
     averageMaximum = totalMaximum / numberOfColors
     
     maximumOfAverage = max(averageRed, averageGreen, averageBlue)
     gainFactor = averageMaximum / maximumOfAverage
     
     resultRed = averageRed * gainFactor
     resultGreen = averageGreen * gainFactor
     resultBlue = averageBlue * gainFactor
    
    Due to the way this formula works, the resulting color can never be darker than the average of the input colors and is often lighter and more saturated. Of course, the resulting color can never be lighter or more saturated than the lightest or most saturated input color. In addition, this formula never creates an RGB value higher than 255 (which would be invalid in the 8-bit RGB color model).
    
    If leather armor is renamed on an [[anvil]], it retains its name when dyed or undyed.
    
    ;Mixing Samples
    : {{ItemSprite|Yellow Dye}} + {{ItemSprite|Yellow Dye}} = {{Tint|leather-chestplate| #{{CalcDye| yellow=2 }} | code=1}}
    : {{ItemSprite|Red Dye}} + {{ItemSprite|Blue Dye}} + {{ItemSprite|White Dye}} = {{Tint|leather-chestplate| #{{CalcDye| red=1 | blue=1 | white=1}} | code=1}}
    : {{ItemSprite|Green Dye}} + {{ItemSprite|Red Dye}} + {{ItemSprite|Pink Dye}} = {{Tint|leather-chestplate| #{{CalcDye| green=1 | red=1 | pink=1}} | code=1}}
    
    === Dyeing firework stars ===
    
    A [[firework star]] can have a single color or a combination of up to eight colors when crafted with dyes. Adding one or more dyes to a crafted firework star adds a "fade to color" effect to it, overwriting any existing fade colors.
    
    {{Crafting
      |head=1
      |ignoreusage=1
      |ingredients=[[Gunpowder]] +<br>Any Dye (1–8) +<br>Extra ingredient (optional)
      |Gunpowder
      |Matching Dye
      |Diamond;Glowstone Dust;Head;Gold Nugget;Feather;Fire Charge;
      |Output=Matching Firework Star
    }}
    {{Crafting
      |ignoreusage=1
      |Matching Firework Star
      |Any Dye
      |Output=Matching Firework Star
      |foot=1
    }}
    
    === Creating balloons ===
    
    Dye can be used to craft balloons.{{only|education}}
    
    {{Crafting
    |nocat=1
    |A1= Latex
    |B1= Matching Dye
    |C1= Latex
    |A2= Latex
    |B2= Helium
    |C2= Latex
    |A3= Latex
    |B3= Lead
    |C3= Latex
    |Output= Matching Balloon
    }}
    
    === Creating glow sticks ===
    
    Dye can also be used to craft glow sticks.{{only|education}}
    
    {{Crafting
    |nocat=1
    |A1= Polyethylene
    |B1= Hydrogen Peroxide
    |C1= Polyethylene
    |A2= Polyethylene
    |B2= Matching Dye
    |C2= Polyethylene
    |A3= Polyethylene
    |B3= Luminol
    |C3= Polyethylene
    |Output= Matching Glow Stick
    }}
    
    === Dyeing water inside cauldrons ===
    Water can be dyed in a cauldron by holding any dye in the hand and pressing {{Ctrl|use}} on a cauldron filled with water.{{only|bedrock}}
    
    === Signs ===
    Dye can be {{control|used}} on a [[sign]] or a [[hanging sign]] to change the text color. {{IN|bedrock}}, [[ink sac]]s cannot be used for this purpose; black dye must be used to change the text to black.
    
    === Trading ===
    Apprentice, journeyman and expert-level shepherd [[villager]]s buy any of the 12 dyes for an [[emerald]].
    
    == Color values ==
    The "color codes" are used to determine the color imparted on sheep, wolf and cat collars, firework stars, [[beacon]] beams, and dyed leather armor. The hex value is shown in the extended tooltips of dyed leather armor; however, to set the color using an NBT data tag in a [[command]], the decimal value must be used instead. The color values for firework stars are slightly different from the ones listed below, and use [[Item colors#Firework stars|these values]] instead.
    
    {| class="wikitable" style="margin:2px; border: 1px solid silver; text-align: left;" data-description="Data values"
    ! rowspan=2 | Description
    ! colspan=2 style="text-align:center" | Color Code
    |-
    ! Dec
    ! <abbr title="Hexadecimal color code">Hex</abbr>
    |-
    | style="text-align:center" | White || 16383998 || {{color|#F9FFFE}}
    |-
    | style="text-align:center" | Light gray || 10329495 || {{color|#9D9D97}}
    |-
    | style="text-align:center" | Gray || 4673362 || {{color|#474F52}}
    |-
    | style="text-align:center" | Black || 1908001|| {{color|#1D1D21}}
    |-
    | style="text-align:center" | Brown || 8606770 || {{color|#835432}}
    |-
    | style="text-align:center" | Red || 11546150 || {{color|#B02E26}}
    |-
    | style="text-align:center" | Orange || 16351261 || {{color|#F9801D}}
    |-
    | style="text-align:center" | Yellow || 16701501 || {{color|#FED83D}}
    |-
    | style="text-align:center" | Lime || 8439583 || {{color|#80C71F}}
    |-
    | style="text-align:center" | Green || 6192150 || {{color|#5E7C16}}
    |-
    | style="text-align:center" | Cyan || 1481884|| {{color|#169C9C}}
    |-
    | style="text-align:center" | Light blue || 3847130 || {{color|#3AB3DA}}
    |-
    | style="text-align:center" | Blue || 3949738 || {{color|#3C44AA}}
    |-
    | style="text-align:center" | Purple || 8991416 || {{color|#8932B8}}
    |-
    | style="text-align:center" | Magenta || 13061821 || {{color|#C74EBD}}
    |-
    | style="text-align:center" | Pink || 15961002 || {{color|#F38BAA}}
    |}
    
    == Sounds ==
    {{edition|java}}:
    {{Sound table
    |rowspan=2
    |sound=Dye.ogg
    |subtitle=Dye stains
    |source=block
    |description=When dye is used on a [[sign]]
    |id=item.dye.use
    |translationkey=subtitles.item.dye.use
    |volume=1.0
    |pitch=1.0/0.9/0.95/1.1
    |distance=16}}
    {{Sound table
    |subtitle=Dye stains
    |source=player
    |description=When dye is used on a [[sheep]]
    |id=item.dye.use
    |translationkey=subtitles.item.dye.use
    |volume=1.0
    |pitch=1.0/0.9/0.95/1.1
    |distance=16
    |foot=1}}
    
    {{edition|bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Dye.ogg
    |source=sound
    |description=When dye is used on a sign
    |id=sign.dye.use
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |rowspan=3
    |sound=Water Splash Old.ogg
    |source=block
    |description=When dye is added to a cauldron
    |id=cauldron.adddye
    |volume=0.1
    |pitch=1.0}}
    {{Sound table
    |source=block
    |description=When armor is dyed using a cauldron
    |id=cauldron.dyearmor
    |volume=0.1
    |pitch=1.0}}
    {{Sound table
    |source=block
    |description=When dye is removed from armor using a cauldron
    |id=cauldron.cleanarmor
    |volume=0.1
    |pitch=1.0
    |foot=1}}
    
    == Achievements ==
    {{load achievements|Rainbow Collection;Tie dye outfit}}
    
    == Video ==
    
    {{Video note|These videos are outdated, as it does not include details of the [[Java Edition 1.7.2|1.7.2]] update's changes to the dyeing system/production chain.}}
    
    <div style="text-align:center">
    <span style="display:inline-block">{{yt|8YD7oauNZHE}}</span>
    <span style="display:inline-block">{{yt|7tETaRt7STM}}</span>
    </div>
    
    == History ==
    {{History|java beta}}
    {{History||January 3, 2011|link=https://web.archive.org/web/0/http://notch.tumblr.com/post/2582321901/2011-here-we-go|Notch mentions adding a "paint" feature if he can figure out how.}}
    {{History||January 10, 2011<ref group="n">Supposed time when fragment was filmed. Based on modified date of client.jar/gui/trap.png in [[Beta 1.2]].</ref>|link=https://www.youtube.com/watch?v=cBF2ugTzXqQ&t=181s|[[File:Red Dye (pre-release).png|32px]] Shown rose red in development as part of [[Minecraft: The Story of Mojang]].}}
    {{History||1.2|[[File:Ink Sac JE1 BE1.png|32px]] [[File:Red Dye JE1 BE1.png|32px]] [[File:Green Dye JE1 BE1.png|32px]] [[File:Cocoa Beans JE1 BE1.png|32px]] [[File:Lapis Lazuli JE1 BE1.png|32px]] [[File:Purple Dye JE1 BE1.png|32px]] [[File:Cyan Dye JE1 BE1.png|32px]] [[File:Light Gray Dye JE1 BE1.png|32px]] [[File:Gray Dye JE1 BE1.png|32px]] [[File:Pink Dye JE1 BE1.png|32px]] [[File:Lime Dye JE1 BE1.png|32px]] [[File:Yellow Dye JE1 BE1.png|32px]] [[File:Light Blue Dye JE1 BE1.png|32px]] [[File:Magenta Dye JE1 BE1.png|32px]] [[File:Orange Dye JE1 BE1.png|32px]] [[File:Bone Meal JE1 BE1.png|32px]] Added dyes.
    |[[File:Black Dye (Recreated).png|32px]] [[File:Red Dye (pre-release).png|32px]] [[File:Green Dye (Recreated).png|32px]] [[File:Brown Dye (Recreated).png|32px]] [[File:Blue Dye (Recreated).png|32px]] [[File:Purple Dye (Recreated).png|32px]] [[File:Cyan Dye (Recreated).png|32px]] [[File:Light Gray Dye (Recreated).png|32px]] [[File:Gray Dye (Recreated).png|32px]] [[File:Pink Dye (Recreated).png|32px]] [[File:Lime Dye (Recreated).png|32px]] [[File:Yellow Dye (Recreated).png|32px]] [[File:Light Blue Dye (Recreated).png|32px]] [[File:Magenta Dye (Recreated).png|32px]] [[File:Orange Dye (Recreated).png|32px]] [[File:White Dye (Recreated).png|32px]] Leftovers of old textures can be seen in [[items.png]] with 100% opacity. The white dye texture was reused for [[Sugar]].
    | The colors were as follows:{{verify|Did the color codes remain the same between Beta 1.2 and Java 1.11.2?}}
    {{:Color/Java Edition dye colors before 17w06a}}
    }}
    {{History|java}}
    {{History||1.1|snap=11w49a|[[Sheep]] can now regrow their [[wool]] by eating [[grass block|grass]]. Dyed sheep regrow wool in their new color.}}
    {{History||1.3.1|snap=12w19a|[[File:Cocoa Beans JE2.png|32px]] The texture of [[cocoa beans]] has been changed.}}
    {{History|||snap=1.3|[[File:bone meal changes.gif|32px]] The textures of [[bone meal]], [[cactus green]], cocoa beans and [[rose red]] have been changed. The textures have been lowered one pixel.}}
    {{History||1.4.2|snap=12w34a|Added the ability to dye leather [[armor]] and [[wolf]] collars.}}
    {{History||1.4.4|snap=1.4.3|Color codes have been changed. The colors of red, brown, blue, purple, cyan, pink, light blue, magenta and orange were adjusted a little vividly.}}
    {{History||1.6.1|snap=13w19a|[[Stained clay]] can now be crafted using dyes.}}
    {{history||1.7.2|snap=13w36a|With the addition of new [[flower]]s, many secondary and tertiary dyes are now primary dyes.}}
    {{History|||snap=13w41a|[[Stained glass]] can now be crafted using dyes.}}
    {{History||1.8|snap=14w02a|As cleric [[villager]]s now sell lapis lazuli, all dyes have become fully renewable.}}
    {{History|||snap=14w30a|Added [[banner]]s, which can be dyed.}}
    {{History||1.9|snap=15w34a|Added [[shield]]s, which can be dyed indirectly by applying a matching [[banner]].}}
    {{History||1.11|snap=16w39b|Dyes are now used to change the color of [[shulker box]]es.}}
    {{History||1.12|snap=17w06a|Dyes are now used to craft [[concrete powder]].
    |Color codes have been changed. All colors are adjusted more vividly. The changes were as follows:
    {{:Color/Java Edition dye color changes in 17w06a}}
    |Light blue dye, stained glass, and stained glass panes, did not change colors in this update. This means that they still use old colors.<ref name="unchanged dyes">{{Bug|MC-214643}}<br>{{Bug|MC-214641}}</ref>
    }}
    {{History|||snap=17w15a|Dyes can now apply color to white [[bed]]s.}}
    {{History||1.13|snap=17w47a|The different data values for the <code>dye</code> ID have been split up into their own IDs.}}
    {{History||1.14|snap=18w43a|[[Bone meal]], [[ink sac]]s, [[cocoa beans]] and [[lapis lazuli]] are no longer considered dyes.
    |[[File:White Dye JE1 BE1.png|32px]] [[File:Black Dye JE1 BE1.png|32px]] [[File:Brown Dye JE1 BE1.png|32px]] [[File:Blue Dye JE1 BE1.png|32px]] Added [[white dye|white]], [[black dye|black]], [[brown dye|brown]] and [[blue dye]]s.
    |"Rose Red", "Dandelion Yellow" and "Cactus Green" have been renamed to "Red Dye", "Yellow Dye" and "Green Dye", respectively. 
    |[[Glass pane]]s and [[carpet]]s can now be dyed.
    |[[File:Light Gray Dye JE2 BE2.png|32px]] [[File:Gray Dye JE2 BE2.png|32px]] [[File:Red Dye JE2 BE2.png|32px]] [[File:Orange Dye JE2 BE2.png|32px]] [[File:Yellow Dye JE2 BE2.png|32px]] [[File:Lime Dye JE2 BE2.png|32px]] [[File:Green Dye JE2 BE2.png|32px]] [[File:Cyan Dye.png|32px]] [[File:Light Blue Dye JE2 BE2.png|32px]] [[File:Purple Dye JE2 BE2.png|32px]] [[File:Magenta Dye JE2 BE2.png|32px]] [[File:Pink Dye JE2 BE2.png|32px]] The textures of light gray, gray, red, orange, yellow, lime, green, cyan, light blue, purple, magenta, and pink dyes, have been changed. The color texture for light blue dye was not changed to reflect the updated colors from 1.12.<ref name="unchanged dyes"></ref>}}
    {{History|||snap=18w44a|The color of the text on [[sign]]s can now be changed with dye.}}
    {{History|||snap=18w49a|Yellow dyes can now be found in [[chest]]s in [[village]] mason houses.}}
    {{History|||snap=18w50a|Green dyes can now be found in [[chest]]s in [[desert]] [[village]] houses.}}
    {{History|||snap=19w05a|Added the [[wandering trader]], which can sell any type of dye.}}
    {{History|||snap=19w11a|All 16 types of dyes can now be [[trading|bought]] by shepherd villagers.}}
    {{History||1.16.2|snap=Pre-release 2|Reversed the order of dyes to match other colored items in the [[Creative inventory]].<ref name="reverse dye">{{Bug|MC-136553}}</ref>
    |Regrouped dyes in the Creative inventory such that white, blue, brown, and black dyes are within and not [[cocoa beans]], [[ink sacs]], [[lapis lazuli]], and [[bone meal]].<ref name="regroup dye">{{Bug|MC-177684}}</ref>}}
    {{History||1.17|snap=20w45a|Added [[candle]]s, which can be dyed.}}
    {{History|||snap=21w03a|Added a sound for applying dyes.}}
    {{History|||snap=21w19a|Candles can no longer be dyed.}}
    {{History|||snap=Pre-release 1|Candles can now once again be dyed.}}
    {{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|The color of the text on [[hanging sign]]s can now be changed with dye.}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[Torchflower]]s can now be crafted into orange dye.|[[Pink petals]] can now be crafted into pink dye.}}
    {{History||1.20|snap=23w12a|[[Pitcher plant]]s can now be crafted into cyan dye.|Blue, light blue, orange, white, and yellow dye can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}
    {{History|||snap=23w14a|Pitcher plants can now craft two [[cyan dye]] instead of one.}}
    {{History|||snap=23w16a|Blue, light blue, orange, white, and yellow dye no longer generates in [[suspicious sand]] in [[trail ruins]].|Due to the split of the archaeological loot tables for the suspicious gravel within the [[trail ruins]]; blue, light blue, orange, white, and yellow dye now are in the common loot.}}
    
    {{History|pocket alpha}}
    {{History||v0.3.0|[[File:Bone Meal JE1 BE1.png|32px]] [[File:Light Gray Dye JE1 BE1.png|32px]] [[File:Gray Dye JE1 BE1.png|32px]] [[File:Ink Sac JE1 BE1.png|32px]] [[File:Cocoa Beans JE1 BE1.png|32px]] [[File:Red Dye JE1 BE1.png|32px]] [[File:Orange Dye JE1 BE1.png|32px]] [[File:Yellow Dye JE1 BE1.png|32px]] [[File:Lime Dye JE1 BE1.png|32px]] [[File:Green Dye JE1 BE1.png|32px]] [[File:Cyan Dye JE1 BE1.png|32px]] [[File:Light Blue Dye JE1 BE1.png|32px]] [[File:Lapis Lazuli JE1 BE1.png|32px]] [[File:Purple Dye JE1 BE1.png|32px]] [[File:Magenta Dye JE1 BE1.png|32px]] [[File:Pink Dye JE1 BE1.png|32px]] Added dyes. Only [[dandelion yellow]] and [[lapis lazuli]] are currently obtainable and have functionality.}}
    {{History||v0.3.2|[[Cactus green]] is now obtainable by smelting [[cacti]].}}
    {{History||v0.3.3|[[Bone meal]] is now obtainable via [[crafting]].}}
    {{History||v0.4.0|[[Cyan dye]], [[light blue dye]], [[lime dye]], [[magenta dye]], [[orange dye]], [[pink dye]], and [[purple dye]] are now obtainable via crafting.
    |[[Rose red]] is now obtainable by smelting red [[mushroom]]s.
    |All available dyes, excluding bone meal, can now be used to craft their respective [[wool]] color.}}
    {{History||v0.8.0|snap=build 1|[[File:Cocoa Beans JE3 BE2.png|32px]] The texture of cocoa beans has been changed.}}
    {{History|||snap=build 3|[[Ink sac]]s, [[cocoa bean]]s, [[gray dye]], and [[light gray dye]] are now available in the [[creative]] [[inventory]].
    |Rose red can now be obtained from [[beetroot]]s.}}
    {{History||v0.9.0|snap=build 1|Cocoa beans can now be obtained from [[cocoa pod]]s.
    |The [[rose]] has been removed and replaced with a new poppy [[flower]] that can be crafted into rose red.}}
    {{History|||snap=build 3|All new [[flower]]s can now be [[crafting|crafted]] into dyes. Because of this, many secondary and tertiary dyes are now primary dyes.
    |[[Gray dye]] and [[light gray dye]] can now be obtained in [[survival]].}}
    {{History|||snap=build 11|[[Terracotta|Stained clay]] can now be crafted using dyes.}}
    {{History||v0.11.0|snap=build 1|[[Ink sac]]s can now be obtained from [[squid]].
    |Added the ability to dye [[wolf]] collars.}}
    {{History||v0.12.1|snap=build 1|Red [[mushroom]]s can no longer be smelted to obtain [[rose red]].}}
    {{History||v0.14.0|snap=build 1|[[Cauldron]]s now used for leather dyeing, by applying a dye to a [[water]]-filled cauldron.}}
    {{History||v0.16.0|snap=build 1|[[Cocoa bean]]s can no longer be crafted.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Added a ''Dye'' button for [[sheep]].
    |Added [[shulker]]s, which can be dyed.
    |Added [[stained glass]]. Stain glass cannot be [[crafting|crafted]], but purple glass generates in [[end city|end cities]].}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Dyes can now apply color to a white [[bed]]s.
    |Dyes are now used to craft [[concrete powder]].
    |The color palette has been changed.}}
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|Dyes can now be used for [[banner]] crafting.
    |Dyes can now be used to craft [[firework star]]s.
    |[[Stained glass]] is now [[crafting|craftable]], using dyes.}}
    {{History||1.4.0|snap=beta 1.2.20.1|[[Lime dye]] can now be obtained from smelting [[sea pickle]]s.
    |Dyes can now used to craft [[glow stick]]s and [[balloon]]s.}}
    {{History||1.8.0|snap=beta 1.8.0.8|Dyes can now be used to dye [[cat]] collars.}}
    {{History|||snap=beta 1.8.0.10|[[File:White Dye JE1 BE1.png|32px]] [[File:Black Dye JE1 BE1.png|32px]] [[File:Brown Dye JE1 BE1.png|32px]] [[File:Blue Dye JE1 BE1.png|32px]] Added [[white dye|white]], [[brown dye|brown]], [[black dye|black]] and [[blue dye]]s, which can be crafted from [[lapis lazuli]], [[bone meal]], [[cocoa beans]] and [[ink sac]]s. This, however, the later four still use as dyes.<ref>{{Bug|MCPE-42473}}</ref>
    |"Rose Red", "Dandelion Yellow" and "Cactus Green" have been renamed to "Red Dye", "Yellow Dye" and "Green Dye", respectively.}}
    {{History||1.9.0|snap=beta 1.9.0.0|Blue and white dye can now be obtained from [[cornflower]]s and [[lily of the valley]]s.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[Glass pane]]s and [[carpet]]s can now be dyed.
    |Only a single dye is now required to apply a banner pattern in a [[loom]].
    |Various dyes except black dye, white dye, brown dye and blue dye are now [[trading|sold]] by [[wandering trader]]s.
    |[[File:Bone Meal JE2 BE2.png|32px]] [[File:Light Gray Dye JE2 BE2.png|32px]] [[File:Gray Dye JE2 BE2.png|32px]] [[File:Ink Sac JE2 BE2.png|32px]] [[File:Cocoa Beans JE4 BE3.png|32px]] [[File:Red Dye JE3 BE3.png|32px]] [[File:Orange Dye JE2 BE2.png|32px]] [[File:Yellow Dye JE2 BE2.png|32px]] [[File:Lime Dye JE2 BE2.png|32px]] [[File:Green Dye JE2 BE2.png|32px]] [[File:Cyan Dye.png|32px]] [[File:Light Blue Dye JE2 BE2.png|32px]] [[File:Lapis Lazuli JE2 BE2.png|32px]] [[File:Purple Dye JE2 BE2.png|32px]] [[File:Magenta Dye JE2 BE2.png|32px]] [[File:Pink Dye JE2 BE2.png|32px]] The textures of bone meal, light gray, gray, ink sac, cocoa beans, red, orange, yellow, lime, green, cyan, light blue, lapis lazuli, purple, magenta, and pink dyes have been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
    {{History||1.16.210|snap=beta 1.16.210.59|The color of the text on [[sign]]s can now be changed with dye.}}
    {{History|||snap=beta 1.16.210.60|The ability to dye the color of the text on [[sign]]s was temporarily removed.}}
    {{History||1.16.220|snap=beta 1.16.220.50|The color of the text on [[sign]]s can now be changed with dye again.}}
    {{History||1.17.10|snap=beta 1.17.10.22|Added [[candles]], which can be dyed.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Bone Meal JE1 BE1.png|32px]] [[File:Light Gray Dye JE1 BE1.png|32px]] [[File:Gray Dye JE1 BE1.png|32px]] [[File:Ink Sac JE1 BE1.png|32px]] [[File:Cocoa Beans JE1 BE1.png|32px]] [[File:Red Dye JE1 BE1.png|32px]] [[File:Orange Dye JE1 BE1.png|32px]] [[File:Yellow Dye JE1 BE1.png|32px]] [[File:Lime Dye JE1 BE1.png|32px]] [[File:Green Dye JE1 BE1.png|32px]] [[File:Cyan Dye JE1 BE1.png|32px]] [[File:Light Blue Dye JE1 BE1.png|32px]] [[File:Lapis Lazuli JE1 BE1.png|32px]] [[File:Purple Dye JE1 BE1.png|32px]] [[File:Magenta Dye JE1 BE1.png|32px]] [[File:Pink Dye JE1 BE1.png|32px]] Added dyes.}}
    {{History||xbox=TU9|[[File:Cocoa Beans JE3 BE2.png|32px]] The texture of cocoa beans has been changed.}}
    {{History||xbox=none|xbone=none|ps=1.83|wiiu=none|switch=none|[[File:White Dye JE1 BE1.png|32px]] [[File:Black Dye JE1 BE1.png|32px]] [[File:Brown Dye JE1 BE1.png|32px]] [[File:Blue Dye JE1 BE1.png|32px]] Added [[white dye|white]], [[black dye|black]], [[brown dye|brown]], and [[blue dye|blue]] dyes, which can crafted from [[bone meal]], [[ink sac]], [[cocoa beans]], and [[lapis lazuli]].
    |"Rose Red", "Dandelion Yellow" and "Cactus Green" have been renamed to "Red Dye", "Yellow Dye" and "Green Dye", respectively.}}
    {{History||ps=1.90|[[File:Bone Meal JE2 BE2.png|32px]] [[File:Light Gray Dye JE2 BE2.png|32px]] [[File:Gray Dye JE2 BE2.png|32px]] [[File:Ink Sac JE2 BE2.png|32px]] [[File:Cocoa Beans JE4 BE3.png|32px]] [[File:Red Dye JE2 BE2.png|32px]] [[File:Orange Dye JE2 BE2.png|32px]] [[File:Yellow Dye JE2 BE2.png|32px]] [[File:Lime Dye JE2 BE2.png|32px]] [[File:Green Dye JE2 BE2.png|32px]] [[File:Cyan Dye.png|32px]] [[File:Light Blue Dye JE2 BE2.png|32px]] [[File:Lapis Lazuli JE2 BE2.png|32px]] [[File:Purple Dye JE2 BE2.png|32px]] [[File:Magenta Dye JE2 BE2.png|32px]] [[File:Pink Dye JE2 BE2.png|32px]] The textures of bone meal, light gray, gray, ink sac, cocoa beans, red, orange, yellow, lime, green, cyan, light blue, lapis lazuli, purple, magenta, and pink dyes have been changed.}}
    {{History|3ds}}
    {{History||0.1.0|[[File:Bone Meal JE1 BE1.png|32px]] [[File:Light Gray Dye JE1 BE1.png|32px]] [[File:Gray Dye JE1 BE1.png|32px]] [[File:Ink Sac JE1 BE1.png|32px]] [[File:Cocoa Beans JE3 BE2.png|32px]] [[File:Red Dye JE1 BE1.png|32px]] [[File:Orange Dye JE1 BE1.png|32px]] [[File:Yellow Dye JE1 BE1.png|32px]] [[File:Lime Dye JE1 BE1.png|32px]] [[File:Green Dye JE1 BE1.png|32px]] [[File:Cyan Dye JE1 BE1.png|32px]] [[File:Light Blue Dye JE1 BE1.png|32px]] [[File:Lapis Lazuli JE1 BE1.png|32px]] [[File:Purple Dye JE1 BE1.png|32px]] [[File:Magenta Dye JE1 BE1.png|32px]] [[File:Pink Dye JE1 BE1.png|32px]] Added dyes from [[Pocket Edition v0.15.4 alpha]].}}
    {{History|foot}}
    <gallery>
    Pre-release dyes.png|Pre-release dye textures hidden within [[Items.png]].
    </gallery>
    ;Notes
    {{reflist|group=n}}
    
    == Gallery ==
    <gallery>
    White Dye.png|White Dye
    Light Gray Dye.png|Light Gray Dye
    Gray Dye.png|Gray Dye
    Black Dye.png|Black Dye
    Brown Dye.png|Brown Dye
    Red Dye.png|Red Dye
    Orange Dye.png|Orange Dye
    Yellow Dye.png|Yellow Dye
    Lime Dye.png|Lime Dye
    Green Dye.png|Green Dye
    Cyan Dye.png|Cyan Dye
    Light Blue Dye.png|Light Blue Dye
    Blue Dye.png|Blue Dye
    Purple Dye.png|Purple Dye
    Magenta Dye.png|Magenta Dye
    Pink Dye.png|Pink Dye
    </gallery>
    
    ==Issues==
    {{issue list}}
    
    == Trivia ==
    * Players can obtain each one of every color with 1 cocoa bean, 2 yellow dye, 2 ink sac, 3 green dye, 4 lapis lazuli, 4 red dye, and 6 bone meal (2 bones).
    * The dyed sheep breeding behavior mirrors [[wikipedia:Lamarckism|Lamarck's theory]], in which the organisms evolve inheriting the external changes and adaptations of the previous generation, transmitting them to their offspring.
    * In ''Bedrock Edition'', tertiary colors, along with their regular crafting recipes, can be crafted with primary colors. E.g.: Magenta can be crafted with one rose red and two bone meals.
    * The colors of the dyes match the chat colors in [[color codes]] except for brown (dye only), light aqua, and gold (color codes only).
    * The texture for light blue dye still uses the color from prior to the 1.12 World of Color update.<ref name="unchanged dyes"></ref>
    
    == References ==
    {{reflist}}
    
    == External Links ==
    * Tools for calculating leather dye combination: [https://minecraft.tools/en/armor.php minecraft.tools] (webapp); [https://github.com/pudquick/pyMCdyes/ pyMCDyes] (open-source Python script, outdated); [https://anrar4.github.io/DyeLeatherArmor/ DyeLeatherArmor]: a tool for calculating an exact crafting recipe for any sRGB color
    
    {{Items}}
    
    [[Category:Dyes]]
    [[Category:Renewable resources]]
    
    [[cs:Barvivo]]
    [[de:Farbstoff]]
    [[es:Tinte]]
    [[fr:Teinture]]
    [[hu:Színezés]]
    [[it:Colorante]]
    [[ja:染料]]
    [[ko:염료]]
    [[nl:Kleurstof]]
    [[pl:Barwniki]]
    [[pt:Corante]]
    [[ru:Красители]]
    [[th:สีย้อม]]
    [[uk:Барвники]]
    [[zh:染料]]</li></ul>
    beta 1.17.30.20Zombie villagers no longer pick up glow ink sacs.
    Legacy Console Edition
    TU14CU1 1.04 Patch 11.0.1Zombie Villager Added zombie villagers.
    Baby Zombie Villager Added baby zombie villagers.
    Baby zombie villagers can be obtained only by having a zombie kill a baby villager, as a zombie spawn egg does not spawn them, due to baby zombies not being in game.
    TU15 1.05 The rare loot of zombie villagers' drops have been changed to be carrots, potatoes or iron ingots.
    TU19CU7 1.12 Zombie villagers can now pick up items and occasionally spawn with armor and/or weapons.
    Baby zombie villagers can now be spawned with a zombie spawn egg.
    TU31CU19 1.22 Patch 3Baby zombie villagers now drop experience.
    Zombie villagers now drop a zombie head when killed by a charged creeper.
    TU46CU36 1.38 Patch 15Zombie Farmer Zombie Librarian Zombie Priest Zombie Blacksmith Zombie Butcher Zombie Nitwit Zombie villagers now retain their professions and clothes, which have a tattered appearance. Before this version, the zombie villager's body texture shared the same texture as the regular zombie's body.
    TU54CU45 1.56 Patch 241.0.4Zombie Villagers no longer spawn from zombie spawn eggs or spawners, since they now have their own spawn egg.
    TU60CU51 1.64 Patch 301.0.11Baby zombie villagers now have a 15% chance of becoming a jockey. Before becoming a jockey, upon nearing the player, they check for one of the following to mount prior attacking: adult chickens, adult ocelots, adult wolves, adult zombies, cows, pigs, sheep, spiders or cave spiders.
    TU69 1.76 Patch 38Zombie villagers now have their own sounds.
    1.91 Zombie villagers now have new skins, corresponding to biome and profession.


    Desert Zombie Villager Base Desert Zombie Armorer JE1 BE1 Desert Zombie Butcher Desert Zombie Cartographer Desert Zombie Cleric Desert Zombie Farmer Desert Zombie Fisherman Desert Zombie Fletcher Desert Zombie Leatherworker Desert Zombie Librarian JE1 BE1 Desert Zombie Mason Desert Zombie Nitwit Desert Zombie Shepherd Desert Zombie Toolsmith Desert Zombie Weaponsmith JE1 BE1 Added desert zombie villagers, which all have unique textures for that biome. These zombie villagers also spawn badlands biomes.
    Jungle Zombie Villager Base Jungle Zombie Armorer JE1 BE1 Jungle Zombie Butcher Jungle Zombie Cartographer Jungle Zombie Cleric Jungle Zombie Farmer Jungle Zombie Fisherman Jungle Zombie Fletcher Jungle Zombie Leatherworker Jungle Zombie Librarian JE1 BE1 Jungle Zombie Mason Jungle Zombie Nitwit Jungle Zombie Shepherd Jungle Zombie Toolsmith Jungle Zombie Weaponsmith JE1 BE1 Added jungle zombie villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these zombie villagers spawn only after the player has a jungle village.
    Plains Zombie Villager Base Plains Zombie Armorer JE1 BE1 Plains Zombie Butcher Plains Zombie Cartographer Plains Zombie Cleric Plains Zombie Farmer Plains Zombie Fisherman Plains Zombie Fletcher Plains Zombie Leatherworker Plains Zombie Librarian JE1 BE1 Plains Zombie Mason Plains Zombie Nitwit Plains Zombie Shepherd Plains Zombie Toolsmith Plains Zombie Weaponsmith JE1 BE1 Added plains zombie villagers, which all have unique textures for that biome.
    Savanna Zombie Villager Base Savanna Zombie Armorer JE1 BE1 Savanna Zombie Butcher Savanna Zombie Cartographer Savanna Zombie Cleric Savanna Zombie Farmer Savanna Zombie Fisherman Savanna Zombie Fletcher Savanna Zombie Leatherworker Savanna Zombie Librarian JE1 BE1 Savanna Zombie Mason Savanna Zombie Nitwit Savanna Zombie Shepherd Savanna Zombie Toolsmith Savanna Zombie Weaponsmith JE1 BE1 Added savanna zombie villagers, which all have unique textures for that biome.
    Snowy Zombie Villager Base Snowy Zombie Armorer JE1 BE1 Snowy Zombie Butcher Snowy Zombie Cartographer Snowy Zombie Cleric Snowy Zombie Farmer Snowy Zombie Fisherman Snowy Zombie Fletcher Snowy Zombie Leatherworker Snowy Zombie Librarian JE1 BE1 Snowy Zombie Mason Snowy Zombie Nitwit Snowy Zombie Shepherd Snowy Zombie Toolsmith Snowy Zombie Weaponsmith JE1 BE1 Added snowy zombie villagers, which all have unique textures in snowy biomes. These zombie villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
    Swamp Zombie Villager Base Swamp Zombie Armorer JE1 BE1 Swamp Zombie Butcher Swamp Zombie Cartographer Swamp Zombie Cleric Swamp Zombie Farmer Swamp Zombie Fisherman Swamp Zombie Fletcher Swamp Zombie Leatherworker Swamp Zombie Librarian JE1 BE1 Swamp Zombie Mason Swamp Zombie Nitwit Swamp Zombie Shepherd Swamp Zombie Toolsmith Swamp Zombie Weaponsmith JE1 BE1 Added swamp zombie villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in swamp.
    Taiga Zombie Villager Base Taiga Zombie Armorer JE1 BE1 Taiga Zombie Butcher Taiga Zombie Cartographer Taiga Zombie Cleric Taiga Zombie Farmer Taiga Zombie Fisherman Taiga Zombie Fletcher Taiga Zombie Leatherworker Taiga Zombie Librarian JE1 BE1 Taiga Zombie Mason Taiga Zombie Nitwit Taiga Zombie Shepherd Taiga Zombie Toolsmith Taiga Zombie Weaponsmith JE1 BE1 Added taiga zombie villagers, which all have unique textures for the biome. These zombie villagers also spawn in giant tree taiga and mountains biomes.


    Desert Baby Zombie VillagerJungle Baby Zombie VillagerPlains Baby Zombie VillagerSavanna Baby Zombie VillagerSnowy Baby Zombie VillagerSwamp Baby Zombie VillagerTaiga Baby Zombie Villager Added baby zombie villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these zombie villagers spawn only after the player has created a village in those biomes.
    New Nintendo 3DS Edition
    0.1.0
    {{Extension DPL}}<ul><li>[[Egg|Egg]]<br/>{{About|chicken eggs|the similar item that spawns mobs|Spawn egg|other uses}}
    {{ItemEntity
    |image=Egg.png
    |renewable=Yes
    |stackable=Yes (16)
    |size=Height: 0.25 Blocks<br>Width: 0.25 Blocks
    }}
    
    An '''egg''' is an [[item]] that can be used to craft [[food]] items, or thrown for a chance to spawn [[chick]]s on impact.
    
    == Obtaining ==
    === Mob loot ===
    {{see also|Tutorials/Egg farming}}
    A [[chicken]] drops an egg item every 5–10 minutes. The theoretical average would be expected at 1 egg every 7.5 minutes, or 0.1333 eggs per minute.
    
    A [[fox]] sometimes spawns holding an egg, which it always drops upon death. Alternatively, a player dropping a food item causes the fox to drop the egg.
    
    === Chest loot ===
    {{LootChestItem|egg}}
    
    == Usage ==
    
    === Crafting ingredient ===
    {{crafting usage}}
    
    === Combat ===
    Players are able to throw eggs and deal knockback to [[mob]]s (but not other players{{only|JE|short=1}}<ref>{{bug|MC-3179|||WAI}}</ref>{{until|JE Combat Tests}}), but no damage is dealt, similar to a [[snowball]]. Likewise, throwing eggs at [[neutral mobs]] provokes them. Eggs can also be fired from [[dispenser]]s and are affected by gravity.
    
    === Spawning chickens ===
    When thrown by a dispenser or by pressing the {{control|use}} button, an egg has a {{fraction|1|8}} (12.5%) chance of spawning a [[chick]]. If this occurs, there is a {{fraction|1|32}} (3.125%) chance of spawning three additional chicks (on average, 1 out of every 256 eggs spawns 4 chicks). In other words, whenever an egg is thrown, there is a {{fraction|31|256}} chance of spawning 1 chick and a {{fraction|1|256}} chance of spawning four chicks.
    
    The expected value of the number of chicks an egg produces is {{fraction|35|256}} or 13.7%. This means that on average, a chick is spawned every 7.3 eggs, a stack of 16 eggs spawns 2.188 chicks, and a full inventory including the hotbar and off-hand (<code>37 * 16 = 592</code> eggs) is expected to spawn approximately 81 chicks.
    
    == Sounds ==
    {{Edition|Java}}:<br>
    Thrown eggs use the Friendly Creatures sound category for entity-dependent sound events.
    {{Sound table
    |rowspan=2
    |sound=Bow shoot.ogg
    |subtitle=Egg flies
    |source=player
    |description=When an egg is thrown
    |id=entity.egg.throw
    |translationkey=subtitles.entity.egg.throw
    |volume=0.5
    |pitch={{frac|1|3}}-0.5
    |distance=16}}
    {{Sound table
    |subtitle=Dispensed item
    |source=block
    |description=When a dispenser shoots an egg
    |id=block.dispenser.launch
    |translationkey=subtitles.block.dispenser.dispense
    |volume=1.0
    |pitch=1.2
    |distance=16}}
    {{Sound table
    |sound=Chicken plop.ogg
    |subtitle=Chicken plops
    |source=Friendly Creatures
    |description=When an egg is laid by a chicken
    |id=entity.chicken.egg
    |translationkey=subtitles.entity.chicken.egg
    |volume=1.0
    |pitch=0.8-1.2
    |distance=16
    |foot=1}}
    
    {{Edition|Bedrock}}:
    {{Sound table
    |type=bedrock
    |rowspan=2
    |sound=Bow shoot.ogg
    |source=player
    |description=When an egg is thrown
    |id=random.bow
    |volume=0.5
    |pitch=0.33-0.5}}
    {{Sound table
    |source=player
    |description=When a dispenser shoots an egg
    |id=random.bow
    |volume=1.0
    |pitch=0.83-1.25}}
    {{Sound table
    |sound=Chicken plop.ogg
    |source=neutral
    |description=When an egg is laid by a chicken
    |id=mob.chicken.plop
    |volume=1.0
    |pitch=0.8-1.2
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Egg
    |spritetype=item
    |nameid=egg
    |form=item
    |foot=1}}
    {{ID table
    |edition=java
    |showentitytags=y
    |generatetranslationkeys=y
    |displayname=Thrown Egg
    |spritetype=entity
    |spritename=Egg
    |nameid=egg
    |entitytags=impact_projectiles
    |foot=1}}
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Egg
    |spritetype=item
    |nameid=egg
    |id=390
    |form=item
    |foot=1}} 
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |generatetranslationkeys=y
    |displayname=Egg
    |spritetype=entity
    |nameid=egg
    |id=82
    |foot=1}}
    
    === Entity Data ===
    
    Thrown eggs have entity data that define various properties of the entity.
    
    {{el|java}}:
    {{main|Entity format}}
    {{/ED}}
    
    {{el|bedrock}}:
    : See [[Bedrock Edition level format/Entity format]].
    
    == Achievements ==
    {{load achievements|The Lie}}
    
    ==Advancements==
    {{Load advancements|Bullseye}}
    
    == Video ==
    <div style="text-align:center">{{yt|8rDbF8UYuTc}}</div>
    
    == History ==
    {{History|java alpha}}
    {{History||v1.0.14|[[File:Egg JE1 BE1.png|32px]] Added eggs.
    |Eggs currently have no purpose.}}
    {{History|java beta}}
    {{History||1.0|Eggs are now throwable at the request of a fan as the result of a [[wikipedia:Twitter|Twitter]] conversation about a man eating his [[wikipedia:USB|USB]], if [[Notch]] added egg throwing.<ref>{{tweet|notch|11773078791000065}}</ref>}}
    {{History||1.2|Eggs are now used to craft [[cake]]s.
    |Eggs can now be thrown by [[dispenser]]s.}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease 2|[[Breeding]] has been added, making eggs easier to obtain.}}
    {{History|||snap=RC1|Thrown eggs now hatch chicks instead of adult chickens.
    |The egg's throw [[sound]] has been changed.}}
    {{History||1.4.2|snap=12w37a|Eggs are now used to craft [[pumpkin pie]]s.}}
    {{History||1.9|snap=15w32a|Eggs no longer [[damage]] the [[ender dragon]].}}
    {{History|||snap=15w36b|Eggs now produce particles when thrown at an entity.}}
    {{History|||snap=15w49a|Eggs, like all throwable projectiles, now take the thrower's motion into account when fired.}}
    {{History||1.11|snap=16w32a|The [[entity]] ID has now been changed from <code>ThrownEgg</code> to <code>egg</code>.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 344.}}
    {{History||1.14|snap=18w43a|[[File:Egg JE2 BE2.png|32px]] The texture of eggs has been changed.}}
    {{History|||snap=18w50a|Eggs can now be found in [[chest]]s in [[village]] fletcher houses.
    |Therefore, chickens are no longer the only source of eggs.}}
    {{History|||snap=19w07a|Added [[fox]]es, which sometimes spawn with eggs in their mouths.}}
    {{History||1.16.2|snap=Pre-Release 1|Eggs are now affected by [[bubble column]]s.}}
    
    {{History|pocket alpha}}
    {{History||v0.4.0|[[File:Egg JE1 BE1.png|32px]] Added eggs. They are currently unobtainable.
    |Eggs are throwable, but are unable to spawn chickens.}}
    {{History||v0.7.0|[[Chicken]]s now occasionally lay eggs.
    |Eggs can be used to craft [[cake]].
    |Thrown eggs now have a chance of spawning adult chickens.}}
    {{History||v0.8.0|snap=build 1|Eggs are now used to craft [[pumpkin pie]]s.}}
    {{History|||snap=build 3|Thrown eggs now have a chance of spawning chicks instead of adult chickens.}}
    {{History|pocket}}
    {{History||1.1.0|snap=alpha 1.1.0.0|The [[entity]] ID has now been changed from <code>thrownegg</code> to <code>egg</code>.}}
    {{History|bedrock}}
    {{History||1.2.0|Eggs now deal knockback to [[player]]s.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Egg.png|32px]] The texture of eggs has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Eggs can now be found in [[village]] fletcher [[chest]]s.}}
    {{History|||snap=beta 1.11.0.4|Eggs can now be [[trading|sold]] to farmer [[villager]]s.}}
    {{History||1.13.0|snap=beta 1.13.0.1|Added [[fox]]es, which can [[drops|drop]] eggs.}}
    {{History||1.16.0|snap=beta 1.16.0.57|[[Trading]] has now been changed, eggs can no longer be [[trading|sold]] to farmer [[villager]]s.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Egg JE1 BE1.png|32px]] Added eggs.}}
    {{History|PS4}}		
    {{History||1.90|[[File:Egg JE2 BE2.png|32px]] The texture of eggs has been changed.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Egg JE1 BE1.png|32px]] Added eggs.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == Trivia ==
    * Eggs break mid-fall if hit by another projectile; the chance of spawning a chick is not affected.
    * Throwing an egg at a [[nether portal]] breaks the egg when it hits the portal.
    * A thrown egg faces toward the [[player]] in first-person view, while it appears rotated horizontally in third-person view. This is the case for all throwable [[item]]s ([[ender pearl]]s, eggs, [[snowball]]s, and all throwable [[potion]]s).
    
    == References ==
    {{Reflist}}
    
    {{Items}}
    {{entities}}
    
    [[Category:Combat]]
    [[Category:Egg]]
    
    [[cs:Vajíčko]]
    [[de:Ei]]
    [[es:Huevo]]
    [[fr:Œuf]]
    [[hu:Tojás]]
    [[it:Uovo]]
    [[ja:卵]]
    [[ko:달걀]]
    [[nl:Ei]]
    [[pl:Jajko]]
    [[pt:Ovo]]
    [[ru:Яйцо]]
    [[th:ไข่ไก่]]
    [[uk:Яйце]]
    [[zh:鸡蛋]]
    <br /></li><li>[[Sparkler|Sparkler]]<br/>{{About|the Education Edition exclusive item|the new melee weapon available from the ''Minecraft Dungeons'' anniversary event|MCD:Sparkler}}
    {{Item
    | image = <gallery>
    Orange Sparkler.png | Orange
    Blue Sparkler.png | Blue
    Red Sparkler.png | Red
    Purple Sparkler.png | Purple
    Green Sparkler.png | Green
    </gallery>
    | image2 = <gallery>
    Active Orange Sparkler.png | Active Orange
    Active Blue Sparkler.png | Active Blue
    Active Red Sparkler.png | Active Red
    Active Purple Sparkler.png | Active Purple
    Active Green Sparkler.png | Active Green
    </gallery>
    | renewable = No
    | stackable = No
    }}
    {{education feature}}
    {{exclusive|bedrock|education}}
    A '''sparkler''' is a [[Chemistry Update|chemistry]]-related [[item]] that emits particles when lit.
    Sparklers are available in orange, blue, red, purple, and green colors.
    
    == Obtaining ==
    
    === Crafting ===
    {{Crafting
    |showdescription=1
    |B1=Chloride |B2=Magnesium |B3=Stick
    |Output=Sparkler
    |description= Calcium Chloride: Orange<br>Cerium Chloride: Blue<br>Mercuric Chloride: Red<br>Potassium Chloride: Purple<br>Tungsten Chloride: Green<br>{{only|bedrock|education}}
    |type=Miscellaneous
    }}
    
    == Usage ==
    
    {{ctrl|Using}} a sparkler ignites it, causing its texture to change. When lit, the sparkler emits colored [[particles]]; the [[durability]] meter depletes while the sparkler is burning. Sparklers are one of the few [[item]]s that can be held in the [[off-hand]] {{in|be}}. Unlit sparklers have normal lighting like most items, while lit sparklers appear to glow when held in the player's hand, similarly to [[glow stick]]s.
    
    When the [[player]] uses another item while a sparkler is lit, or holds the sparkler in the off-hand, the sparkler's durability stops depleting.
    
    If the player has a lit sparkler in their [[inventory]] and goes into the [[water]], the sparkler is destroyed immediately. However, it does not get destroyed if dropped in water. It also cannot float.
    
    Despite having durability, sparklers cannot be enchanted with [[Unbreaking]] or [[Mending]].
    
    == Sounds ==
    {{Sound table
    |type=bedrock
    |sound=Fuse.ogg
    |source=sound
    |description=While a sparkler is active
    |id=sparkler.active
    |volume=0.25
    |pitch=0.8/1.2}}
    {{Sound table
    |sound=Fizz.ogg
    |source=block
    |description=While a sparkler is being lit
    |id=random.fizz
    |volume=1.0
    |pitch=2.4/2.6
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Sparkler
    |spritename=sparklers
    |spritetype=item
    |nameid=sparkler
    |id=600
    |form=item
    |translationkey=item.sparkler.orange.name,item.sparkler.blue.name,item.sparkler.red.name,item.sparkler.purple.name,item.sparkler.green.name
    |foot=1}}
    
    == History ==
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.20.1|[[File:Orange Sparkler BE1.png|32px]] [[File:Blue Sparkler BE1.png|32px]] [[File:Red Sparkler BE1.png|32px]] [[File:Purple Sparkler BE1.png|32px]] [[File:Green Sparkler BE1.png|32px]] <br>[[File:Active Orange Sparkler BE1.png|32px]] [[File:Active Blue Sparkler BE1.png|32px]] [[File:Active Red Sparkler BE1.png|32px]] [[File:Active Purple Sparkler BE1.png|32px]] [[File:Active Green Sparkler BE1.png|32px]] Added sparklers.}}
    
    {{History|education}}
    {{History||1.0.27|[[File:Orange Sparkler BE1.png|32px]] [[File:Blue Sparkler BE1.png|32px]] [[File:Red Sparkler BE1.png|32px]] [[File:Purple Sparkler BE1.png|32px]] [[File:Green Sparkler BE1.png|32px]] <br>[[File:Active Orange Sparkler BE1.png|32px]] [[File:Active Blue Sparkler BE1.png|32px]] [[File:Active Red Sparkler BE1.png|32px]] [[File:Active Purple Sparkler BE1.png|32px]] [[File:Active Green Sparkler BE1.png|32px]] Added sparklers.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Trivia ==
    * The formula for sparkler roughly works in real life. Magnesium itself burns white in air, while the metal salts add [[wikipedia:flame test|color to the flame]].
    
    {{items}}
    {{Education Edition}}
    
    [[Category:Non-renewable resources]]
    [[Category:Education Edition items]]
    
    [[de:Wunderkerze]]
    [[ja:手持ち花火]]
    [[ko:스파클러]]
    [[pl:Zimne ognie]]
    [[pt:Vela-Faísca]]
    [[zh:烟花棒]]</li></ul>
    Zombie Farmer Zombie Librarian Zombie Priest Zombie Blacksmith Zombie Butcher Zombie Nitwit Added zombie villagers.
    Baby Zombie Farmer Baby Zombie Librarian Baby Zombie Priest Baby Zombie Blacksmith Baby Zombie Butcher Baby Zombie Nitwit Added baby zombie villagers.

    Issues[]

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

    Trivia[]

    Gallery[]

    Renders[]

    Halloween[]

    Screenshots[]

    In other media[]

    References[]

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