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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>[[Bleach|Bleach]]<br/>{{education feature}}
    {{exclusive|bedrock|education}}
    {{Item
    | image = Bleach.png
    | renewable = No
    | stackable = Yes (64)
    }}
    
    '''Bleach''' is an [[item]] used to [[dye]] things white. It is a [[compound]], as it is made using a [[lab table]].
    
    == Obtaining ==
    === Lab Table ===
    
    Bleach is not obtainable in the [[creative inventory]] or {{cmd|give}}. The only way to obtain it is using a [[lab table]].
    
    {| class="wikitable"
    ! Result
    ! Materials Needed
    |-
    !rowspan=2|{{slot|Bleach}}<br>[[Bleach]]
    |{{slot|Water (compound)|link=Compound}}{{slot|Water (compound)|link=Compound}}{{slot|Water (compound)|link=Compound}}{{slot|Sodium Hypochlorite|link=Compound}}{{slot|Sodium Hypochlorite|link=Compound}}{{slot|Sodium Hypochlorite|link=Compound}}
    |-
    |<center>[[Water (compound)|Water]] x3, [[Compound|Sodium Hypochlorite]] x3</center>
    |}
    
    == Usage ==
    === Crafting ingredient ===
    
    {{crafting usage}}
    
    == Sounds ==
    {{Sound table
    |type=bedrock
    |sound=Fire.ogg
    |source=sound
    |description=When bleach is created by a lab table
    |id=lt.reaction.fire
    |volume=6.0
    |pitch=0.7/0.9
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Bleach
    |spritetype=item
    |nameid=bleach
    |id=596
    |form=item
    |foot=1}}
    
    == History ==
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.20.1|[[File:Bleach BE1.png|32px]] Added bleach.}}
    
    {{History|education}}
    {{History||1.0.27|[[File:Bleach BE1.png|32px]] Added bleach.}}
    {{History|foot}}
    
    == Trivia ==
    *[[File:Bleach (compound).png|32px]] There is an [[History of textures/Unused textures#Unused compounds|unused bleach texture]] in the compounds folder of the chemistry resource pack, which is slightly different from the one used in the game.
    
    == Issues ==
    
    {{issue list}}
    
    {{Items}}
    {{Education Edition}}
    
    [[Category:Dyes]]
    [[Category:Non-renewable resources]]
    [[Category:Education Edition items]]
    
    [[de:Bleichmittel]]
    [[es:Lejía]]
    [[ja:漂白剤]]
    [[ko:표백제]]
    [[pl:Wybielacz]]
    [[pt:Alvejante]]
    [[zh:漂白剂]]
    [[lzh:素精]]</li><li>[[Bow|Bow]]<br/>{{For}}
    {{For|the ranged weapon of a similar name|Crossbow}}
    {{Item
    | image = <gallery>
    Bow.png | Bow
    Bow (Pull 0).png | Pulled (state 0)
    Bow (Pull 1).png | Pulled (state 1)
    Bow (Pull 2).png | Pulled (state 2)
    </gallery>
    | rarity = Common
    | renewable = Yes
    | durability = 384
    | stackable = No
    }}
    
    A '''bow''' is a ranged [[weapon]] that shoots [[arrow]]s.
    
    == Obtaining ==
    
    === Crafting ===
    
    {{crafting
    |showname=0
    |B1= Stick
    |C1= String
    |A2= Stick
    |C2= String
    |B3= Stick
    |C3= String
    |Output= Bow
    |type= Combat
    }}
    
    ===Mob loot===
    
    ==== Skeletons and Strays ====
    
    [[Skeleton]]s and [[stray]]s have an 8.5% chance of dropping a normal or enchanted bow on death when killed by a [[player]] or a tamed [[wolf]]. 
    
    The chance of dropping a bow is increased by 1% per level of [[Looting]], allowing up to an 11.5% chance of dropping. 
    
    The chance of being enchanted depends on the [[difficulty]], whether it is normal or hard. The enchantment level is equal to enchant level 5-22. 
    
    Bows of [[skeleton trap]]s are always enchanted at level 5 to 23. The exact level depends on [[regional difficulty]], as on Easy it is always a level-5 enchantment.
    
    ==== Illusioners ====
    {{exclusive|java|section=1}}
    
    [[Illusioner]]s have an 8.5% chance of dropping an unenchanted bow when killed by the player. The chance of dropping a bow is increased by 1% per level of Looting, allowing up to an 11.5% chance of dropping. 
    
    === Trading ===
    
    Apprentice-level fletcher [[villager]]s sell bows for 2 [[emerald]]s as part of their [[trading|trade]]s.
    
    Expert-level fletcher villagers sell enchanted bows for 7–21 emeralds as part of their trades. The enchantment level is equal to enchant level 5–19.
    
    === Fishing ===
    
    Bows have a chance of being caught by [[fishing]]. When caught, the bow may be damaged and contain random [[enchantment]]s equivalent to a level 30 enchantment from an [[enchanting table]], including treasure enchantments like [[Mending]].
    
    === Repairing ===
    {{Grinding
    |showdescription=1
    |ingredients=2x Damaged [[Bow]]
    |Damaged Bow
    |Damaged Bow
    |Bow
    |description=The durability of the two bows is added together, plus an extra 5% durability.
    }}
    {{Crafting
    |Damaged Bow
    |Damaged Bow
    |Output=Bow
    |type=Combat
    |ignoreusage=1
    }}
    
    == Usage ==
    
    === Weapon ===
    [[File:Steve aiming with Bow.png|150px|right]]
    [[File:Alex aiming with Bow.png|150px|right]]
    
    Bows can be drawn back by {{control|using}} them. In order to use a bow, the player must have at least one [[arrow]] in their [[inventory]] or be in [[Creative]] mode. The arrow that is shown inside the bow always looks like a regular arrow, regardless of what kind of arrow is actually being shot from the bow.<ref>{{bug|MC-87685||Drawn bow texture does not reflect arrow that will be shot|WF}}</ref>
    
    When drawing a bow, the display zooms in slightly. Charging the bow to its maximum causes it to visually shake as an indicator. Releasing the button shoots an [[arrow]] if it is charged at least 15%. Drawing a bow can be canceled by switching to another hotbar slot while holding use.
    
    While the bow is being charged or remains fully charged, the player is forced to move at [[sneaking]] speed, unless they are riding a [[horse]], [[minecart]] or [[boat]], or flying with [[elytra]]. It is not possible to [[Sprinting|sprint]] while charging a bow or holding a drawn bow. When the bow is released, normal motion resumes although any prior sprint is cancelled. Sneaking while drawing the bow makes the player move even slower.
    
    If an arrow hits another player, the player that shoots the arrow hears a high-pitched "ding" sound.{{only|je}}
    
    Fully charged shots launch critical arrows which have a trail of [[particles]] behind them and deal up to <math display="inline">\left ( \frac{3x}{2} \right ) + 2</math>damage, where <math>x</math>is the damage after any enchantments. The listed values below describe maximum damage from a bow with no [[Power]] enchantments, assuming the target is at a distance where drag and gravity are negligible. However, the critical damage is likely to be more around 8-10; critical damage is added at a random value between <math>x</math>and <math display="inline">\left ( \frac{3x}{2} \right ) + 2</math> and it is rare to have minimum or maximum values. The damage dealt can ultimately be less than the maximum damage if the arrow slows down after being shot. 
    
    {| class="wikitable" style="text-align:center" data-description="Shot base damage by changing time"
    |-
    ! Charging time
    ! Maximum attack damage
    |-
    |{{ItemSprite|Bow|text= '''0.1 s'''}} (no charge)
    |{{hp|1}}
    |-
    |{{ItemSprite|Bow|text= '''0.2–0.9 s'''}} (medium charge)
    |{{hp|5}}
    |-
    |{{ItemSprite|Bow|text= '''1+ s'''}} (full charge)
    |{{hp|6}}
    |-
    |{{ItemSprite|Bow|text= '''1+ s'''}} (critical)
    |{{hp|11}}
    |-
    |}
    
    The game stores the damage of arrows even in values with a decimal point. For example, it is possible for a critical arrow shot to cause damage values such as 6.4. In this cases of a broken value, the game can round up or down and store the amount for subsequent damage sources.
    
    Any projectile thrown by the player is under the influence of momentum in current versions of ''Minecraft''. Naturally, the player's movement speed can be modified under a number of circumstances, affecting the ballistic trajectory of projectiles, and as a result, the damage inflicted by arrows.
    
    In [[Java Edition Combat Tests]], to avoid sniping, arrows shot from fully-charged bows become non-critical if held drawn back for longer than three seconds. Instantaneous effects on tipped arrows are scaled by 1/8, just like the duration of other effects. For example, Instant Damage I arrow will deal an additional {{hp|0.75}} magical damage.
    
    Damage caused by the arrow is not affected by the [[Strength]] effect.
    
    [[Endermen]] cannot be shot using an arrow, because the arrow either disappears as the enderman teleports, or it gets deflected. Even while immobile, the enderman is immune to damage from arrows. However, an arrow shot from a bow enchanted with [[Flame]] can ignite the enderman.
    
    === Crafting ingredient ===
    
    {{crafting usage|Bow, Damaged Bow}}
    
    === Enchantments ===
    
    Bows can receive several different [[enchantment]]s and have a base enchantability of 1. Bow enchantments have no effect on [[arrow]] speed or the distance it travels. In [[Bedrock Edition]], if a bow is enchanted with any level 1 enchantment, it always gets Power I.{{verify|This used to be in the trivia section. Not valid in Java Edition.}}
    
    {| class="wikitable col-3-center"
    |+
    !Name
    !Summary
    !Max Level
    |-
    |[[Power]]
    |Increases the damage dealt by bow-shot arrows.
    |V
    |-
    |[[Punch]]
    |Increases the knockback dealt by bow-shot arrows.
    |II
    |-
    |[[Flame]]
    |Ignites arrows, dealing fire damage to anyone hit as well as igniting TNT and campfires.
    |I
    |-
    |[[Infinity]]<ref group=n name=exclusive>Mending and Infinity are mutually exclusive.</ref> 
    |Stops the bow from consuming arrows when shot. A minimum of 1 arrow is still required to work.
    |I
    |-
    |[[Unbreaking]]
    |Grants a chance to negate durability consumption, making the bow last longer.
    |III
    |-
    |[[Mending]]<ref group=n name=exclusive></ref>
    |Repairs the bow using experience, but also preventing the player from gaining score.
    |I
    |-
    |[[Curse of Vanishing]]
    |The bow vanishes on death, not dropping as an item. Overridden by keepInventory.
    |I
    |}
    ;Notes
    {{Reflist|group=n}}
    
    === Fuel ===
    
    A bow can be used as [[fuel]] in [[furnace]]s, smelting 1.5 items per bow {{in|java}} or 1 item per bow {{in|bedrock}}.
    
    == Arrows ==
    
    {{main|Arrow}}
    
    As in real life, a flying [[arrow]] in ''Minecraft'' is affected by gravity. Its vertical speed is modified by one block downward every second, resulting in a {{w|Parabola|parabolic}} flight path. An arrow slows down if shot through water, reducing its damage to near zero unless brought back into the air or otherwise given momentum.{{Only|Java}}
    
    Arrows that hit solid [[blocks]] become stuck and can be retrieved, unless the arrow was shot by a bow [[enchant]]ed with [[Infinity]], a player in Creative mode, or a mob.
    
    An arrow shot through [[lava]] ignites, giving it the effect of the [[Flame]] enchantment, igniting any entity it hits. If not extinguished, the fire inflicts up to {{hp|4}} damage. Although a [[wither skeleton]] does not spawn naturally with bows, if it holds a bow then it also shoots flaming arrows.
    
    On impact, an arrow can trigger a wooden [[pressure plate]], [[target]] block, [[wooden button]], or [[tripwire]]. Arrows cannot trigger stone pressure plates or stone buttons.
    
    The player can choose the type of arrow to shoot based on its location in the inventory. Arrows in the off-hand, or the selected hotbar slot if the bow is in the off-hand, are prioritized first. If there are no arrows in the off-hand or selected hotbar slot then the arrow closest to [[Inventory#Slots|slot 0]] is selected.
    
    Arrows shot by bows in [[Bedrock Edition]] has a slightly higher range than arrows shot by bows in [[Java Edition]].
    
    ==Sounds==
    {{edition|java}}:
    {{Sound table
    |sound=Arrow hit1.ogg
    |sound2=Arrow hit2.ogg
    |sound3=Arrow hit3.ogg
    |sound4=Arrow hit4.ogg
    |subtitle=Arrow hits
    |source=neutral
    |description=When an arrow impacts something
    |id=entity.arrow.hit
    |translationkey=subtitles.entity.arrow.hit
    |volume=1.0
    |pitch={{frac|12|11}}-{{frac|4|3}}
    |distance=16}}
    {{Sound table
    |sound=Bow shoot.ogg
    |subtitle=Arrow fired
    |source=player
    |description=When a bow shoots an arrow
    |id=entity.arrow.shoot
    |translationkey=subtitles.entity.arrow.shoot
    |volume=1.0
    |pitch={{frac|4|3}}-1.125 <ref group=sound>Depends on how long the bow has been charging. uncharged bows give {{frac|5|6}}-0.625</ref> 
    |distance=16}}
    {{Sound table
    |sound=Succesfull Hit.ogg
    |subtitle=Player hit
    |source=player
    |description=When an arrow shot by a player hits another player
    |id=entity.arrow.hit_player
    |translationkey=subtitles.entity.arrow.hit_player
    |volume=0.18
    |pitch=0.45
    |distance=16}}
    {{Sound table
    |sound=Random break.ogg
    |subtitle=Item breaks
    |source=player
    |description=When a bow'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=Arrow hit1.ogg
    |sound2=Arrow hit2.ogg
    |sound3=Arrow hit3.ogg
    |sound4=Arrow hit4.ogg
    |source=player
    |description=When an arrow impacts something
    |id=random.bowhit
    |volume=1.0
    |pitch=1.09-1.3}}
    {{Sound table
    |sound=Bow shoot.ogg
    |source=player
    |description=When a bow shoots an arrow
    |id=random.bow
    |volume=1.0
    |pitch=0.83-1.25}}
    {{Sound table
    |sound=Random break.ogg
    |source=player
    |description=When a bow'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=Bow
    |spritetype=item
    |nameid=bow
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Bow
    |spritetype=item
    |nameid=bow
    |id=300
    |form=item
    |foot=1}}
    
    ==Achievements==
    
    {{load achievements|Sniper Duel;Archer;Dispense with this;Bullseye}}
    
    ==Advancements==
    
    {{load advancements|Take Aim;Sniper Duel;Bullseye}}
    
    ==Video==
    
    <div style="text-align:center">{{yt|orNlaO12EQg}}</div>
    
    ==History==
    {{History|java classic}}
    {{History||June 14, 2009|link=https://notch.tumblr.com/post/123343045/my-vision-for-survival|[[Notch]] discussed how bows and [[arrow]]s would work in [[Survival]] mode: "Bows and arrows can be made out of wood. To use it, select the bow from your inventory and make sure you’ve got some arrows. Click in front of you, and an arrow goes flying using real physics. To actually HIT something, aim above it."}}
    {{History||0.24 SURVIVAL TEST|The [[player]] did not need a bow to shoot arrows. Instead, {{Key|Tab}} was used to fire arrows. However, arrows still had to be collected to shoot. Launching arrows this way was much slower than the bow that now fires them.}}
    {{History|java indev}}
    {{History||0.31|snap=20100110|[[File:Bow JE1.png|32px]] Added bow texture to [[items.png]].}}
    {{History|||snap=20100122|[[File:Bow JE2 BE1.png|32px]] Added bows as item with changed texture. The right mouse button can be held down to fire in rapid succession. Each [[arrow]] deals {{hp|4}} for each hit. They fly in a [[wikipedia:Trajectory of a projectile|ballistic trajectory]] affected by gravity and drag in air or water. They travel approximately 15 [[block]]s when fired parallel to a flat plane. Arrows also have a maximum range of around 52 blocks when fired at a 38 degree angle on a flat plane.
    |Bows often fail to interact with objects, but instead shoot. This is due to the fact that shooting arrows is an instantaneous action.
    |At this point, bows have no durability, and can essentially be used infinitely.}}
    {{History|java alpha}}
    {{History||v1.2.6|Interacting with objects (door, chest, etc.) while holding a bow no longer shoots the arrow.}}
    {{History|java beta}}
    {{History||1.2|Bows are now used to craft [[dispenser]]s.}}
    {{History||1.8|snap=July 8, 2011|slink={{tweet|notch|89414265441763328}}|[[Notch]] teased hold-to-charge bows.}}
    {{History|||snap=July 13, 2011|slink={{tweet|notch|91250232981061632}}|Notch indicated that along with bow charging, he would add an [[achievement]] based around shooting a [[skeleton]] at 50 meters, eventually to be known as ''Sniper duel''.}}
    {{History|||snap=Pre-release|Bow behavior has been overhauled; they now need to be charged to fire.}}
    {{History|java}}
    {{History||1.0.0|snap=RC1|A fully charged [[arrow]] from a bow now consistently deals {{hp|9}} damage, with a rare chance of dealing {{hp|10}}.
    |Bows now have a [[durability]] of 385 uses.
    |Bows no longer need arrows for ammo in [[Creative]] mode.
    |The bow can now be [[enchanting|enchanted]] via console commands, but no enchantment affects it.}}
    {{History||1.1|snap=release|Bows can now be legitimately enchanted. Four enchantments have been added: [[Flame]], [[Punch]], [[Power]] and [[Infinity]].}}
    {{History||1.2.1|snap=12w06a|[[Skeleton]]s now have a 2.5% chance of dropping a bow. One fifth of the time, this bow is enchanted with Power I (20%).}}
    {{History||1.4.6|snap=12w50a|Bows can now be enchanted with [[Unbreaking]] using an [[anvil]] and an appropriate [[enchanted book]].}}
    {{History|||snap=pre|When a [[player]] hits another player from far away with a bow it makes a high pitched "dinging" sound.}}
    {{History||1.7.2|snap=13w36a|Bows can now be obtained as a "treasure" [[item]] from [[fishing]].
    |Bows can now be [[enchanting|enchanted]] with [[Unbreaking]] directly in an [[enchantment table]] without the use of an [[anvil]].}}
    {{History||1.8|snap=14w02a|Fletcher [[villager]]s now [[trading|sell]] 1 bow for 2–3 [[emerald]]s.}}
    {{History|||snap=14w30a|Bow placement when drawing back has been slightly changed.}}
    {{History||1.9|snap=15w31a|When shooting, the arrows are no longer offset to the right of the Crosshair.
    |The bow in the hotbar now shows an [[arrow]] when being drawn.
    |Bows can now shoot an additional 14 types of arrows, selected based on the arrow type held in the off-hand or closest to slot 0.
    |Bows cannot be used in the off-hand.}}
    {{History|||snap=15w37a|The bow can now be used in the off-hand.
    |Bows now prioritize the selected hotbar slot for [[arrow]]s if the bow is in the off hand.
    |When using the bow in the off-hand, the bow does do the animation, but does not aim at the target.}}
    {{History|||snap=?|Momentum now affects the physics of arrows fired from bows.}}
    {{History||1.10|snap=16w20a|Bows are now used by [[stray]]s and can now sometimes be obtained as a rare [[drop]].}}
    {{History||1.11|snap=16w33a|Bows can now be used to fuel [[furnace]]s.}}
    {{History||1.11.1|snap=16w50a|[[Infinity]] and [[Mending]] are now mutually exclusive for bows.}}
    {{History||1.12|snap=17w16a|Bows are now used by [[illusioner]]s and can now sometimes be obtained as a rare [[drop]], although unenchanted.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 261.}}
    {{History||1.13.1|snap=18w30a|{{bug|MC-88356}}: Fixed a bug: When using the bow in the off-hand, the bow does do the animation, but does not aim at the target.}}
    {{History||1.14|snap=19w11a|Fletcher [[villager]]s now [[trading|sell]] enchanted bows.}}
    
    {{History|pocket alpha}}
    {{History||v0.3.3|[[File:Bow JE2 BE1.png|32px]] Added bows.}}
    {{History||v0.4.0|Bows now have a durability of 385 uses.
    |Bows also now slow down the player while aiming.}}
    {{History||v0.5.0|Bows are now obtainable after activating the [[nether reactor]].}}
    {{History||v0.8.0|snap=build 1|[[File:Bow BE2.png|32px]] The texture of bows has been changed.}}
    {{History|||snap=build 7|Bows can now be used as fuel in a [[furnace]].}}
    {{History||v0.11.0|snap=build 1|Bows can now be obtained as a "treasure" [[item]] from [[fishing]].}}
    {{History||v0.12.1|snap=build 1|Fully charged bows now cause [[particle]]s.
    |Bows can now be [[enchanting|enchanted]].
    |Bows obtained by [[fishing]] can now be caught enchanted.
    |Bows are no longer available from the [[nether reactor]].}}
    {{History||v0.15.0|snap=build 1|Added [[stray]]s, which are equipped with a bow that can rarely be dropped by them.
    |Bows can now shoot an additional 14 types of [[arrow]]s, selected based on the arrow type closest to slot 0.}}
    {{History|pocket}}
    {{History||1.0.4|snap=alpha 1.0.4.0|Bows can now be obtained by [[trading]] with a fletcher [[villager]].}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Added the [[Mending]] enchantment, which can now be applied to bows and is mutually exclusive to the [[Infinity]] enchantment.
    |[[Arrow]]s can now be placed in the offhand slot and bows now prioritize the arrows in that slot.}}
    {{History|bedrock}}
    {{History||?|Momentum now affects the physics of arrows fired from bows.}}
    {{History||1.8.0|snap=beta 1.8.0.10|Bows in the hotbar now show an [[arrow]] when being drawn.}}
    {{History||1.10.0|snap=beta 1.10.0.3| [[File:Bow JE2 BE1.png|32px]] The texture of bows has been changed to match {{el|je}}'s texture.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Fletcher villagers now sell unenchanted bows for 2 emeralds, and enchanted bows for 8 emeralds.}}
    {{History||1.16.210|snap=beta 1.16.210.58|Bows in first-person view is now held differently.<ref>{{bug|MCPE-116741}}</ref>}}
    {{History||1.17.0|snap=beta 1.17.0.52|Bows are now held like it was before [[Bedrock Edition beta 1.16.210.58|1.16.210.58 beta]].<ref>{{bug|MCPE-116741}}</ref>}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Bow JE2 BE1.png|32px]] Added bows.}}
    {{History||xbox=TU5|Bow behavior is overhauled; they now need to be charged to fire.}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|Bows can now be obtained by [[trading]] with a fletcher [[villager]].}}
    {{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|Bows can now shoot an additional 14 types of [[arrow]]s, selected based on arrow type held in the off-hand or closest to slot 0.}}
    {{History|foot}}
    
    Historical sounds:
    
    {| class="wikitable"
    !Sound
    !From
    !to
    !Pitch
    |-
    |{{sound||Bow Shooting Old.ogg}}
    |0.31
    |Sound Update
    |1.0
    |}
    
    ==Issues==
    {{issue list}}
    
    ==Trivia==
    * Bows were left unchanged in the [[Texture Update]].<ref>{{bug|MC-168156|||WAI}}</ref>
    *Dinnerbone got the idea for the high-pitched "ding" sound from playing on a former PvP server called Project Ares.<ref>{{tweet|Dinnerbone|280044119345229826|Also things I learnt from pvping today: Bows need to ding when you hit people (it's so much fun/rewarding!) & arrows don't render far enough|December 15, 2012}}</ref><ref>{{ytl|-b5aXYacYsk|Minecraft PvP with Dinnerbone & Docm77 - Team DocBone @ 11:52|docm77|December 7, 2013|t=712s}}</ref>
    
    ==Gallery==
    <gallery>
    Enchanted Bow.gif|An enchanted bow.
    Bow Shooting.gif|Using the bow.
    1.9bow.gif|Drawback animation.
    Bow SDGP.png|Bow in the [[Super Duper Graphics Pack]].
    Hunting Wabbits.jpg|Using a bow to hunt rabbits.
    </gallery>
    
    ==References==
    {{reflist}}
    
    ==External Links==
    *[https://www.minecraft.net/en-us/article/taking-inventory--bow Taking Inventory: Bow] – Minecraft.net on April 13, 2023
    
    {{items}}
    
    [[Category:Combat]]
    [[Category:Renewable resources]]
    
    [[cs:Luk]]
    [[de:Bogen]]
    [[es:Arco]]
    [[fr:Arc]]
    [[hu:Íj]]
    [[it:Arco]]
    [[ja:弓]]
    [[ko:활]]
    [[nl:Boog]]
    [[pl:Łuk]]
    [[pt:Arco]]
    [[ru:Лук]]
    [[uk:Лук]]
    [[zh:弓]]</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>[[Totem of Undying|Totem of Undying]]<br/>{{redirect|Totem}}
    {{Item
    | image = Totem_of_Undying_JE2_BE2.png
    | renewable = Yes
    | stackable = No
    | rarity = Uncommon
    |effects=: {{EffectLink|Absorption}} II (0:05)
    : {{EffectLink|Regeneration}} II (0:45){{only|java|short=yes}}/ II (0:40){{only|bedrock|short=yes}}
    : {{EffectLink|Fire Resistance}} I (0:40)
    }}
    A '''totem of undying''' is an uncommon [[combat]] item that can save holders from death. It is dropped by [[Evoker|evokers]], which spawn in [[woodland mansion]]s and [[raid]]s.
    
    == Obtaining ==
    === Mob loot ===
    Evokers always drop one totem of undying upon death. The drop rate is not affected by [[Looting]].
    
    == Usage ==
    [[File:Totem of Undying Animation.gif|alt=The totem animation in Java Edition.|thumb|Animation of the totem activating {{in|java}}.]]
    [[File:Totem of Undying Bedrock Animation.gif|alt=The totem animation in Bedrock Edition.|thumb|Animation of the totem activating {{in|bedrock}}.]]
    If the [[player]] is holding a totem of undying in their [[off-hand]] or main-hand slot and receives otherwise fatal [[damage]], the totem saves the player from [[death]]. The totem of undying must be in the player's hand (main hand or offhand) for it to work—it does not work if it is in the [[Heads-up display#Hotbar|hotbar]], unless selected. Any [[mob]] that can hold a totem of undying (in a hand or in the mouth) can use it while holding it.{{only|JE}} The totem can be used only once; it disappears after use. It does not save the player from death caused by [[void]] damage, the {{cmd|kill}} [[command]]s or even a [[tipped arrow]] with [[Instant Damage|harming]] effect damage.<ref>{{bug|MC-206307}}</ref>
    
    == Effect ==
    When activated, the totem of undying restores {{hp|1}}, removes all existing [[status effect]]s, then grants 40{{only|bedrock|short=1}} or 45{{only|java|short=1}} seconds<ref>{{bug|MCPE-90716}}</ref> of [[Regeneration]] II, 40 seconds of [[Fire Resistance]] I and 5 seconds of [[Absorption]] II. An animation shows the totem of undying appearing to hover in front of the [[player]]'s screen, similar to the animation seen when a player receives the [[Bad Omen]] or [[Hero of the Village]] effect{{only|bedrock|short=1}} or encounters an [[elder guardian]]. When killed by an [[Instant Damage]] tipped [[arrow]], the arrow's instant damage takes effect after the totem has been activated.
    
    The totem of undying also works in [[Hardcore]] mode.
    
    == Sounds ==
    {{edition|java}}:
    {{Sound table
    |sound=Totem of Undying.ogg
    |subtitle=Totem activates
    |source=dependent
    |description=When something dies, using a totem of undying
    |id=item.totem.use
    |translationkey=subtitles.item.totem.use
    |volume=1.0
    |pitch=1.0
    |distance=16
    |foot=1}}
    
    {{edition|bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Totem of Undying.ogg
    |source=player
    |description=When something dies, using a totem of undying
    |id=random.totem
    |volume=1.0
    |pitch=1.0
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Totem of Undying
    |spritetype=item
    |nameid=totem_of_undying
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Totem of Undying
    |spritetype=item
    |nameid=totem_of_undying
    |aliasid=totem
    |id=568
    |form=item
    |translationkey=item.totem.name
    |foot=1}}
    
    == Achievements ==
    {{load achievements|Cheating Death}}
    
    == Advancements ==
    {{load advancements|Postmortal}}
    
    == History ==
    {{History||2016|[[File:Totem of Undying (pre-release).png|32px]] An early version of the totem of undying was seen during Minecon shortly before its reveal.}}
    {{History|java}}
    {{History||1.11|snap=16w39a|[[File:Totem of Undying JE1 BE1.png|32px]] Added totem of undying.}}
    {{History||1.11.1|snap=16w50a|The ID name has now been changed from <code>totem</code> to <code>totem_of_undying</code>.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 449.}}
    {{History||1.14|snap=18w43a|[[File:Totem of Undying JE2 BE2.png|32px]] The texture of the totem of undying has been changed.}}
    {{History|||snap=18w47a|The totem of undying is now [[renewable resource|renewable]] as [[evoker]]s now spawn in [[raid]]s.}}
    {{History||1.16.2|snap=20w28a|The totem of undying now gives the [[Fire Resistance]] II status effect for 40 seconds.}}
    {{History|||snap=20w29a|The level of Fire Resistance given by the totem of undying is now reduced from II to I.<ref>{{bug|MC-194220}}</ref>}}
    {{History||1.20.2|snap=23w31a|Totems of undying now trigger [[sculk sensor]]s when they activate.<ref>{{bug|MC-261427||Sculk sensors and calibrated sculk sensors don't detect totem of undying activating|Fixed}}</ref>}}
    
    {{History|pocket}}
    {{History||1.1.0|snap=alpha 1.1.0.0|[[File:Totem of Undying JE1 BE1.png|32px]] Added totem of undying.}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Totem of Undying JE2 BE2.png|32px]] The texture of the totem of undying has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.3|The totem of undying is now [[renewable resource|renewable]] as [[evoker]]s now spawn in [[raid]]s.}}
    {{History||1.16.100|snap=beta 1.16.100.54|The level of Fire Resistance given by the totem of undying is now reduced from II to I.<ref>{{bug|MCPE-52364}}</ref>}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of totems of undying has been changed from <code>totem</code> to <code>totem_of_undying</code>.}}
    
    {{History|console}}
    {{History||xbox=TU54|xbone=CU44|ps=1.52|wiiu=Patch 24|switch=1.0.4|[[File:Totem of Undying JE1 BE1.png|32px]] Added totem of undying.}}
    {{History||xbox=TU56|xbone=CU48|ps=1.55|wiiu=Patch 26|switch=1.0.6|The totem of undying now applies [[Fire Resistance]] II when used.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Totem of Undying JE2 BE2.png|32px]] The texture of the totem of undying has been changed.}}
    {{History||xbox=none|xbone=none|ps=1.91|wiiu=none|switch=none|The totem of undying is now [[renewable resource|renewable]] as [[evoker]]s now spawn in [[raid]]s.}}
    
    {{History|new3ds}}
    {{History||1.9.19|[[File:Totem of Undying JE1 BE1.png|32px]] Added totem of undying.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == Trivia ==
    * If a [[mob]] holds a totem of undying, the mob also resurrects upon [[Health#Death|death]] and the [[sound]] effect plays. However, the animation does not appear.
    * In the {{el|ds}}, the totem of undying can be put in any hotbar slot to activate it, due to the lack of an [[Dual wield|off-hand slot]] in that version.
    * Being able to obtain totems of undying in [[raids]] without exploring [[woodland mansions]] is considered a "massive game play design flaw" by Mojang.<ref>{{ytl|YRPlscod34Y}}</ref>
    
    == Gallery ==
    <gallery>
    File:Particle totem of undying.png|Screenshot of the totem of undying being used mid-animation after a [[drowned]] deals otherwise fatal damage to the player.
    File:Totem of Undying activating.gif|Animation of the totem activating.
    File:Totem animation in third person mode.png|The totem animation in third person mode.
    </gallery>
    
    == References ==
    {{reflist}}
    
    {{Items}}
    
    [[de:Totem der Unsterblichkeit]]
    [[fr:Totem d'immortalité]]
    [[ja:不死のトーテム]]
    [[ko:불사의 토템]]
    [[lzh:保命符]]
    [[nl:Totem der onsterfelijkheid]]
    [[pl:Totem nieśmiertelności]]
    [[pt:Totem da imortalidade]]
    [[ru:Тотем бессмертия]]
    [[th:Totem of Undying]]
    [[zh:不死图腾]]
    [[Category:Renewable resources]]</li><li>[[Fishing Rod|Fishing Rod]]<br/>{{Dungeons hatnote|type=artifact}}
    {{Item
    | image = Fishing Rod.png
    | image2 = Cast Fishing Rod.png
    | rarity = Common
    | renewable = Yes
    | durability = 
    Depends on the Edition:
    Java: 64
    Bedrock: 384
    | stackable = No
    }}
    A '''fishing rod''' is a [[tool]] that casts a bobber used to [[Fishing|fish]] in [[water]] or to hook and pull [[Mob|mobs]], [[Item (entity)|items]] and some [[Entity|entities]] towards the user.
    
    == Obtaining ==
    
    === Crafting ===
    {{Crafting
    |head=1
    |showname=0
    |showdescription=1
    |C1= Stick
    |B2= Stick
    |C2= String
    |A3= Stick
    |C3= String
    |Output= Fishing Rod
    |type= Tool
    }}
    {{crafting
    |foot=1
    |ignoreusage=1
    |Damaged Fishing Rod
    |Damaged Fishing Rod
    |Output= Fishing Rod
    |description= The durability of the two fishing rods is added together, plus an extra 5% durability.
    |type= Tool
    }}
    
    === Fishing ===
    
    Enchanted fishing rods can be obtained as "treasure" [[item]]s from [[fishing]], and unenchanted ones as "junk" items.
    
    === Trading ===
    
    Journeyman-level [[fisherman]] [[villager]]s sell enchanted fishing rods for 6 [[emerald]]s.
    The [[enchantment]]s are the same as the ones obtained from an [[enchantment table]] at levels 5–19.
    
    === Chest loot ===
    {{LootChestItem|enchanted-fishing-rod}} 
    {{notelist}}
    
    === Carrot/warped fungus on a stick ===
    
    If a [[carrot on a stick]] or a [[warped fungus on a stick]] is used to the point of zero durability, it becomes a fishing rod again.
    
    === Mob loot ===
    
    {{IN|java}}, the [[drowned]] mob has a 3.75% chance of spawning with a fishing rod equipped.
    {{IN|bedrock}}, naturally-spawned drowned has 0.85% chance to spawn with fishing rod, while converted drowned has 1% chance to spawn with it.
    If killed, they have an 8.5% chance of dropping this fishing rod. That chance increases by 1% for each level of Looting applied to a weapon (up to 11.5% chance). The dropped item is damaged and never enchanted.
    
    == Usage ==
    
    === Fishing ===
    {{main|Fishing}}
    
    Fishing rods can be cast into water. After a short period of time, a stream of bubble particles approaches the fishing rod. If the rod is reeled in once the particles "bite" the bobber, the player obtains a fish, junk, or possibly a treasure item. If the fishing rod was in the player's hand and is no longer, the fishing bobber [[Entity|entity]] despawns, unless the fishing rod to the off-hand or it's been swapped with another fishing rod{{Cn|Cn=Research on the way fishing rods behave when you swap rod or have two equipped (one in the main and one in the off hand) needs to be done}}.
    
    === Crafting ingredient ===
    
    {{crafting usage|Fishing Rod, Damaged Fishing Rod}}
    
    === Hooking mobs and other entities ===
    {{see also|Fishing#Fishing rod durability}}
    
    The fishing rod can be used to hook [[mobs]], [[Item (entity)|items]]{{only|java}} and some [[entities]], and even [[player]]s. The fishing rod can then be reeled in, dragging the hooked object toward the player without dealing damage. Reeling in a [[mob]] or entity costs 5 points of durability, and reeling in an item costs 3 points. Reeling a mob pulls it toward the player with a speed of {{frac|1|10}} the distance between mob and player.
    
    Besides mobs and items, entities that can be reeled in include: 
    * {{ItemLink|id=oak boat|Boat}}s
    * {{ItemLink|id=oak boat with chest|Boat with Chest}}s
    * {{ItemSprite|Minecart}} [[Minecart]]s of any type
    * {{ItemLink|Armor Stand}}s
    * {{EntityLink|Shulker Bullet}}s
    * {{EntityLink|Fireball}}s
    * {{EntityLink|Small fireball}}s
    * {{EntitySprite|TNT}} Primed [[TNT]]
    * Any [[falling block]] such as {{EntityLink|Sand}}, {{EntityLink|Gravel}}, {{EntityLink|Dragon Egg}}s, {{EntityLink|Concrete Powder}}s, {{EntityLink|Scaffolding}},  [[Snow]] on [[Bedrock Edition]] or {{EntityLink|Anvil}}s
    
    Some entities can be hooked, but cannot be reeled in: 
    * {{EntitySprite|Horse}} Mobs riding/being ridden by other mobs (in Bedrock Edition, the hooked mob dismounts)
    * {{EntityLink|Painting}}s
    * {{EntityLink|Item Frame}}s
    * {{EntityLink|id=leash-knot|Lead}} knots
    * {{EntityLink|End Crystal}}s
    * {{EntityLink|Shulker}}s
    
    Attempting to reel in said entities still costs durability to the rod.
    
    The rest of the entities cannot be hooked at all: 
    
    * {{EntitySprite|egg}} Thrown [[egg]]s
    * {{EntitySprite|snowball}} Thrown [[snowball]]s
    * {{EntitySprite|ender-pearl}} Thrown [[ender pearl]]s
    * {{EntitySprite|eye-of-ender}} Thrown [[eyes of ender]]
    * {{ItemSprite|splash-potion}} Thrown [[potion]]s
    * {{ItemSprite|bottle-o'-enchanting|附魔之瓶}} Thrown [[bottles o' enchanting]]
    * {{EntitySprite|dragon-fireball}} [[Dragon fireball]]s
    * {{EntitySprite|Wither Skull}} [[Wither#Wither Skull|Wither skull]]s
    * {{ItemSprite|firework-rocket}} [[Firework rocket]]s in flight
    * {{EntitySprite|arrow}} [[Arrow]]s in flight
    * {{EffectSprite|particle-speed}} [[Lingering Potion#Area effect cloud|Area effect cloud]]
    * {{EntityLink|id=experience-orb|Experience|XP orbs}}
    
    Using it on a [[villager]] lowers the player's popularity and causes any naturally-spawned [[iron golem]]s nearby to attack.
    
    === Fuel ===
    
    A fishing rod can be used as fuel in [[furnace]]s, smelting 1.5 items per fishing rod.
    
    === Other usage ===
    
    The hook can also be used to activate wooden [[pressure plate]]s or [[weighted pressure plate]]s.
    
    === Enchantments ===
    
    A fishing rod can receive the following enchantments:
    {| class="wikitable col-2-center"
    |+
    !Name
    !Max Level
    ![[Enchanting|Method]]
    |-
    |[[Lure]]<ref group="note">Lure levels above V don't work.</ref>
    |III
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Luck of the Sea]]
    |III
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Unbreaking]]
    |III
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Mending]]
    |I
    |{{Inventory slot|Anvil}}
    |-
    |[[Curse of Vanishing]]
    |I
    |{{Inventory slot|Anvil}}
    |}
    {{Notelist|note}}
    
    A fishing rod with the [[Mending]] enchantment has infinite durability if used for fishing only. The rod incrementally repairs itself using the experience gained each time a player reels in a fish, even if starting from nearly 0% durability. Players wearing damaged [[Mending]] armor have a lower average rate of repair, because the mending mechanic can ignore damage to the rod while repairing armor instead. [[Unbreaking]] III can nearly guarantee that the rod does not break, unless it's already at low durability.
    
    == Fishing Bobber ==
    {{Entity
    | title = Fishing Bobber
    | image2 = Fishing Bobber BE.png
    | imagesize = 100px
    | image = Fishing Bobber JE1.png
    | networkid = '''[[JE]]:''' 90
    }}
    {{see also|Entity format}}
    '''Fishing bobbers''' have entity data associated with them that contain various properties of the entity. They also appear to despawn after a while.
    
    === Data values ===
    ==== ID ====
    {{edition|java}}:
    {{ID table
    |generatetranslationkeys=java
    |displayname=Fishing Bobber
    |spritetype=entity
    |nameid=fishing_bobber
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |shownumericids=y
    |generatetranslationkeys=bedrock
    |displayname=Fishing Bobber
    |spritetype=entity
    |nameid=fishing_hook
    |id=77
    |foot=1}}
    
    ==== Entity data ====
    
    {{el|java}}:
    {{main|Entity format}}
    {{/ED}}
    
    {{el|bedrock}}:
    : See [[Bedrock Edition level format/Entity format]].
    
    == Sounds ==
    {{Edition|Java}}:<br>
    Fishing bobbers use the Friendly Creatures sound category for entity-dependent sound events.<ref group="sound" name="oddcats" />
    {{Sound table
    |sound=Fishing rod cast.ogg
    |subtitle=Bobber thrown
    |source=Friendly Creatures <ref group="sound" name="oddcats">{{bug|MC-139041||The sounds of fishing bobbers aren't controlled by the "Players" sound slider}}</ref>
    |overridesource=1
    |description=When a fishing rod is cast
    |id=entity.fishing_bobber.throw
    |translationkey=subtitles.entity.fishing_bobber.throw
    |volume=0.5
    |pitch={{frac|1|3}}-0.5
    |distance=16}}
    {{Sound table
    |sound=Fishing rod reel in1.ogg
    |sound2=Fishing rod reel in2.ogg
    |subtitle=Bobber retrieved
    |source=Friendly Creatures <ref group="sound" name="oddcats"/>
    |overridesource=1
    |description=When a fishing rod is reeled in
    |id=entity.fishing_bobber.retrieve
    |translationkey=subtitles.entity.fishing_bobber.retrieve
    |volume=1.0
    |pitch=0.8-1.2
    |distance=16}}
    {{Sound table
    |sound=Water Splash Old.ogg
    |subtitle=Fishing Bobber splashes
    |description=When a fishing bobber is bitten by something
    |source=Friendly Creatures <ref group="sound" name="oddcats"/>
    |overridesource=1
    |id=entity.fishing_bobber.splash
    |translationkey=subtitles.entity.fishing_bobber.splash
    |volume=0.25
    |pitch=0.6-1.4
    |distance=16}}
    {{Sound table
    |sound=Random break.ogg
    |subtitle=Item breaks
    |source=player
    |description=When a fishing rod'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=Bow shoot.ogg
    |source=player
    |description=When a fishing rod is cast
    |id=random.bow
    |volume=0.5
    |pitch=0.33-0.5}}
    <!--There is no reel in sound on Bedrock Edition, it seems.-->
    {{Sound table
    |sound=Water Splash Old.ogg
    |source=player
    |description=When a fishing bobber is bitten by something
    |id=random.splash
    |volume=1.0
    |pitch=0.6-1.4}}
    {{Sound table
    |sound=Random break.ogg
    |source=player
    |description=When a fishing rod'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=Fishing Rod
    |spritetype=item
    |nameid=fishing_rod
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Fishing Rod
    |spritetype=item
    |nameid=fishing_rod
    |id=392
    |form=item
    |foot=1}}
    
    == Achievements==
    {{load achievements|Cow Tipper}}<!--This is due to the fact that leather can be obtained via fishing, which grants the achievement.-->
    
    == Advancements ==
    {{load advancements|Fishy Business}}
    
    == History ==
    
    {{more sounds|section=24|type=old|Old throwing sound (pre-Sound Update), which was used for fishing rods}}
    {{History|java alpha}}
    {{History||v1.1.1|[[File:Fishing Rod JE1 BE1.png|32px]] Added fishing rods.
    |Fishing rods currently have no function.
    |Fishing rods are stackable.}}
    {{History||v1.2.0|snap=<nowiki>?|slink=:Category:Information needed requiring unarchived version|Fishing rods have been updated to be able to [[fishing|catch fish]] from any body of [[water]].
    |[[File:Stick JE1 BE1.png|32px]] Cast fishing rods use the [[stick]] texture in first and third person, and do not appear cast in the hotbar.}}
    {{History||v1.2.2|Fishing rods now work in [[multiplayer]]. Previously, fishing rods could be used in multiplayer, but would produce fake client-side fish that could not be picked up.
    |Fishing rods in multiplayer repeat the cast sound when reeling in, do not render the line, and do not switch textures when cast.}}
    {{History|java beta}}
    {{History||1.6|snap=Test Build 3|Fishing rods are now no longer stackable, stacking rods would allow the player to change the damage values of any rods stacked to the first rod. This could be exploited to have fishing rods that lasted forever.
    |[[File:Cast Fishing Rod JE2 BE1.png|32px]] In first person, cast fishing rods now use a texture without the line to show that it is no longer on the rod. The stick texture is still used in third person, however.}}
    {{History||Sound Update|The fishing rod cast [[sound]] has been changed.}}
    {{History|java}}
    {{History||1.3.1|snap=12w17a|Fishing rods now have infinite [[durability]] in [[Creative]] mode.}}
    {{History|||snap=12w18a|Fishing rods in multiplayer no longer repeat the cast sound when reeling in, now properly render the line, and now switch textures when cast.}}
    {{History||1.4.2|snap=12w36a|Added [[carrot on a stick]], which can be [[crafting|crafted]] using a fishing rod and a [[carrot]].}}
    {{History|||snap=12w37a|Fishing now give the [[player]] [[experience]] with each [[fish]] caught.}}
    {{History||1.4.6|snap=12w49a|Fishing rods can now be [[enchanting|enchanted]] with [[Unbreaking]] using [[enchanted book]]s.}}
    {{History||1.7.2|snap=13w36a|Fishing rods now have 2 new [[enchanting|enchantments]]: [[Lure]] and [[Luck of the Sea]].
    |Fishing rods can now be [[enchanted]] in an [[enchantment table]].
    |Enchanted fishing rods can now be obtained as a "treasure" item from [[fishing]], and unenchanted ones as a "junk" item.}}
    {{History||1.8|snap=14w02a|Fisherman [[villager]]s now [[trading|sell]] enchanted fishing rods for 7–8 [[emerald]]s.}}
    {{History|||snap=14w33b|Cast fishing rods now use the cast texture in third person, rather than the stick texture.}}
    {{History||1.9|snap=15w31a|Cast fishing rods now look cast in the [[hotbar]] and [[inventory]].}}
    {{History|||snap=15w32a|Fishing rods no longer [[damage]] the [[ender dragon]].}}
    {{History|||snap=15w36a|Fishing rods now properly hook [[entity|entities]].
    |Reeling in while hooked to a non-item entity now costs 5 [[durability]] (was 3) to the fishing rod.}}
    {{History||1.10|snap=16w21a|Fishing rods now hook [[item (entity)|item]]s, which costs 3 durability.}}
    {{History||1.11|snap=16w33a|Fishing rods can now be used to fuel [[furnace]]s.}}
    {{History||1.12|snap=17w13a|The [[sound]] of the bobbers of fishing rods being thrown has been changed.}}
    {{History|||snap=17w16a|Added sounds for reeling in fishing bobbers.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 346.}}
    {{History|||snap=17w50a|[[Crafting]] a [[carrot on a stick]] no longer requires the fishing rod to be at full [[durability]].<ref>[https://bugs.mojang.com/browse/MC-123196 MC-123196 resolved as "Works as Intended"]</ref>}}
    {{History|||snap=18w02a|The bobber of fishing rods now has its own [[entity]] ID: <code>fishing_bobber</code>, although summoning the bobber alone is still not possible.}}
    {{History|||snap=18w09a|[[Enchanting|Enchanted]] fishing rods now generate in the [[chest]]s of [[underwater ruins]].}}
    {{History|||snap=18w11a|Added [[drowned]], which have a chance to spawn [[drops|drop]] fishing rods upon [[death]].}}
    {{History|||snap=18w14a|Catching a [[fish]] with the fishing rod now grants the "Fishy Business" [[advancement]].}}
    {{History|||snap=?|Fishing rods no longer display as unknown when called by a target selector.}}
    {{History||1.14|snap=18w43a|[[File:Fishing Rod JE2 BE2.png|32px]] [[File:Cast Fishing Rod JE3 BE2.png|32px]] The textures of fishing rods have been changed.}}
    {{History||1.16|snap=20w13a|Fishing rod is now used to craft [[warped fungus on a stick]].}}
    {{History|||snap=20w14a|The bobber of fishing rods is now considered a projectile and can ignite (if on [[fire]]) [[TNT]], activate [[target]]s and ring [[bell]]s.}}
    {{History|upcoming java}}
    {{History||Villager Trade Rebalance<br>(Experimental)|link=Java Edition 1.20.2|snap=23w31a|Enchantments exclusive to fishing rods are no longer obtainable from villager [[trading]].}}
    
    {{History|pocket alpha}}
    {{History||v0.11.0|snap=build 1|[[File:Fishing Rod JE1 BE1.png|32px]] [[File:Cast Fishing Rod JE2 BE1.png|32px]] Added fishing rods.}}
    {{History|||snap=build 8|If an [[entity]] is mounted on another entity, reeling it in with a fishing rod now pulls it off its ride.}}
    {{History|||snap=build 11|Fishing rods are now functional in [[third person view]].}}
    {{History||v0.12.1|snap=build 12|Fishing rods now make a less repetitive [[sound]].
    |Fishing rods now grant [[experience]] when successful.
    |Fishing rods can now be [[enchanting|enchanted]].
    |Enchanted fishing rods can now be found as "treasure" from [[fishing]].}}
    {{History||v0.15.0|snap=build 1|Fishing rods are now used to craft [[carrot on a stick]].}}
    {{History|pocket}}
    {{History||1.0.4|snap=alpha 1.0.4.0|Fisherman [[villager]]s now [[trading|sell]] enchanted fishing rods.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|The [[entity]] ID of fishing rods has been changed from <code>fishinghook</code> to <code>fishing_hook</code>.}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.13.8|Added [[drowned]], which can spawn with and [[drops|drop]] fishing rods.}}
    {{History|||snap=beta 1.2.20.1|Fishing rods and [[enchanting|enchanted]] fishing rods can now be found in [[underwater ruins]].}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Fishing Rod JE2 BE2.png|32px]] [[File:Cast Fishing Rod JE3 BE2.png|32px]] The textures of fishing rods have been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Fisherman [[villager]]s now [[trading|sell]] enchanted fishing rods for 6 [[emerald]]s as part of their third tier [[trading|trade]].}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Fishing Rod JE1 BE1.png|32px]] Added fishing rods.
    |As a result of Legacy Console Edition using an internal server, fishing rods repeat the cast sound when reeling in, do not render the line, and do not switch textures when cast.}}
    {{History||xbox=TU7|[[File:Cast Fishing Rod JE2 BE1.png|32px]] [[File:Stick JE1 BE1.png|32px]] Fishing rods no longer repeat the cast sound when reeling in, now properly render the line, and now switch textures when cast.
    |The cast fishing rod texture appears in first person, while the stick texture is used instead in third person.}}
    {{History||xbox=TU27|xbone=CU15|ps=1.18|Cast fishing rods now use the cast texture in third person, rather than the stick texture.}}
    {{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|switch=none|Fishing rods now hook [[item (entity)|item]]s, which costs 3 durability.}}
    {{History||xbox=TU53|xbone=CU43|ps=1.49|wiiu=Patch 23|switch=1.0.3|The [[sound]] of the bobbers of fishing rods being thrown has been changed.|Added sounds for reeling in fishing bobbers.}}
    {{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|[[Enchanting|Enchanted]] fishing rods now generate in the [[chest]]s of [[underwater ruins]].
    |Added [[drowned]], which have a chance to spawn [[drops|drop]] fishing rods upon [[death]].}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Fishing Rod JE2 BE2.png|32px]] [[File:Cast Fishing Rod JE3 BE2.png|32px]] The textures of fishing rods have been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Fishing Rod JE1 BE1.png|32px]] [[File:Cast Fishing Rod JE2 BE1.png|32px]] Added fishing rods.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == Trivia ==
    *The maximum distance the [[player]] can get between the bobber and themselves is 33 blocks.
    *[[Skeleton]]s can be pulled into their own [[arrow]]s.
    *When casting the rod into a [[portal]], the bobber may stick to it like a normal [[block]], go through and travel in [[the Nether]], or stop on the next block behind the portal.
    *If the player stands directly in front of a column and casts the line onto a block above the player, the line falls downward.
    *If the bobber hits a [[painting]], the painting breaks.
    *The player can get into [[bed]] after casting a line, and the line remains in the water until the player wakes up and reels it in.
    
    == Gallery ==
    <gallery>
    13w36a banner.png|[[13w36a]] snapshot banner.
    Bobber and bubbles.png|Trail of bubbles indicating that a [[fish]] is about to bite.
    Bobber2D.png|Two-dimensional bobber {{in|je}}.
    Bobber3D.png|Three-dimensional bobber {{in|be}}.
    Enderman Fishing.png|Bobbers can be attached to [[mobs]], like this [[enderman]].
    Drowned with Fishing rod.png|A [[drowned]] holding a fishing rod.
    Firebobber.png|A bobber cast in fire.
    Fishingbobber.png|Fishing in 2010.
    Fishing Rod Hooking Teaser.png|Image from [[dinnerbone]] teasing the addition of fishing rods hooking entities.
    File:Sunny Fishing.jpg|[[Sunny]] reeling back a fishing rod.
    File:Croc Ad 1.jpg|[[Noor]] catching a [[salmon]].<ref> https://www.youtube.com/shorts/e1AJo7jU5MI</ref>
    Enchanted Fishing Rod.gif|An enchanted fishing rod.
    Fishing Rod SDGP.png|Fishing rod in the [[Super Duper Graphics Pack]].
    </gallery>
    
    == References ==
    {{Reflist}}
    
    {{Items}}
    {{entities}}
    
    [[Category:Renewable resources]]
    
    [[cs:Rybářský prut]]
    [[de:Angel]]
    [[es:Caña de pescar]]
    [[fr:Canne à pêche]]
    [[hu:Horgászbot]]
    [[it:Canna da pesca]]
    [[ja:釣竿]]
    [[ko:낚싯대]]
    [[nl:Vishengel]]
    [[pl:Wędka]]
    [[pt:Vara de pesca]]
    [[ru:Удочка]]
    [[uk:Вудка]]
    [[zh:钓鱼竿]]</li></ul></nowiki>
    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>[[Cyan Dye|Cyan Dye]]<br/>{{Item
    | image = Cyan Dye.png
    | renewable = Yes
    | stackable = Yes (64)
    }}
    '''Cyan dye''' is a [[Dyeing#Secondary|secondary dye color]].
    
    == Obtaining ==
    
    === Crafting ===
    
    {{Crafting
      |head=1
      |showdescription=1
      |showname=0
      |Blue Dye
      |Green Dye
      |Output=Cyan Dye,2
      |type=Material
    }}
    {{Crafting
      |Lapis Lazuli
      |Green Dye
      |Output=Cyan Dye,2
      |description={{only|bedrock|education}}
      |type=Material
    }}
    {{Crafting
      |Pitcher Plant
      |Output=Cyan Dye,2
      |description=
      |type=Material
      |foot=1
    }}
    
    === Trading ===
    
    [[Wandering trader]]s sell 3 cyan dye for an [[emerald]].
    
    == Usage ==
    
    {{dye usage}}
    
    === Crafting ingredient ===
    
    {{crafting usage|ignore=Banner|continue=1}}
    {{banner crafting usage}}
    
    === Loom ingredient ===
    {{Banner loom usage|Cyan Dye}}
    
    === Trading ===
    {{IN|bedrock}}, journeyman-level shepherd villagers have 20% chance to buy 12 cyan dye for an emerald.
    {{More info|java=1|Java UI does not use a specific trade slot, which results in a different chance to offer this trade.}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Cyan Dye
    |spritetype=item
    |nameid=cyan_dye
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Cyan Dye
    |spritetype=item
    |nameid=cyan_dye
    |aliasid=dye / 6
    |id=401
    |form=item
    |translationkey=item.dye.cyan.name
    |foot=1}}
    
    == History ==
    
    {{History|java beta}}
    {{History||1.2|[[File:Cyan Dye JE1 BE1.png|32px]] Added cyan 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|Cyan 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=14w02a|Due to [[lapis lazuli]] being [[renewable resource|renewable]], cyan dye is also renewable.}}
    {{History|||snap=14w30a|Added [[banner]]s, which can be dyed.}}
    {{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|Cyan dye is now [[crafting|crafted]] using [[blue dye]], instead of [[lapis lazuli]].
    |[[File:Cyan Dye.png|32px]] The texture of cyan dye has now been changed.}}
    {{History|||snap=18w44a|Cyan dye can now change the text color on [[sign]]s to cyan.}}
    {{History|||snap=19w05a|Added the [[wandering trader]], which sell cyan dyes.}}
    {{History|||snap=19w11a|Cyan dye can now be [[trading|bought]] by shepherd villagers.}}
    {{History||1.17|snap=20w45a|Cyan dye can now be used to craft [[cyan candle]]s.}}
    {{History|||snap=21w19a|Cyan dye can no longer be used to craft cyan candles.}}
    {{History|||snap=Pre-release 1|Cyan dye can once again be used to craft cyan candles.}}
    {{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Cyan dye can now change the text color on [[hanging sign]]s to cyan.}}
    {{History||1.20|snap=23w12a|Added [[pitcher plant]]s, which can be crafted into cyan dye.}}
    {{History|||snap=23w14a|[[Pitcher plant]]s now craft into 2 cyan dye instead of 1.}}
    
    {{History|pocket alpha}}
    {{History||v0.3.0|[[File:Cyan Dye JE1 BE1.png|32px]] Added cyan dye. It is currently unobtainable and serves no purpose.}}
    {{History||v0.4.0|Cyan dye is now craftable with [[lapis lazuli]] and [[cactus green]].
    |Cyan dye can now be used to craft cyan wool.}}
    {{History||v0.6.0|Cyan dye can now be used to dye [[sheep]].}}
    {{History||v0.9.0|snap=build 11|Cyan dye can now be used to craft colored [[terracotta]].}}
    {{History||v0.11.0|snap=build 1|Cyan dye can now be used to dye tamed [[wolf]] collars.}}
    {{History||v0.14.0|snap=build 1|Cyan dye can now be used to dye water in [[cauldron]]s.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Cyan dye can now be used to dye [[shulker]]s.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Cyan 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|Cyan 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|Cyan dye can now be used to craft [[balloon|ballons]] and [[glow stick|glow sticks]].}}
    {{History||1.8.0|snap=beta 1.8.0.8|Cyan dye can now be used to dye tamed [[cat]] collars.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Cyan dye are now [[trading|sold]] by [[wandering trader]]s.
    |Cyan dye can now be used to dye white [[carpet|carpets]] and undyed [[glass pane]]s.
    |[[File:Cyan Dye.png|32px]] The texture of cyan dye has now been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Cyan dye can be [[trading|sold]] to shepherd [[villager]]s.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of cyan dye has been changed from <code>dye/6</code> to <code>cyan_dye</code>.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.00|switch=1.0.1|wiiu=Patch 1|[[File:Cyan Dye JE1 BE1.png|32px]] Added cyan dye.}}
    {{History|PS4}}
    {{History||1.90|[[File:Cyan Dye.png|32px]] The texture of cyan dye has now been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Cyan Dye JE1 BE1.png|32px]] Added cyan dye.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    {{Items}}
    
    [[Category:Items]]
    [[Category:Dyes]]
    [[Category:Renewable resources]]
    
    [[cs:Azurové barvivo]]
    [[de:Türkiser Farbstoff]]
    [[es:Tinte cian]]
    [[fr:Teinture cyan]]
    [[hu:Ciánkék festék]]
    [[ja:青緑色の染料]]
    [[ko:청록색 염료]]
    [[nl:Turquoise kleurstof]]
    [[pl:Błękitny barwnik]]
    [[pt:Corante ciano]]
    [[ru:Бирюзовый краситель]]
    [[zh:青色染料]]</li><li>[[Spyglass|Spyglass]]<br/>{{Item
    | title = Spyglass
    | image = Spyglass.png
    | durability = 
    | rarity = Common
    | renewable = Yes
    | stackable = No
    }}
     
    A '''spyglass''' is a [[tool]] used to zoom in on distant objects.
    
    == Obtaining ==
    === Crafting ===
    {{Crafting
      |B1=Amethyst Shard
      |B2=Copper Ingot
      |B3=Copper Ingot
      |Output=Spyglass
      |type=Tool
    }}
    
    == Usage ==
    [[File:Steve scoping Spyglass.png|right|100px]] [[File:Alex scoping Spyglass.png|right|100px]]
    
    To use a spyglass, the player selects it from the hotbar and clicks {{control|use}} while looking in the desired direction.
    
    Spyglasses are used to zoom in on a specific location in the player's field of view (FOV). The spyglass changes the FOV to {{frac|1|10}} of the FOV set in [[options]]. By default, the FOV is set to 70° in ''Java Edition'' and 60° in Bedrock Edition, resulting in an FOV of 7° in ''Java Edition'' and 6° in Bedrock Edition through the spyglass. The player's FOV can be set from 30° to 110°, so the spyglass FOV can  range from 3° to 11°. Regardless of the situation, or status effects the player has, using the Spyglass always shows a FOV {{frac|1|10}} of the FOV set in [[options]].
    
    A square vignette is applied when in use, similar to the effect when wearing a [[carved pumpkin]]. Pressing {{key|F1}} removes the vignette,{{only|java}}<ref>{{bug|MC-203575||The spyglass overlay goes away when pressing F1|WAI}}</ref><ref>{{bug|MCPE-125869||Spyglass's overlay don't go away even if the player toggles Hide GUI on/ Pressing F1|}}</ref> similar to a carved pumpkin. 
    
    Hazy distant objects remain hazy when viewed in the spyglass. Mobs too distant to render also do not render in the spyglass. The spyglass shows a magnified view of what the player already sees.
    
    The player is slowed down while watching through the spyglass. When the player uses the spyglass continuously for {{convert|1|minute|game tick}}, the interface is automatically closed.
    
    If the player has a certain effect on their screen like [[fire]], the spyglass does not remove that effect on the player's screen.
    
    [[File:Spyglass Zooming.gif|thumb|center|A spyglass being used to zoom in on a [[block of gold]] starting from normal FOV (70°).]]
    
    == Sounds ==
    {{edition|java}}:
    {{Sound table
    |sound=Spyglass use.ogg
    |subtitle=Spyglass expands
    |source=player
    |description=When a player uses a spyglass
    |id=item.spyglass.use
    |translationkey=subtitles.item.spyglass.use
    |volume=0.5
    |pitch=''varies'' <ref group=sound>Can be 1.15, 1.33, 1.4, or 1.55</ref>
    |distance=16}}
    {{Sound table
    |sound=Spyglass stop.ogg
    |subtitle=Spyglass retracts
    |source=player
    |description=When a player stops using a spyglass
    |id=item.spyglass.stop_using
    |translationkey=subtitles.item.spyglass.stop_using
    |volume=0.5
    |pitch=''varies'' <ref group=sound>Can be 1.0, 0.8, or 0.9</ref>
    |distance=16
    |foot=1}}
    
    {{edition|bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Spyglass use.ogg
    |source=player
    |description=When a player uses a spyglass
    |id=item.spyglass.use
    |volume=0.5
    |pitch=1.15-1.55}}
    {{Sound table
    |sound=Spyglass stop.ogg
    |source=player
    |description=When a player stops using a spyglass
    |id=item.spyglass.stop_using
    |volume=0.5
    |pitch=0.8-1.0
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Spyglass
    |spritetype=item
    |nameid=spyglass
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Spyglass
    |spritetype=item
    |nameid=spyglass
    |form=item
    |foot=1|id=626}}
    
    == Advancements ==
    {{load advancements|Is it a Bird?;Is it a Balloon?;Is it a Plane?}}
    
    == History ==
    {{History||October 3, 2020|link={{ytl|DBvZ2Iqmm3M|t=25m21s}}|[[File:Spyglass JE1.png|32px]]<!-- [[File:Spyglass scope (pre-release).png|32px]]--> Spyglasses are revealed at [[Minecraft Live 2020]]. They were originally named "telescopes" and had an oval vignette.}}
    {{History|java}}
    {{History||1.17|snap=20w45a|[[File:Spyglass JE1.png|32px]] Added spyglasses.
    |[[File:Spyglass scope JE1.png|32px]] The scope texture is currently a circle with glare spots.}}
    {{History|||snap=20w46a|[[File:Spyglass scope JE2.png|32px]] The scope texture is now a [[glass]] square with a [[copper]] border.}}
    {{History|||snap=20w48a|[[File:Spyglass JE2 BE1.png|32px]] The spyglass is now a 3D model instead of a flat sprite.
    |[[File:Spyglass (texture) JE2.png|32px]] The texture of the spyglass has changed.
    |A spyglass in use is anchored better to the player's "eye" when viewed in 3rd person.}}
    {{History|||snap=21w05a|Copper ingots are now renewable via [[drowned]], making spyglasses renewable.}}
    {{History|||snap=21w10a|[[File:Spyglass (item) JE3 BE1.png|32px]] Spyglasses have a new texture in the inventory. The 3D model is still used in the hand, similar to [[tridents]].}}
    {{History||1.17.1|snap=Pre-release 1|[[File:Spyglass (texture) JE3.png|32px]] The texture of the spyglass model has changed.}}
    {{History|bedrock}}
    {{History||1.17.0|snap=beta 1.17.0.50|[[File:Spyglass JE2 BE1.png|32px]] [[File:Spyglass (item) JE3 BE1.png|32px]] Added spyglasses.}}
    {{History|||snap=beta 1.17.0.52|Spyglasses are now available without enabling [[experimental gameplay]].}}
    {{History|foot}}
    
    == Issues ==
    {{Issue list}}
    
    == Trivia ==
    *If {{command|item replace}} is used to place a spyglass on a player's head, the item appears stuck to the center of the player's face.
    
    == Gallery ==
    <gallery>
    Villager Spyglass.png|Spying on [[villager]]s through a spyglass.
    After using the spyglass at FOV 30 F1.png|Hiding the HUD removes the spyglass overlay.
    Panda eating a spyglass.png|When eaten by a [[panda]], spyglasses cause [[missing texture]] particles to be produced.<ref>{{bug|MC-206684}}</ref>
    JE 1.17 Development Telescope.jpg|The spyglass was originally called the telescope.
    JE 1.17 Development Telescope 2.jpg|The telescope's overlay was originally round instead of square.
    File:Ari Spyglass.jpg|How the spyglass looks in the third person.
    Steve scoping Spyglass JE1.png|Steve using a spyglass before its 3D model was added.
    Alex scoping Spyglass JE1.png|Alex using a spyglass before its 3D model was added.
    File:Mangrove Portal.jpg|An [[allay]] peeking into view of [[Noor]]’s spyglass.
    </gallery>
    
    == References ==
    {{Reflist}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--spyglass Taking Inventory: Spyglass] – Minecraft.net on February 17, 2022
    
    {{Items}}
    
    [[Category:Renewable resources]]
    
    [[de:Fernrohr]]
    [[es:Catalejo]]
    [[fr:Longue-vue]]
    [[it:Cannocchiale]]
    [[ja:望遠鏡]]
    [[pl:Luneta]]
    [[pt:Luneta]]
    [[ru:Подзорная труба]]
    [[zh:望远镜]]</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>[[Tag (item)|Tag (item)]]<br/>{{About|the April Fools item|the standard item used to rename mobs|Name Tag}}
    {{wip}}
    {{joke feature}}
    {{exclusive|java}}
    {{Item
    | title = Tag
    | image = Tag.png
    | renewable = Yes
    | stackable = Yes (64)
    }}
    Tags and Bits are items exclusive to the [[Java Edition 23w13a or b|23w13a_or_b]] [[Easter eggs#April Fools|April Fools' joke]] snapshot from 2023. They are used to craft in-game representations of [[NBT format|NBT tags]].
    
    ==Obtaining==
    A [[stonecutter]] can be used to cut a [[Name Tag|name tag]] into either 16 "Name" or 16 "Tag" items. These can be cut into 16 Bit items each.
    
    {{Stonecutting
    |head=1
    |showdescription=1
    |Name Tag
    |Name, 16; Tag, 16
    |description=The resulting "Name" items must be named in an [[anvil]].
    }}
    {{Stonecutting
    |showdescription=
    |Name; Tag
    |Bit, 16
    |foot=1
    }}
    
    To be able to proceed from here the <code>nbt_crafting</code> vote must be approved. Bits can be used in a crafting table to craft Left Curly, Right Curly, Left Square, and Right Square. In appears like these are the only tag items that can be crafted from Bits.
    
    A [[Crafting Table|crafting table]] can be used to convert a "Tag" item into a "Byte Tag." The amount of [[stick]]s added to the crafting recipe specifies the value of the Byte, as a [[wikipedia:Signed number representations#Two's complement|signed 8-bit value]]. For example, a "Tag" and a full stack of sticks make a Byte with the value <code>64b</code>, while 255 sticks result in <code>-1b</code>. Only one of the sticks is consumed. Two Bytes can be crafted into a "Short Tag" (equivalent to 16 bit), two Shorts into an "Int Tag" (equivalent to 32 bit), and two Ints into a "Long Tag" (equivalent to 64 bit). Many other combinations that form either 16, 32, or 64 bit are possible. For example, two Shorts and an Int make a Long. When combining values, their digits are stuck together in the given order, e.g. <code>1b</code> and <code>0b</code> make <code>256s</code> (equivalent to 0100<sub>16</sub> in [[wikipedia:Hexadecimal|hexadecimal]]). Undoing any of these crafting actions in e.g. a stonecutter is not possible.
    
    "Float" and "Double Tags" can be crafted by adding one or two [[boat]]s to any numeric tag. A "String Tag" is crafted with a "Tag" and a piece of [[string]].
    
    {{Crafting
    |head=1
    |showdescription=1
    |A1= Bit;    ; Bit; Bit |B1=    ; Bit; Bit; Bit
    |A2=    ; Bit; Bit;     |B2= Bit;    ;    ; Bit
    |A3= Bit;    ; Bit; Bit |B3=    ; Bit; Bit; Bit
    |Output= Right Curly; Left Curly; Left Square; Right Square
    |ignoreusage=1
    }}
    {{Crafting
    |Tag
    |String
    |Output= String Tag
    |description=String tags must be named in an [[anvil]] to set their value.
    |ignoreusage=1
    }}
    {{Crafting
    |Tag; Tag;   Tag
    |;    Stick; Stick, 64
    |;    ;      Stick, 63
    |Output= Byte Tag; Byte Tag; Byte Tag
    |description=Only 1 stick is consumed. 128 and more sticks make [[wikipedia:Signed number representations#Two's complement|two's complements]]:
    128 sticks = <code>-128b</code><br>
    129 sticks = <code>-127b</code><br>
    ⋮<br>
    254 sticks = <code>-2b</code><br>
    255 sticks = <code>-1b</code>
    |ignoreusage=1
    }}
    {{Crafting
    |Byte Tag; Byte Tag; Byte Tag
    |Byte Tag; Byte Tag; Byte Tag
    |        ; Byte Tag; Byte Tag
    |        ; Byte Tag; Byte Tag
    |        ;         ; Byte Tag
    |        ;         ; Byte Tag
    |        ;         ; Byte Tag
    |        ;         ; Byte Tag
    |Output= Short Tag; Int Tag; Long Tag
    |description=Shorts and Ints can be combined the same way, even mixed.
    
    Digits are appended, e.g. two <code>1b</code> tags make <code>257b</code> (0101<sub>16</sub> in [[wikipedia:Hexadecimal|hexadecimal]]).
    |ignoreusage=1
    }}
    {{Crafting
    |Byte Tag; Short Tag; Int Tag; Long Tag
    |Any Boat; Any Boat; Any Boat; Any Boat
    |Output= Float Tag; Float Tag; Float Tag; Float Tag
    |ignoreusage=1
    }}
    {{Crafting
    |Byte Tag; Short Tag; Int Tag; Long Tag
    |Any Boat; Any Boat; Any Boat; Any Boat
    |Any Boat; Any Boat; Any Boat; Any Boat
    |Output= Double Tag; Double Tag; Double Tag; Double Tag
    |ignoreusage=1
    }}
    {{Crafting
    |Left Curly;  Left Curly
    |Name;        Name
    |Byte Tag;    Byte Tag
    |Right Curly; Name |; Byte Tag | |; Name |; Byte Tag |; Right Curly
    |Output= Compound Tag; Compound Tag
    |description=Instead of Bytes any other tag can be used, including other compound tags.
    |ignoreusage=1
    }}
    {{Crafting
    |Left Square;  Left Square
    |Byte Tag;     Byte Tag
    |Right Square; Byte Tag |; Byte Tag |; Byte Tag |; Byte Tag |; Byte Tag |; Byte Tag |; Right Square
    |Output= List Tag; List Tag
    |description=Instead of Bytes any other tag can be used, including other list tags.
    |ignoreusage=1
    }}
    {{Crafting
    |Compound Tag; List Tag
    |Compound Tag; List Tag
    |Output= Compound Tag; List Tag
    |description=Up to 9 can be combined.
    
    When compound tags contain identical names, only the latest of the corresponding values is used.
    |ignoreusage=1
    |foot=1
    }}
    
    "Name" and "String Tags" must be named in an [[anvil]] before they can be used. Unnamed Names and Strings always produce a "Sssyntax Error". None of the other tag items can be named.
    
    All these items can be combined in a crafting table to form a short sequence of JSON code, as long as the resulting syntax is valid. For example: 
    *A pair of Curlies that enclose a named "Name" item and some value, e.g. a Byte, create a "Compound Tag" with the content <code>{Example:0b}</code>.
    **Because of the limited size of the crafting table only 3 name-value pairs can be put between Curlies at a time. Compound Tags of any length can be created by concatenating two or more Compound Tags.
    **An empty pair of Curlies produces an empty Compound Tag with the content <code>{}</code>.
    *A pair of Square brackets that enclose any number of values, e.g. 7 Bytes, create a "List Tag" with the content <code>[0b,0b,0b,0b,0b,0b,0b]</code>.
    **Because of the limited size of the crafting table only 7 values can be put between Square brackets at a time. List Tags of any length can be created by concatenating two or more List Tags.
    **An empty pair of Square brackets produces an empty List with the content <code>[]</code>.
    **"Name" items cannot be used in a List.
    
    The resulting Compound and List Tags can be used as values in other Compound and List Tags, as deeply nested as you want.
    
    ==Usage==
    Tags appear to have no further functionality. They cannot be eaten or placed in the world, except in an item frame, as each other item can. However, Compound Tags with values like <code>{Enchantments:[{id:"minecraft:sharpness",lvl:127b}]}</code> will show the [[Enchanting|enchantment]] glint and actually act accordingly when used.<ref>https://www.reddit.com/r/Minecraft/comments/129xdyl/i_figure_out_how_the_nbtcrafting_in_the_vote/</ref> This appears to work with many weapon and tool [[Enchanting#Summary of enchantments by item|enchantments]].
    
    In theory, an extremely lucky <code>replace_recipe_output</code> vote can change the crafting recipe for compound tags to output something else. When cheats are enabled you can test this with a command like <code>/vote rule minecraft:replace_recipe_output approve {key:"minecraft:compound_tag",value:"minecraft:netherite_sword"}</code>. However, as long as this vote is approved no other compound tag can be crafted. Use <code>/vote rule minecraft:replace_recipe_output repeal *</code> to undo all recipe replacements.
    
    In combination with the <code>midas_touch</code> vote tag items can be converted into [[Gold Ingot|gold ingots]]. These retain their NBT data. When the world is loaded in another version of the game tag items disappear, but gold ingots persist.
    
    ==Trivia==
    *This implies that a [[Name Tag|name tag]] is 128 bit.
    *Compound and list tags are special in so far that the value they show in their [[tooltip]] is not merely a property of the item, but their ''actual'' [[NBT format|NBT data]]. This is also the reason why naming them is disabled as that would mess up the NBT data.
    *The snapshot also contains an [[History of textures/Unused textures|unused texture]] for an {{ItemLink|End Tag}}.
    
    ==History==
    {{History|java}}
    {{History||23w13a_or_b|[[File:Tag.png|32px]] Added tags.}}
    {{History|foot}}
    
    ==Gallery==
    <gallery>
    Tag.png|Tag
    Bit.png|Bit
    Byte Tag.png|Byte Tag
    Double Tag.png|Double Tag
    End Tag.png|End Tag
    Float Tag.png|Float Tag
    Int Tag.png|Int Tag
    Left Curly.png|Left Curly
    Left Square.png|Left Sqaure
    List Tag.png|List Tag
    Long Tag.png|Long Tag
    Name (23w13a or b).png|Name
    Right Curly.png|Right Curly
    Right Square.png|Right Square
    Short Tag.png|Short Tag
    Sssyntax Error.png|Sssyntax Error
    String Tag.png|String Tag
    </gallery>
    
    == References ==
    {{reflist}}
    
    {{items}}
    {{jokes}}
    
    [[pt:Tag (item)]]
    [[Category:Joke items]]</li><li>[[Bundle|Bundle]]<br/>{{Experimental feature|bundle}}
    {{planned|BE}}
    {{Item
    | image = Bundle.png
    | image2 = Bundle Filled.png
    | rarity = Common
    | renewable = No
    | stackable = No
    }}
    
    A '''bundle''' is an [[item]] that can store up to a stack's worth of mixed [[item]] types within itself in a single [[inventory]] slot. Items that stack to 16 occupy more space within the bundle, and items that do not stack occupy the entire bundle without allowing space for any other items.
    
    == Obtaining ==
    
    === Crafting ===
    {{Crafting
      |showdescription=1
      |A1=String      |B1=Rabbit Hide |C1=String 
      |A2=Rabbit Hide                 |C2=Rabbit Hide
      |A3=Rabbit Hide |B3=Rabbit Hide |C3=Rabbit Hide
      |Output=Bundle
      |type=Tool
      |description={{OnlyExperimental|bundle}}
    }}
    
    == Usage ==
    <!--The tooltip does not reflect the current bundle "tooltip"-->
    {{FakeImage|style=max-width:250px;
    |1={{Slot|Stick,64}}{{Slot|Ender Pearl,16}}{{Slot|Iron Sword}}<br>{{Slot|Stick,1}}{{Slot|Ender Pearl,4}}{{Slot|Iron Sword,64}}<br>{{Slot|Filled Bundle[Stick x32/Ender Pearl x8]| title = Bundle|link=none}}
    |2=Item stack sizes (top row) and the number of bundle slots they take up (middle row). Sticks stack to 64, so they take up one bundle slot; ender pearls stack to 16, so they take up four; and swords do not stack, so they take up the whole bundle. So, for instance, a bundle may have 32 sticks and 8 ender pearls inside (bottom), which take up a total of {{Tooltip|(32×1)|32 Sticks}}+{{Tooltip|(8×4)|8 Ender Pearls}}=64 bundle slots.
    }}
    Bundles are used to store different [[item|item type]]s in the same [[inventory]] slot. This does not, however, increase the total capacity of the slot: each bundle has 64 "bundle slots" and each item placed in the bundle takes up these slots similar to how they take up space in a normal inventory slot: items that stack to 64 take up 1 bundle slot, items that stack to 16 (for example, [[egg]]s) take up 4, and items that do not stack (such as tools/weapons/armor) take up the whole bundle, all 64 slots.
    
    Although bundles themselves cannot be stacked, a bundle can be placed inside another (nested): the inner bundle itself uses 4 slots plus the number of slots already occupied by the items in that bundle.<ref>{{bug|MC-203567||Bundles can be placed inside of bundles|WAI}}</ref>  
    
    To place items inside a bundle, either (1) pick up the bundle in the inventory and right-click on the item(s) to be placed inside or (2) pick up the item(s) and right-click on the bundle. When placing bundles inside another bundle, the interface uses the first method: picking up Bundle A and right clicking on Bundle B attempts to store Bundle B inside A.  
    
    Bundles can be {{ctrl|used}} inside the inventory to take out the last item put in. In this way, items are accessible LIFO (last in, first out). When {{ctrl|used}} outside the inventory, it dumps all the items out into the world.
    
    Hovering over the bundle shows its contained items in its inventory slots. The number of bundle slots used is displayed as ''<fullness>''/64 in the tooltip. If the bundle is full, then the empty slots are greyed out with an <span class="invslot">{{SlotSprite|Bundle full}}</span>.
    
    [[Shulker box]]es cannot be placed inside of bundles.
    
    [[File:MinecraftBundle.jpg|thumb|Hovering the mouse over a bundle filled with mob loot, nearly full, with 61 items.]]
    
    == Sounds ==
    {{Sound table
    |sound=Bundle drop contents1.ogg
    |sound2=Bundle drop contents2.ogg
    |sound3=Bundle drop contents3.ogg
    |subtitle=Bundle empties
    |source=player
    |description=When a bundle's items are thrown onto the ground
    |id=item.bundle.drop_contents
    |translationkey=subtitles.item.bundle.drop_contents
    |volume=0.8
    |pitch=''varies'' <ref group=sound>Can be 0.8-1.2 or 0.76-1.14 for each sound</ref>
    |distance=16}}
    {{Sound table
    |sound=Bundle insert1.ogg
    |sound2=Bundle insert2.ogg
    |sound3=Bundle insert3.ogg
    |subtitle=Item packed
    |source=player
    |description=When items are placed into a bundle
    |id=item.bundle.insert
    |translationkey=subtitles.item.bundle.insert
    |volume=0.8
    |pitch=''varies'' <ref group=sound>Can be 0.8-1.2, 0.76-1.14, or 0.84-1.26 for each sound</ref>
    |distance=16}}
    {{Sound table
    |sound=Bundle remove one1.ogg
    |sound2=Bundle remove one2.ogg
    |sound3=Bundle remove one3.ogg
    |subtitle=Item unpacked
    |source=player
    |description=When items are removed from a bundle
    |id=item.bundle.remove_one
    |translationkey=subtitles.item.bundle.remove_one
    |volume=0.8
    |pitch=''varies' <ref group=sound>Can be 0.8-1.2, 0.84-1.26, or 0.88-1.32 for each sound</ref>
    |distance=16
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{JE}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Bundle
    |spritetype=item
    |nameid=bundle
    |form=item
    |foot=1}}
    
    === Item data ===
    
    <div class="treeview" style="margin-top: 0;">
    * {{nbt|compound|tag}}: The '''tag''' tag.
    {{:Player.dat_format/Bundle}}
    </div>
    == History ==
    {{History||October 3, 2020|link={{ytl|DBvZ2Iqmm3M|t=1846s}}|[[File:Bundle JE1.png|32px]][[File:Bundle Filled JE1.png|32px]] Bundles are revealed at [[Minecraft Live 2020]]. Hovering over them shows all items inside scattered around a large area, and incomplete bundles have the empty texture.}}
    {{History||October 16, 2021|link=https://clips.twitch.tv/AffluentEncouragingOryxPeteZaroll-cd8pIapkfD4PRHxO|Ulraf, a game developer on ''Minecraft'', states that bundles will not be included in [[Caves & Cliffs]].}}
    {{History||November 17, 2021|link=https://www.minecraft.net/en-us/article/caves---cliffs-update-part-ii-coming|Bundles are announced to be added after [[The Wild Update]].}}
    {{History|java}}
    {{History||1.17|snap=20w45a|[[File:Bundle JE1.png|32px]][[File:Bundle Filled JE1.png|32px]] Added bundles. Hovering over them shows some of the items contained and their quantities, much like the tooltip of a [[shulker box]]. Incomplete bundles have the full texture.}}
    {{History|||snap=20w46a|[[File:Bundle JE2.png|32px]][[File:Bundle Filled JE2.png|32px]] The textures of bundles have been changed.
    |Hovering over bundles now shows its contained items in special slots, similar to slots in the [[inventory]]. If the bundle is not full, it also has an empty slot with a plus on it.}}
    {{History|||snap=20w48a|Bundles now show fullness as a number when [[advanced tooltips]] are enabled.
    |{{ctrl|Using}} a bundle in the inventory now empties one item from the bundle instead of emptying all the contents out to the [[inventory]].
    |{{ctrl|Using}} a bundle now throws out its entire content into the world.}}
    {{History|||snap=20w49a|Bundle fullness is now always shown.
    |Full bundles now show the blue bar instead of hiding it, to distinguish from empty bundles.}}
    {{History|||snap=20w51a|Bundles now drop its contents when destroyed as an [[Item (entity)|item entity]].
    |Bundle fullness has been changed from <code>Fullness: ''<fullness>'' / 64</code> to <code>''<fullness>''/64</code>
    |The slots in the tooltip when hovering over bundles have changed to have a border, and rows of slot have a thicker edge between them.
    |When the bundle is not full, it instead shows empty slots instead of one slot with a plus. When it is full, those empty slots become greyed out with an X.}}
    {{History|||snap=21w05a|The player now receives a tutorial when first having a bundle in the inventory.}}
    {{History|||snap=21w19a|Bundles are now accessible only through commands.}}
    {{History||1.18|snap=Experimental Snapshot 1|Bundles are now available in the creative inventory and can be crafted once again.}}
    {{History|||snap=21w37a|Bundles are once again accessible only through commands.}}
    {{History||1.19.3|snap=22w42a|Bundles have been made available once again, and have been moved behind their own datapack.}}
    {{h|bedrock}} 
    {{h||1.19.50|snap=beta 1.19.50.21|Added bundle GUI textures in the Vanilla Packs.}} 
    {{History|foot}}
    
    == Issues ==
    {{Issue list}}
    
    == Gallery ==
    <gallery>
    JE 1.17 Development Bundle.png|The original bundle UI
    Bundle in Inventory.jpg|A bundle inventory in the inventory
    </gallery>
    
    == References ==
    {{Reflist}}
    
    {{Items}}
    
    [[Category:Storage]]
    [[Category:Tools]]
    [[Category:Renewable resources]]
    
    [[de:Bündel]]
    [[es:Saco]]
    [[fr:Sac]]
    [[ja:バンドル]]
    [[pl:Sakwa]]
    [[pt:Trouxa]]
    [[ru:Мешок]]
    [[zh:收纳袋]]</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>[[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><li>[[Pufferfish (item)|Pufferfish (item)]]<br/>{{DISPLAYTITLE:Pufferfish}}
    {{about|the food item|the mob|Pufferfish}}
    {{Item
    | title = Pufferfish
    | image = File:Pufferfish_(item)_JE5_BE2.png
    | renewable = Yes
    | heals = {{hunger|1}}
    | stackable = Yes (64)
    |effects=: {{EffectLink|link=Hunger (effect)|Hunger}} III (0:15)
    : {{EffectLink|Poison}} II (1:00)
    : {{EffectLink|Nausea}} I (0:15){{only|JE}}
    : {{EffectLink|Nausea}} II (0:15){{only|BE}}
    }}
    A '''pufferfish''' is a poisonous [[food]] item that is used to brew [[Potion of Water Breathing|Water Breathing potions]].
    
    == Obtaining ==
    === Fishing ===
    Pufferfish can be obtained through [[fishing]]. The pufferfish catch rate can be increased by [[Lure]], which reduces wait time generally.
    <!--1-6 exp-->
    
    {{IN|bedrock}}, pufferfish can be caught only when fishing outside [[jungle]] biomes and its variants (i.e. everywhere ''except'' in jungles).
    
    === Mob loot ===
    ==== Guardians and elder guardians ====
    [[Guardian]]s and [[elder guardian]]s have a 2.5% chance of dropping a random fish upon death. This has a 13% chance of being pufferfish (0.325% chance of dropping a pufferfish). The chance of getting a fish can be increased by 1% per level of [[Looting]], but the type of fish is not affected.
    
    ==== Pufferfish ====
    [[Pufferfish]] always drop 1 pufferfish in its item form when killed. This drop is not affected by the Looting enchantment.<ref>{{bug|MC-212795||Salmon & Fish mobs are not affected by Looting}}</ref>
    
    == Usage ==
    === Food ===
    Pufferfish restores {{hunger|1}} hunger and 0.2 [[Hunger#Mechanics|saturation]], but inflicts [[Hunger_(effect)|Hunger]] III for 15 seconds, [[Poison]] II for 1 minute, and [[Nausea]] I<sup>[''[[Java Edition|JE]] only'']</sup> or II<sup>[''[[Bedrock Edition|BE]] only'']</sup> for 15 seconds. Unlike [[rotten flesh]], it is not helpful to eat pufferfish while starving because they inflict more hunger than they earn.
    
    ===Brewing ingredient===
    {{brewing
    |Pufferfish
    |Potion of Water Breathing
    |head=1
    }}
    {{brewing
    |Pufferfish
    |Mundane Potion
    |ingredients=Pufferfish + [[Water Bottle]]
    |foot=1
    }}
    
    === Trading ===
    Master-level fisherman [[villager]]s buy 1~4{{only|bedrock|short=1}} or four{{only|java|short=1}} pufferfish for an [[emerald]].
    
    === Wolves ===
    {{IN|Bedrock}}, pufferfish can be used to feed a [[wolf]], healing it by {{hp|1|mob=1}}, but only when the wolf is not at full health. Unlike other wolf food, pufferfish cannot be used to speed up the growth of baby wolves, and cannot be used to breed them.
    
    == Sounds ==
    {{Sound table/Entity/Food}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showitemtags=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Pufferfish
    |spritetype=item
    |nameid=pufferfish
    |itemtags=fishes
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Pufferfish
    |spritetype=item
    |nameid=pufferfish
    |id=267
    |form=item
    |foot=1}}
    
    == Advancements ==
    {{load advancements|A Furious Cocktail;How did we get here;Husbandry;A Balanced Diet;Fishy Business}}
    
    == History ==
    {{History|java}}
    {{History||1.7.2|snap=13w36a|[[File:Pufferfish (item) JE1.png|32px]] Added pufferfish.
    |Added potions of [[Water Breathing]], which can be [[brewing|brewed]] by adding a pufferfish to an [[Awkward Potion]].}}
    {{History|||snap=13w43a|[[File:Pufferfish (item) JE2 BE1.png|32px]] The texture of pufferfish has been changed.}}
    {{History||1.8|snap=14w25a|Pufferfish is now obtainable as a rare drop from [[guardian]]s and [[elder guardian]]s.}}
    {{History||1.13|snap=17w47a|The different data values for the <code>fish</code> ID have now been split up into their own IDs.
    |Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 349.}}
    {{History|||snap=18w08b|[[Pufferfish]] (and other [[fish]] types) has been added as a [[mob]], which [[drops|drop]] its item form when killed.
    |[[File:Pufferfish (item) JE3 BE2.png|32px]] The texture of pufferfish has been changed.}}
    {{History||1.14|snap=18w43a|[[File:Pufferfish (item) JE4 BE1.png|32px]] The texture of pufferfish has accidentally been reverted.}}
    {{History|||snap=18w43b|[[File:Pufferfish (item) JE5 BE2.png|32px]] The correct texture of pufferfish has been restored.}}
    {{History|||snap=19w11a|Fisherman [[villager]]s now [[trading|buy]] pufferfish.}}
    {{History||1.16.2|snap=Pre-release 2|The level of [[Nausea]] given by pufferfish has been reduced from II to I.<ref>{{bug|MC-196473}}</ref>}}
    {{History||1.17|snap=20w46a|The level of [[Poison]] given by pufferfish has been reduced from IV to II.<ref>{{bug|MC-197276}}</ref>}}
    
    {{History|pocket alpha}}
    {{History||v0.11.0|snap=build 1|[[File:Pufferfish (item) JE2 BE1.png|32px]] Added pufferfish.}}
    {{History||v0.12.1|snap=build 1|Pufferfish now restore [[hunger]] instead of [[health]].
    |Pufferfish can now be used to make [[potion]] of Water Breathing.}}
    {{History||v0.16.0|snap=build 1|Pufferfish is now dropped by [[guardian]]s and [[elder guardian]]s.}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.14.2|[[Pufferfish]] has been added as a [[mob]], which [[drops|drop]] its [[item]] form when killed.
    |[[File:Pufferfish (item) JE5 BE2.png|32px]] The texture of pufferfish has been changed.}}
    {{History||1.8.0|snap=beta 1.8.0.8|Pufferfish can now be used to feed [[ocelot]]s to gain their trust.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Pufferfish can now be [[trading|sold]] to fisherman [[villager]]s.}}
    {{History||1.19.10|snap=beta 1.19.10.23|The strength of the [[poison]] effect has been decreased from IV to II.}}
    
    {{History|console}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|switch=1.0.1|[[File:Pufferfish (item) JE2 BE1.png|32px]] Added pufferfish.}}
    {{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|[[Pufferfish]] (and other [[fish]] types) has been added as a [[mob]], which [[drops|drop]] its [[item]] form when killed.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Pufferfish (item) JE5 BE2.png|32px]] The texture of pufferfish has been changed.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Trivia ==
    
    * The consumption of pufferfish inflicting the player with Nausea and Poison is based on reality. Real pufferfish contain the dangerous [[Wikipedia:Tetrodotoxin|tetrodotoxin]] within their organs, especially in the liver. Tetrodotoxin leads to quick death through respiratory paralysis. Muscle tissue and blood contain trace amounts. In East Asia, pufferfish are considered a delicacy known as [[Wikipedia:Fugu|fugu]], as small parts of the fish are actually edible. Any chef preparing fugu must have special licensing/certification to prepare this dish.
    
    == Gallery ==
    
    <gallery>
    File:Eat Pufferfish.png|The result of eating pufferfish.
    </gallery>
    
    == See also ==
    * [[Fishing]]
    
    == References ==
    {{Reflist}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--pufferfish Taking Inventory: Pufferfish] – Minecraft.net on October 14, 2020
    
    {{items}}
    
    [[cs:Čtverzubec]]
    [[de:Kugelfisch (Nahrung)]]
    [[es:Pez globo (objeto)]]
    [[fr:Poisson (nourriture)]]
    [[it:Pesce palla (oggetto)]]
    [[ja:フグ (アイテム)]]
    [[ko:복어 (아이템)]]
    [[nl:Kogelvis]]
    [[pl:Rozdymka]]
    [[pt:Baiacu (item)]]
    [[ru:Иглобрюх (предмет)]]
    [[th:ปลาปักเป้า (ไอเทม)]]
    [[tr:Kirpi balığı]]
    [[zh:河豚(物品)]]
    [[Category:Food]]
    [[Category:Brewing recipe]]
    [[Category:Renewable resources]]</li></ul>
    13w36aBaby zombie villagers now drop loot and experience.
    1.7.4
    {{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>[[Reality Vision|Reality Vision]]<br/>{{Joke feature}}
    {{Item
    | title = Reality Vision
    | image = Reality Vision.png
    | renewable = No
    | stackable = Yes (64)
    }}
    
    The '''Reality vision''' was a joke [[helmet]].
    
    == Usage ==
    Reality vision was equipped via the [[helmet]] slot. When equipped, it showed a [[wikipedia:Mini-map|minimap]] in the bottom-center of the screen (which moved when the [[player]]'s camera moves). The minimap showed all [[chunk]]s that were currently rendered. The player's location was represented by a green [[beacon]] beam marker on the map.
    
    It displayed a vision overlay (similar to the [[pumpkin]] overlay). The overlay would change to a new overlay if the player went into third person (unlike the pumpkin overlay), which made the screen appear like an old [[wikipedia:Television|television]] screen. The overlay was called <code>cantseeshit<!-- Do not change this; this is that word that is actually used-->captain.png</code> in the assets folder. It activated a [[Shaders|shader]] when equipped (<code>scan_pincushion</code>).
    
    == Sounds ==
    
    {{Sound table
    |sound=Equipvr.ogg
    |subtitle=''None''
    |source=player
    |description=When equipped
    |id=item.reality_vision.use
    |translationkey=''None''
    |volume=1.0
    |pitch=1.0
    |distance=16
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{ID table
    |edition=java
    |shownumericids=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Reality Vision
    |spritetype=item
    |nameid=reality_vision
    |id=500
    |form=item
    |translationkey=item.realityVision.name
    |foot=1}}
    
    == History ==
    {{History|java}}
    {{History||1.RV-Pre1|[[File:Reality_Vision_(item).png|32px]] [[File:Reality Vision.png|32px]] Added reality vision.}}
    {{History|foot}}
    
    == Issues ==
    Reality Vision is an unsupported item due to being an [[Wikipedia:April Fools' Day|April Fools']] joke, and therefore such issues relating to them will not be fixed.
    
    == Trivia ==
    * [[Sign]]s display the text "OBEY" while equipped, a reference to the movie [[wikipedia:They Live|''They Live'']].
    
    == Gallery ==
    
    <gallery>
    Sign2.png|The [[sign]] texture found in the game files.
    OBEY.png|OBEY seen in a sign.
    OBEY sign in 1.RV-Pre1..png|OBEY seen in a sign, but seen from a better perspective. 
    TechGear.png|A [[player]] wearing reality vision, featured in this [[wikipedia:April Fools' Day|April Fools']] joke version.
    </gallery>
    
    {{Items}}
    {{Jokes}}
    
    [[Category:Non-renewable resources]]
    [[Category:Joke items]]
    
    [[pt:Visão da realidade]]
    [[es:Reality Vision]]</li></ul>
    13w49aAdded zombie villager chicken jockeys – a rare version of the baby zombie villager.
    1.8
    {{Extension DPL}}<ul><li>[[Raw Rabbit|Raw Rabbit]]<br/>{{for|the cooked version|Cooked Rabbit}}
    {{Item
    | title = Raw Rabbit
    | image = Raw Rabbit.png
    | heals = {{hunger|3}}
    | renewable = Yes
    | stackable = Yes (64)
    }}
    
    '''Raw rabbit''' is a food item that can be eaten by the [[player]], or cooked in a [[furnace]] or a [[campfire]] to make [[cooked rabbit]].
    
    == Obtaining ==
    
    === Mob loot ===
    
    {{IN|Bedrock}}, adult [[rabbit]]s drop 0-1 raw rabbit when killed. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 0-4 with [[Looting]] III. If killed while on [[fire]], they drop [[cooked rabbit]] instead.
    
    {{IN|Java}}, adult [[rabbit]]s drop 1 raw rabbit when killed. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 1-4 with [[Looting]] III. If killed while on [[fire]], they drop [[cooked rabbit]] instead.
    
    == Usage ==
    
    To eat raw rabbit, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|3}} [[hunger]] and 1.8 [[Hunger#Mechanics|saturation]].
    
    === Smelting ingredient ===
    
    {{Smelting
      |showname=1
      |Raw Rabbit
      |Cooked Rabbit
    |0.35
    }}
    
    === Wolves ===
    
    Raw rabbit can be used to [[breed]] and heal tamed [[wolves]], lead them around, and make baby tamed [[Wolf|wolves]] grow up faster by 10% of the remaining time.
    
    === Trading ===
    
    Novice-level Butcher [[villager|villagers]] have a {{frac|1|3}} chance to buy 4 raw rabbit for an [[emerald]] as their trades.{{only|bedrock}}
    
    Novice-level Butcher villagers have 40% chance of offering to buy 4 raw rabbit for an emerald.{{only|java}}
    
    ==Sounds==
    {{Sound table/Entity/Food}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Raw Rabbit
    |spritetype=item
    |nameid=rabbit
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Raw Rabbit
    |spritetype=item
    |nameid=rabbit
    |id=288
    |form=item
    |foot=1}}
    
    == Achievements ==
    {{load achievements|Rabbit Season}}
    
    == Advancements ==
    {{load advancements|Husbandry;A Balanced Diet}}
    
    == History ==
    
    {{History|java}}
    {{History||1.8|snap=June 30, 2014|slink=https://twitter.com/TheMogMiner/status/483636993780232192|[[Ryan Holtz]] tweeted images of raw rabbits and some other new [[item]]s.}}
    {{History|||snap=14w27a|[[File:Raw Rabbit JE1.png|32px]] Added raw rabbit.}}
    {{History|||snap=14w33b|[[File:Raw Rabbit JE2 BE1.png|32px]] The texture of raw rabbit has been changed. The new texture was created by [[wikipedia:Reddit|Reddit]] user [http://www.reddit.com/u/zeldahuman zeldahuman].<ref>{{reddit|2bjzes/a_reminder_of_the_blocks_and_items_added_in_18_so|cj69zie|context=3}}</ref><ref>{{reddit|2c5f35/minecraft_snapshot_14w31a_has_been_released|cjct7gb}}</ref>}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 411.}}
    {{History||1.14|snap=18w43a|[[File:Raw Rabbit JE3 BE2.png|32px]] The texture of raw rabbit has been changed.}}
    {{History|||snap=19w11a|Butcher [[villager]]s now [[trading|buy]] raw rabbit.}}
    {{History||1.19.3|snap=22w42a|Rabbits now always drop at least 1 raw rabbit when killed.<ref>{{bug|MC-96449|||Fixed}}</ref>}}
    
    {{History|pocket alpha}}
    {{History||v0.13.0|snap=build 1|[[File:Raw Rabbit JE2 BE1.png|32px]] Added raw rabbit.}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Raw Rabbit JE3 BE2.png|32px]] The texture of raw rabbit has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Raw rabbit can now be [[trading|sold]] to butcher [[villager]]s.}}
    
    {{History|console}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|[[File:Raw Rabbit JE2 BE1.png|32px]] Added raw rabbit.}}
    {{History|PS4}}
    {{History||1.90|[[File:Raw Rabbit JE3 BE2.png|32px]] The texture of raw rabbit has been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Raw Rabbit JE2 BE1.png|32px]] Added raw rabbit.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Gallery ==
    <gallery>
    File:Rabbit Items 2 Ryan Holtz.png|First image of the item by [[Ryan Holtz]].
    </gallery>
    
    == References ==
    
    {{reflist}}
    
    
    {{items}}
    
    
    [[de:Rohes Kaninchen]]
    [[es:Conejo crudo]]
    [[it:Coniglio crudo]]
    [[fr:Lapin cru]]
    [[ja:生の兎肉]]
    [[ko:익히지 않은 토끼고기]]
    [[nl:Rauw konijnenvlees]]
    [[pl:Surowy królik]]
    [[pt:Coelho cru]]
    [[ru:Сырая крольчатина]]
    [[zh:生兔肉]]
    [[Category:Food]]
    [[Category:Renewable resources]]</li><li>[[Debug fourj item|Debug fourj item]]<br/>{{DISPLAYTITLE:<samp>debug_fourj_item</samp>}}
    {{exclusive|Legacy Console}}{{Unobtainable||edition=console|section=}}{{Item
    | image = Barrier (held) JE1 BE1.png
    | renewable = No
    | stackable = Yes (64)
    | rarity = Common
    | title = <samp>debug_fourj_item</samp>
    }}
    <samp>'''debug_fourj_item'''</samp> is an unobtainable item exclusive to the [[Legacy Console Edition]] and can only be obtained through modding the game. It has the texture of a [[barrier]], no "What's this?" hint and no display name.
    
    ==Obtaining==
    The only way to obtain this item is via inventory editors and other external tools.
    
    ==Usage==
    The purpose of this item is unknown, and it cannot be placed. Although the ID<ref name="r">[https://youtu.be/IscH0rUw_20 "マインクラフト WiiU 全面の木、偽バリアブロックのアイテムID公開"] - YouTube, March 26, 2019</ref> suggests that it was used for debugging and testing purposes.
    
    ==Data values==
    ===ID===
    {{ID table|displayname=[No displayed name]
    |showforms=y|form=item|nameid=debug_fourj_item|id=2255<ref group="note">Numerical IDs aren't supported on the Legacy Console Edition anymore.</ref><ref name="r"/>|shownumericids=y|translationkey=item.debug_fourj_item.name|generatetranslationkeys=y|foot=1}}
    <references group="note" />
    
    ==History==
    {{History|console}}
    {{History||xbox=unknown|xbone=unknown|ps=unknown|wiiu=unknown|switch=unknown|[[File:Barrier (held) JE1 BE1.png|32px]] Added <samp>debug_fourj_item</samp>.}}
    {{History|foot}}
    
    == Gallery ==
    <gallery>
    Debug fourj item in inventory.png|<samp>debug_fourj_item</samp> as it appears in one's inventory
    </gallery>
    
    ==See also==
    
    *[[Debug Stick]]
    
    ==References==
    <references />
    
    {{Items}}
    {{Unused features}}
    [[Category:Articles missing historical information]]</li></ul>
    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>[[Painting|Painting]]<br/>{{ItemEntity
    |title=Painting
    |image=Painting JE2 BE2.png
    |extratext=View [[#Renders|all renders]]
    |renewable=Yes
    |stackable=Yes (64)
    |drops=1 {{ItemLink|Painting}}
    }}
    '''Paintings''' are decorative [[entity|entities]] that hang on walls.
    
    == Obtaining ==
    === Crafting ===
    {{Crafting
    |A1= Stick |B1= Stick    |C1= Stick
    |A2= Stick |B2= Any Wool |C2= Stick
    |A3= Stick |B3= Stick    |C3= Stick
    |Output= Painting
    |type= Decoration block
    }}
    
    Paintings can be crafted with any color of [[wool]]. The color of the wool used does not influence the picture chosen when the painting is placed.
    Once placed, it displays a random painting.
    
    === Breaking ===
    To remove a painting from a wall, the player can {{control|attack}} it, break one of its supporting blocks, cover one square of it with a block, hit it with an arrow, egg, ender pearl, snowball, or fire charge, or subject it to an explosion. The painting then drops as an item. Arrows that hit paintings disappear.
    
    === Trading ===
    Master-level shepherd [[villager]]s sell 3 paintings for 2 [[emerald]]s.
    
    == Usage ==
    === Placement ===
    Paintings can be placed on the sides of [[solid block]]s, [[sign]]s, [[banner]]s, or [[sculk vein]]s. A small gap is visible between the painting and attachment surface. There are several different sizes of paintings (see below). When placed, a painting checks for the largest amount of space it has. It then chooses a random painting of that size. The player can add blocks around the painting to ensure it is the size wanted. When the supporting blocks are removed, the painting breaks after 20 game [[tick]]s (1 second) if no supporting blocks are replaced during that interval.
    
    === Properties ===
    Being an entity, paintings can simultaneously exist in the same space as blocks such as water or torches. Specifically, they can share the space with any block whose collision box does not intersect its hitbox.
    
    Players and mobs are able to walk through paintings, as long as the blocks supporting the painting allow it. Secret doorways can be created this way. [[Light]] propagates through paintings as well.
    
    If a player is concealed behind a painting, the player's name is also concealed from other players.{{verify|Is this true in Bedrock?}}
    
    Paintings are non-flammable.
    
    == Canvases ==
    {{Stub|Needing the new painting renders}}
    There are 31 paintings in the game. These are mostly based on paintings by [[Kristoffer Zetterstrand]], who also created the ''Minecraft'' versions.
    
    {| class="wikitable stikitable" style="text-align: center" data-description="Paintings"
    ! style="min-width:150px" |Canvas
    ! style="min-width:3em;max-width:4em" |Size
    ! style="min-width:3em" |Original
    ! style="min-width:3em" |Name
    ! style="min-width:3em;max-width:4.5em" |[[Resource location]]
    ! style="min-width:10em" |Description
    ! Java Edition version added
    |-
    ! [[File:Alban (texture).png|64px]]
    | rowspan="7" | 1×1 blocks<br>16×16 pixels || [https://zetterstrand.com/work/pictures/archive/alban.jpeg "Albanian"] || Albanian || <code>alban</code> || A man wearing a fez next to a house and a bush. As the name of the painting suggests, it may be a landscape in [[Wikipedia:Albania|Albania]]. || rowspan="9" | [[Indev 20100223]]
    |-
    ! [[File:Aztec (texture).png|64px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/2aztbig.jpg "de_aztec"]|| de_aztec || <code>aztec</code> || [[Wikipedia:Noclip mode|Free-look]] perspective of the map [[w:c:counterstrike:Aztec|de_aztec]] from the video game ''[[Wikipedia:Counter-Strike (video game)|Counter-Strike]]''. 
    |-
    ! [[File:Aztec2 (texture).png|64px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/11aztec_for_print.jpg "de_aztec"]|| de_aztec || <code>aztec2</code> || [[Wikipedia:Noclip mode|Free-look]] perspective of the map [[w:c:counterstrike:Aztec|de_aztec]] from the video game ''[[Wikipedia:Counter-Strike (video game)|Counter-Strike]]''. 
    |-
    ! [[File:Bomb (texture).png|64px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/12bomb.jpg "Target successfully bombed"]|| Target Successfully Bombed || <code>bomb</code> || The map [[w:c:counterstrike:Dust II|de_dust2]] from the video game ''[[Wikipedia:Counter-Strike (video game)|Counter-Strike]]'', named “target successfully bombed" in reference to the game. 
    |-
    ! [[File:Kebab (texture).png|64px]]
    |[https://zetterstrand.com/work/pictures/archive/kebab2.jpg "Kebab med tre pepperoni"] || Kebab med tre pepperoni || <code>kebab</code> || A kebab with three green chili peppers. 
    |-
    ! [[File:Plant (texture).png|64px]]
    |[https://zetterstrand.com/work/pictures/archive/paradistrad.jpeg "Paradisträd"] || Paradisträd || <code>plant</code> || Still life of two plants in pots. "Paradisträd" is Swedish for "[[Wikipedia:Crassula ovata|money tree]]", which is a common name for the depicted species in Scandinavia. 
    |-
    ! [[File:Wasteland (texture).png|64px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/Wasteland_1920.jpg "Wasteland"]|| Wasteland || <code>wasteland</code> || A view of some wastelands; a small animal (presumably a rabbit) is sitting on the window ledge. 
    |-
    ! [[File:Courbet (texture).png|128px]]
    | rowspan="5" | 2×1 blocks<br>32×16 pixels ||[https://zetterstrand.com/eventz/wp-content/uploads/bonjourmonsieurcourbet_BIG.jpg "Bonjour monsieur Courbet"]|| Bonjour Monsieur Courbet || <code>courbet</code> || Two hikers with pointy beards seemingly greeting each other. Based on Gustave Courbet's painting ''[[Wikipedia:La rencontre|The Meeting or "Bonjour, Monsieur Courbet"]]''. 
    |-
    ! [[File:Pool (texture).png|128px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/thepool_1920.jpg "The pool"]|| The Pool || <code>pool</code> || Some men and women skinny-dipping in a pool over a cube of sorts. Also there is an old man resting in the lower-right edge. 
    |-
    ! [[File:Sea (texture).png|128px]]
    | rowspan=2 |[https://zetterstrand.com/eventz/wp-content/uploads/SeaSide_1920.jpg "Seaside"]
    | Seaside
    | <code>sea</code>
    | Mountains and a lake, with a small photo of a mountain and a bright-colored plant on the window ledge. || [[Indev 20100223]] / [[Alpha v1.1.1]]
    |-
    ! [[File:Creebet (texture).png|128px]]
    | Creebet || <code>creebet</code> || Mountains and a lake, with a small photo of a mountain and a creeper looking at the viewer through a window. || [[Alpha v1.1.1]]
    |-
    ! [[File:Sunset (texture).png|128px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/sunset_dense.jpg "sunset_dense"]|| sunset_dense || <code>sunset</code> || A view of mountains at sunset. || [[Indev 20100223]]
    |-
    ! [[File:Graham (texture).png|64px]]
    | rowspan="2" | 1×2 blocks<br>16×32 pixels ||[https://zetterstrand.com/eventz/wp-content/uploads/graham.jpg "Graham"]|| Graham || <code>graham</code> || King Graham, the player character in the video game series ''[[Wikipedia:King's Quest|King's Quest]]''. The original is based on ''[[Wikipedia:File:Sánchez_Cotán_(Bodegón_con_membrillo,_repollo,_melón_y_pepino).jpg|Still Life with Quince, Cabbage, Melon, and Cucumber]]'' by Juan Sánchez Cotán.|| [[Alpha v1.1.1]]
    |-
    ! [[File:Wanderer (texture).png|64px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/wanderer_1920.jpg "Wanderer"]|| Wanderer || <code>wanderer</code> || A version of Caspar David Friedrich's famous painting ''[[Wikipedia:Wanderer above the Sea of Fog|Wanderer above the Sea of Fog]]''. || rowspan="4" | [[Indev 20100223]]
    |-
    ! [[File:Bust (texture).png|128px]]
    | rowspan="6" | 2×2 blocks<br>32×32 pixels ||[https://zetterstrand.com/eventz/wp-content/uploads/bust_1915.jpg "Bust"]|| Bust || <code>bust</code> || A bust of [[Wikipedia:Marcus Aurelius|Marcus Aurelius]] surrounded by fire. 
    |-
    ! [[File:Match (texture).png|128px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/Match_rgb_1918.jpg "Match"]|| Match || <code>match</code> || A hand holding a match, causing fire on a white cubic gas fireplace. 
    |-
    ! [[File:Skull and Roses (texture).png|128px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/moonlight-installation_1920.jpg "Moonlight Installation"]|| Skull and Roses || <code>skull_and_roses</code> || A skeleton at night with red flowers in the foreground. The original painting was different, depicting a woman sitting in a couch, while the skull is in the middle of a body of glacial water of sorts. 
    |-
    ! [[File:Stage (texture).png|128px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/The-stage-is-set-1.jpg "The stage is set"]
    | The Stage Is Set
    | <code>stage</code>
    | Scenery from ''[[Wikipedia:Space Quest I|Space Quest I]]'', with the character Graham from the video game series ''[[Wikipedia:King's Quest|King's Quest]]'' appearing twice. || [[Indev 20100223]] / [[Alpha v1.1.1]]
    |-
    ! [[File:Void (texture).png|128px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/the-void_1920.jpg "The Void"]|| The void || <code>void</code> || An angel praying into a void with fire below. || [[Indev 20100223]]
    |-
    ! [[File:Wither (painting texture).png‎|128px]]
    | – || Wither || <code>wither</code> || The creation of a [[wither]]. 
    This is the only painting not based on a real painting. Made by Jens Bergensten.<ref>{{Citation|url=https://www.youtube.com/watch?v=kK5Y4k-vVXc|title=Who Made Minecraft’s LAST Painting?!|author=AntVenom|website=YouTube|date=29 October 2022}}</ref><ref>https://www.reddit.com/r/Minecraft/comments/1tzav2/comment/cedagcy/</ref>
    || [[Java Edition 1.4.2]] ([[12w36a]])
    |-
    ! [[File:Fighters (texture).png|128px]]
    | 4×2 blocks<br>64×32 pixels ||[https://zetterstrand.com/eventz/wp-content/uploads/fighters.jpg "Fighters"]|| Fighters || <code>fighters</code> || Two men poised to fight. Paper versions of fighters from the game ''[[Wikipedia:International Karate +|International Karate +]]''. || [[Indev 20100223]]
    |-
    ! [[File:Donkey Kong (texture).png|128px]]
    | rowspan="2" | 4×3 blocks<br>64×48 pixels ||[https://zetterstrand.com/eventz/wp-content/uploads/kong.jpg "Kong"]|| Kong || <code>donkey_kong</code> || A paper-looking screenshot of the level [https://www.mariowiki.com/100m 100m] from the arcade game ''[[Wikipedia:Donkey Kong (arcade game)|Donkey Kong]]''. || rowspan="2" | [[Alpha v1.1.1]]
    |-
    ! [[File:Skeleton (painting texture).png|128px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/mortal_coil.jpg "Mortal Coil"]|| Mortal Coil || <code>skeleton</code> || [[w:c:grim-fandango:Bruno Martinez|Bruno Martinez]] from the adventure game ''[[Wikipedia:Grim Fandango|Grim Fandango]]''. 
    |-
    ! [[File:Burning Skull (texture).png‎|128px]]
    | rowspan="3" | 4×4 blocks<br>64×64 pixels ||[https://zetterstrand.com/eventz/wp-content/uploads/skull_on_fire_framed_c_1910.jpg "Skull on Fire"]|| Skull On Fire || <code>burning_skull</code> || A Skull on fire; in the background there is a moon in a clear night sky.<br>This painting is based on a Minecraft screenshot,<ref>{{Citation|url=https://web.archive.org/web/20220928041338/https://imgur.com/HVhrbnH|website=Imgur|date=22 August 2020|title=https://web.archive.org/web/20220928041338/https://imgur.com/HVhrbnH}}</ref> with the grass block and a 3D skull added on top.<ref>{{Citation|url=https://web.archive.org/web/20200906184721/https://imgur.com/AwqQFS6|title=https://web.archive.org/web/20200906184721/https://imgur.com/AwqQFS6|website=Imgur|date=23 August 2020}}</ref>
    (See the [[:en:Painting#Trivia|trivia]] section for more info.)
    | [[Java Edition Beta 1.2 01|Beta 1.2_01]] / [[Java Edition Beta 1.3|Beta 1.3]]
    |-
    ! [[File:Pigscene (texture).png|128px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/rgb_1914.jpg "RGB"]|| Pigscene || <code>pigscene</code> <!-- yes, without an underscore --> || A girl pointing to a pig on a canvas. In the original version, the canvas showed red, green and blue blocks, representing the three colors of the [[Wikipedia:RGB color model|RGB color model]] that is typically used by computer displays. It is based on the painting ''[[Wikipedia:File:Jacob van Oost (I) - The Artist's Studio - WGA16654.jpg|The Artist's Studio]]'' by Jacob van Oost.|| [[Alpha v1.1.1]]
    |-
    ! [[File:Pointer (texture).png|128px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/pointer_1920.jpg "Pointer"]|| Pointer || <code>pointer</code> || The main character of the game ''[[Wikipedia:International Karate +|International Karate +]]'' in a fighting stance touching a large hand. It could also be interpreted as a play on Michelangelo's famous painting ''[[Wikipedia:The Creation of Adam|The Creation of Adam]]''. || [[Indev 20100223]]
    |-
    ! TBA || 
    Pack || <code>pack</code> || Reference to the pack.png fi || [[Java Edition 1.21]]le
    |}
    
    === Unused paintings ===
    In [[Pocket Edition v0.5.0 alpha|v0.5.0 alpha]], with the addition of paintings to Pocket Edition, four unused 32×32 paintings were present in <samp>[[kz.png]]</samp> which remained unused. See {{slink|Bedrock Edition unused features|Paintings}} for more information. They were also added to Java Edition in snapshot [[Java Edition 22w16a|22w16a]]. They cannot be placed by default, but can be summoned by [[commands]] (such as {{cmd|/summon painting ~ ~ ~ {variant:"water"} }}) or through a [[datapack]].
    
    According to [[Helen Zbihlyj]],<ref>https://old.reddit.com/r/Minecraft/comments/u8hpnx/thoughts_on_the_new_paintings/i5olue6/?context=3 ([https://web.archive.org/web/20220422115723/https://old.reddit.com/r/Minecraft/comments/u8hpnx/thoughts_on_the_new_paintings/i5olue6/?context=3 archived])</ref> these paintings were originally added "as part of a Pocket Edition promo map" (no footage found) which was planned to be a part of [[Pocket Edition]] promotion at [[MINECON 2012]] [[MINECON 2013|or 2013]] and have never been used in game. The artist of these paintings remains unknown.
    
    {| class="wikitable stikitable" style="text-align: center" data-description="Paintings"
    ! style="min-width:100px" |Canvas
    ! style="min-width:3em;max-width:4em" |Size
    ! style="min-width:6em" |Name
    ! style="min-width:10em" |[[Resource location]]
    ! style="min-width:10em" |Description
    ! style="min-width:5em;max-width:10em" |Bedrock Edition version added
    ! style="min-width:5em;max-width:8em" |Java Edition version added
    |-
    ! [[File:Earth (texture) BE2.png|128px]]
    | rowspan="4" | 2×2 blocks<br>32×32 pixels || Earth || <code>earth</code> || One of the four {{Wikipedia|Classical element|classical elements}}: Earth. || rowspan="4" | [[Pocket Edition v0.5.0 alpha|v0.5.0 alpha]] || rowspan="4" | [[Java Edition 22w16a|22w16a]]
    |-
    ! [[File:Fire (texture) BE2.png|128px]]
    | Fire || <code>fire</code> || One of the four classical elements: Fire. 
    |-
    ! [[File:Water (texture) BE2.png|128px]]
    | Water || <code>water</code> || One of the four classical elements: Water. 
    |-
    ! [[File:Wind (texture) BE2.png|128px]]
    | Wind || <code>wind</code> || One of the four classical elements: Air. 
    |}
    
    
    
    ==Sounds==
    {{Edition|Java}}:
    {{Sound table
    |sound=Painting break1.ogg
    |sound2=Painting break2.ogg
    |sound3=Painting break3.ogg
    |subtitle=Painting breaks<ref>{{Cite bug|MC|194948|Painting, item frame and lead breaking subtitles inconsistent with block breaking subtitle|date=July 14, 2020}}</ref>
    |source=neutral
    |description=When a painting is broken or pops off
    |id=entity.painting.break
    |translationkey=subtitles.entity.painting.break
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Painting place1.ogg
    |sound2=Painting place2.ogg
    |sound3=Painting place3.ogg
    |sound4=Painting place4.ogg
    |subtitle=Painting placed
    |source=neutral
    |description=When a painting is placed
    |id=entity.painting.place
    |translationkey=subtitles.entity.painting.place
    |volume=1.0
    |pitch=1.0
    |distance=16
    |foot=1}}
    
    {{Edition|Bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Item Frame break1.ogg
    |sound2=Item Frame break2.ogg
    |sound3=Item Frame break3.ogg
    |source=block
    |description=When a painting is broken or pops off
    |id=block.itemframe.break
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Item Frame add item1.ogg
    |sound2=Item Frame add item2.ogg
    |soumd3=Item Frame add item3.ogg
    |sound4=Item Frame add item4.ogg
    |source=block
    |description=When a painting is placed
    |id=block.itemframe.add_item
    |volume=1.0
    |pitch=1.0
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |firstcolumnname=Item
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Painting
    |spritetype=item
    |nameid=painting
    |form=item
    |foot=1}}
    {{ID table
    |edition=java
    |firstcolumnname=Entity
    |generatetranslationkeys=y
    |displayname=Painting
    |spritetype=entity
    |nameid=painting
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |firstcolumnname=Item
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Painting
    |spritetype=item
    |nameid=painting
    |id=357
    |form=item
    |foot=1}}
    {{ID table
    |edition=bedrock
    |firstcolumnname=Entity
    |shownumericids=y
    |generatetranslationkeys=y
    |displayname=Painting
    |spritetype=entity
    |nameid=painting
    |id=83
    |foot=1}}
    
    === Entity data ===
    
    Paintings have entity data that defines various properties of the entity.
    
    {{el|java}}:
    {{main|Entity format}}
    {{/ED}}
    
    {{el|bedrock}}:
    : See [[Bedrock Edition level format/Entity format]].
    
    == Video ==
    <div style="text-align:center">{{yt|M3vWDirTMek}}</div>
    
    == History ==
    {{History|java indev}}
    {{History||20100223|[[File:Painting JE1 BE1.png|32px]] Added paintings.
    |There are currently 19 canvases, which can be viewed at [[Java Edition history of textures/Paintings]].
    |The [[crafting]] recipe of paintings uses eight [[planks]].
    {{{!}} class{{=}}"collapsible collapsed"
    ! Recipe
    {{!}}-
    {{!}}
    {{Crafting Table
      |A1=Oak Planks
      |B1=Oak Planks
      |C1=Oak Planks
      |A2=Oak Planks
      |B2=Light Gray Wool
      |C2=Oak Planks
      |A3=Oak Planks
      |B3=Oak Planks
      |C3=Oak Planks
      |Output=Painting
    }}
    {{!}}}
    |Painting textures are currently stored on a [[texture atlas]] called <samp>[[kz.png]]</samp>.}}
    {{History|java infdev}}
    {{History||20100227-1|The [[crafting]] recipe has of paintings has been changed, so that it now uses [[stick]]s, rather than [[planks]].
    {{{!}} class{{=}}"collapsible collapsed"
    ! Recipe
    {{!}}-
    {{!}}
    {{Crafting Table
      |A1=Stick
      |B1=Stick
      |C1=Stick
      |A2=Stick
      |B2=Light Gray Wool
      |C2=Stick
      |A3=Stick
      |B3=Stick
      |C3=Stick
      |Output=Painting
    }}
    {{!}}}
    }}
    {{History|java alpha}}
    {{History||v1.1.1|Added five more painting canvases, for a total of 24.
    |The textures of two paintings have been changed.}}
    {{History|java beta}}
    {{History||1.2_01|Added a new painting, although it uses an untextured part of <samp>kz.png</samp> due to the painting texture not yet being implemented.}}
    {{History||1.3|The texture of the new painting, has been added to the part of <samp>kz.png</samp> displayed by the new painting.}}
    {{History||April 27, 2011|link=https://web.archive.org/web/20201111211000/https://notch.tumblr.com/post/4988431144/the-maps|Custom paintings are mentioned by [[Notch]].}}
    {{History||1.7.3|Paintings pushed by [[piston]]s now pop off.}}
    {{History|java}}
    {{History||1.4.2|snap=12w36a|Added new painting canvas 'Wither'.
    |Paintings can now be placed overlapping one another.}}
    {{History||1.8|snap=14w10a|Paintings can no longer be placed directly inside of each other.}}
    {{History||1.9|snap=15w49a|Paintings can no longer be destroyed by [[lightning]].}}
    {{History|||snap=15w50a|Added [[sound]]s for placing and breaking paintings: <code>entity.painting.place</code> and <code>entity.painting.break</code>.}}
    {{History||1.11|snap=16w32a|The [[entity]] ID for paintings has been changed from <code>Painting</code> to <code>painting</code>.}}
    {{History||1.12|snap=17w06a|Paintings now have a more intuitive placement system. When placed, a painting always uses the maximum possible amount of available space.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 321.}}
    {{History|||snap=18w02a|Paintings now use a [[resource location]] for their motive.}}
    {{History||1.14|snap=18w43a|[[File:Painting JE2 BE2.png|32px]] The [[item]] texture of paintings has been changed.}}
    {{History|||snap=19w07a|Paintings are now stored as individual image files instead of parts of a single large image file, and now support animations.}}
    {{History|||snap=19w11a|Shepherd [[villager]]s now [[trading|sell]] paintings.}}
    {{History||1.17|snap=21w11a|The painting back texture has been updated to be in line with the texture update.}}
    {{History||1.19|snap=22w16a|Added the four unused paintings from Bedrock Edition: "Earth", "Wind", "Fire", and "Water".|These paintings can only be added through a [[data pack]], or with the {{cmd|summon}} command.}}
    {{History||1.19.4|snap=23w06a|Added [[painting]] variants to "Functional Blocks" tab.|Paintings with pre-defined variant will now display author, title and size in description when hovered over.|The "Operator Utilities" tab now contains the four paintings that are not available in Survival mode.}}
    {{History||1.21|snap=TBA|Added 5 new paintings, one 1x1, one 2x1, one 2x2, one 3x2 and one 4x4}}
    
    
    }
    
    {{History|pocket alpha}}
    {{History||v0.5.0|[[File:Painting JE1 BE1.png|32px]] Added paintings.
    |There are currently 25 canvases, which can be viewed at [[Bedrock Edition history of textures/Paintings]].}}
    {{History||v0.8.0|snap=build 3|A new painting rendering has been added.{{info needed|What exactly changed?}}}}
    {{History||v0.12.1|snap=build 1|Paintings are no longer available from the [[nether reactor]].}}
    {{History||v0.15.0|snap=build 1|Paintings now have [[sound]]s when placed and broken.}}
    {{History|pocket}}
    {{History||1.0.7|Added new painting canvas 'Wither'.}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Painting JE2 BE2.png|32px]] The [[item]] texture of paintings has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Paintings can now be [[trading|bought]] from shepherd [[villager]]s.}}
    {{History||1.17.0|snap=beta 1.17.0.50|The painting back texture has been updated to be in line with the texture update.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Painting JE1 BE1.png|32px]] Added paintings.
    |There are currently 25 canvases, which can be viewed at [[Legacy Console Edition history of textures/Paintings]].}}
    {{History||xbox=TU11|The limit for paintings in a world has been increased. 
    |A message is now displayed when the maximum paintings are reached.}}
    {{History||xbox=TU14|ps=1.04|Added new painting canvas 'Wither'.}}
    {{History||xbox=TU43|xbone=CU33|ps=1.36|wiiu=Patch 13|Added [[sound]]s for paintings.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Painting JE2 BE2.png|32px]] The [[item]] texture of paintings has been changed.}}
    
    {{History|3ds}}
    {{History||0.1.0|[[File:Painting JE1 BE1.png|32px]] Added paintings.
    |There are currently 25 canvases, which can be viewed at [[New Nintendo 3DS Edition history of textures/Paintings]].}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == Trivia ==
    * On April 26, 2011, Notch stated that the automapping code can be used to share custom paintings and books in the future.<ref>{{tweet|notch|62970142207913984|The auto mapping code can be used to share custom paintings and books in the future. There's a hard cap on 65536 of each/world, though|April 26, 2011}}</ref>
    * The texture on the back of a painting is the same as the wooden planks texture, but with a yellowish color similar to that of [[chests]] (but slightly darker).
    * The "Skull on Fire" painting contains a Minecraft world in the background, which is based on a screenshot taken by the artist in [[Java Edition Alpha v1.1.2 01|Alpha 1.1.2_01]] (or earlier) on October 12, 2010, at 13:22:49 (UTC+2).<ref>{{cite|url=https://web.archive.org/web/20220928041338/https://imgur.com/HVhrbnH|title=The original (never publicly shared before) screenshot that Kristoffer Zetterstrand took and based his painting on.|website=Imgur}}</ref>
    **The seeds for this world are -1044887956651363087 and -6984854390176336655 (both are the same), standing at X=-249.65, Y=91, Z=-29.04.<ref>https://pastebin.com/fzAY9ES4</ref><ref>https://www.reddit.com/r/Minecraft/comments/iqg3ey/the_original_screenshot_seed_of_the_minecraft/</ref>
    * The "Skull on Fire" painting's texture was added in [[Java Edition Beta 1.3|Beta 1.3]]. However, the code for paintings to randomly display the part of the [[Kz.png]] texture that was to be occupied by the Burning Skull painting was added earlier, in [[Java Edition Beta 1.2_01|Beta 1.2_01]]. As there was nothing on this part of the texture except for a purple background grid, this is what would be displayed if the painting was randomly chosen, until the Burning Skull painting texture was actually added.
    * The original "Skull on Fire" painting was given to the winner of an official texture pack competition by Mojang.<ref>https://web.archive.org/web/20110110003612/http://www.webhallen.com:80/minecraft/</ref>
    
    == Gallery ==
    <gallery>
    File:Notch Painting Screenshot.png|The first image of paintings released by [[Notch]].
    File:Skull on Fire world.jpg|The original screenshot behind the "Skull on Fire" painting.
    File:Burning Skull Render.jpg|A render of the "Skull on Fire" painting that [[Kristoffer Zetterstrand]] used as a reference image.
    File:Skull on Fire IRL.jpg|The original "Skull on Fire" painting being painted.
    File:Burning Skull JE1.png|The "Skull on Fire" painting as it appeared between versions [[Java Edition Beta 1.2_01|Beta 1.2_01]] and [[Java Edition Beta 1.2_02|Beta 1.2_02]], prior to its texture being added in [[Java Edition Beta 1.3|Beta 1.3]].
    </gallery>
    
    === Renders ===
    <gallery>
    Alban.png | Albanian
    Aztec.png | de_aztec
    Aztec2.png | de_aztec
    Bomb.png | Target Successfully Bombed
    Kebab.png | Kebab med tre pepperoni
    Plant.png | Paradisträd
    Wasteland.png | Wasteland
    Courbet.png | Bonjour Monsieur Courbet
    Creebet.png | Creebet
    Pool.png | The Pool
    Sea.png | Seaside
    Sunset.png | sunset_dense
    Graham.png | Graham
    Wanderer.png | Wanderer
    Bust.png | Bust
    Match.png | Match
    Skull and Roses.png | Skull and Roses
    Stage.png | The Stage Is Set
    Void.png | The void
    Wither (painting).png | Wither
    Fighters.png | Fighters
    Donkey Kong.png | Kong
    Skeleton (painting).png | Mortal Coil
    Burning Skull.png | Skull On Fire
    Pigscene.png | Pigscene
    Pointer.png | Pointer
    Earth BE2.png | Earth
    Fire BE2.png | Fire
    Water BE2.png | Water
    Wind BE2.png | Wind
    </gallery>
    
    == See also ==
    * [[Item Frame]]
    * [[Bedrock Edition unused features#Paintings|Unused paintings]]
    * [[Kz.png]]
    * [[Kristoffer Zetterstrand]]
    
    == References ==
    {{reflist}}
    
    == External links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory-painting Taking Inventory: Painting] – Minecraft.net on January 18, 2019
    
    {{items}}
    {{entities}}
    
    [[cs:Obraz]]
    [[de:Gemälde]]
    [[es:Cuadro]]
    [[fr:Tableau]]
    [[hu:Festmény]]
    [[it:Quadro]]
    [[ja:絵画]]
    [[ko:그림]]
    [[nl:Schilderij]]
    [[pl:Obraz]]
    [[pt:Quadro]]
    [[ru:Картина]]
    [[th:ภาพวาด]]
    [[uk:Картина]]
    [[zh:画]]</li><li>[[Magenta Dye|Magenta Dye]]<br/>{{Item
    | image = Magenta Dye.png
    | renewable = Yes
    | stackable = Yes (64)
    }}
    '''Magenta dye''' is a [[Dye#Quasi-Primary|quasi-primary color dye]].
    
    == Obtaining ==
    
    === Crafting ===
    
    {{Crafting
      |head=1
      |showdescription=1
      |showname=0
      |Allium
      |Output=Magenta Dye
      |type=Material
    }}
    {{Crafting
      |Lilac
      |Output=Magenta Dye,2
      |type=Material
    }}
    {{Crafting
      |Purple Dye
      |Pink Dye
      |Output=Magenta Dye,2
      |type=Material
    }}
    {{Crafting
      |Blue Dye
      |Red Dye
      |Pink Dye
      |Output=Magenta Dye,3
      |type=Material
    }}
    {{Crafting
      |Lapis Lazuli
      |Red Dye
      |Pink Dye
      |Output=Magenta Dye,3
      |type=Material
      |description={{only|bedrock|education}}
    }}
    {{Crafting
      |Blue Dye
      |Red Dye
      |Red Dye
      |White Dye
      |Output=Magenta Dye,4
      |type=Material
    }}
    {{Crafting
      |Lapis Lazuli;Lapis Lazuli;Blue Dye
      |Red Dye;Red Dye;Red Dye
      |Red Dye;Red Dye;Red Dye
      |Bone Meal;White Dye;Bone Meal
      |Output=Magenta Dye,4
      |type=Material
      |description={{only|bedrock|education}}
      |foot=1
    }}
    
    === Trading ===
    
    [[Wandering trader]]s sell 3 magenta dye for an [[emerald]].
    
    == Usage ==
    
    {{dye usage}}
    
    === Crafting ingredient ===
    
    {{crafting usage|ignore=Banner|continue=1}}
    {{banner crafting usage}}
    
    === Loom ingredient ===
    {{Banner loom usage|Magenta Dye}}
    
    === Trading ===
    Expert-level shepherd villagers have a {{frac|1|6}} chance to buy 12 magenta dye for an emerald.
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Magenta Dye
    |spritetype=item
    |nameid=magenta_dye
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Magenta Dye
    |spritetype=item
    |nameid=magenta_dye
    |aliasid=dye / 13
    |id=408
    |form=item
    |translationkey=item.dye.magenta.name
    |foot=1}}
    
    == Video ==
    {{yt|IkaIFDQJNUU}}
    
    == History ==
    
    {{History|java beta}}
    {{History||1.2|[[File:Magenta Dye JE1 BE1.png|32px]] Added magenta 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|Magenta 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||1.7.2|snap=13w41a|[[Stained glass]] can now be crafted.}}
    {{History||1.8|snap=14w30a|Added [[banner]]s, which can be dyed.}}
    {{History||1.11|snap=16w39a|Added [[shulker box]]es, which can be dyed.}}
    {{History||1.12|snap=17w15a|Added 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|Magenta dye is now crafted using [[blue dye]] and [[white dye]], instead of [[lapis lazuli]] and [[bone meal]].
    |[[File:Magenta Dye JE2 BE2.png|32px]] The texture of magenta dye has now been changed.}}
    {{History|||snap=18w44a|Magenta dye can now change the text color on [[sign]]s to magenta.}}
    {{History|||snap=19w05a|Added the [[wandering trader]], which sells magenta dye.}}
    {{History|||snap=19w11a|Magenta dye can now be [[trading|bought]] by shepherd villagers.}}
    {{History||1.17|snap=20w45a|Magenta dye can now be used to craft [[magenta candle]]s.}}
    {{History|||snap=21w19a|Magenta dye can no longer be used to craft magenta candles.}}
    {{History|||snap=Pre-release 1|Magenta dye can now once again be used to craft magenta candles.}}
    {{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Magenta dye can now change the text color on [[hanging sign]]s to magenta.}}
    
    {{History|pocket alpha}}
    {{History||v0.3.0|[[File:Magenta Dye JE1 BE1.png|32px]] Added magenta dye. It is currently unobtainable and serves no purpose.}}
    {{History||v0.4.0|Magenta dye is now craftable with one [[lapis lazuli]], two [[rose red]]s, and one [[bone meal]].
    |Magenta dye can now be used to craft magenta wool.}}
    {{History||v0.6.0|Magenta dye can now be used to dye [[sheep]].}}
    {{History||v0.8.0|snap=build 1|Magenta dye can now additionally be crafted with one [[purple dye]] and one [[pink dye]], or with one [[lapis lazuli]], one [[rose red]], and one pink dye.}}
    {{History||v0.9.0|snap=build 11|Magenta dye can now be used to craft colored [[terracotta]].}}
    {{History||v0.11.0|snap=build 1|Magenta dye can now be used to dye tamed [[wolf]] collars.}}
    {{History||v0.14.0|snap=build 1|Magenta dye can now be used to dye [[water]] in [[cauldron]]s.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Magenta dye can now be used to dye [[shulker]]s.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Magenta 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|Magenta 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|Magenta dye can now be used to craft [[balloon]]s and [[glow stick]]s.}}
    {{History||1.8.0|snap=beta 1.8.0.8|Magenta dye can now be used to dye tamed [[cat]] collars.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Magenta dye is now [[trading|sold]] by [[wandering trader]]s.
    |Magenta dye can now be used to dye white [[carpet]]s and regular [[glass pane]]s.
    |[[File:Magenta Dye JE2 BE2.png|32px]] The texture of magenta dye has now been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Magenta dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of magenta dye has been changed from <code>dye/13</code> to <code>magenta_dye</code>.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.00|switch=1.0.1|wiiu=Patch 1|[[File:Magenta Dye JE1 BE1.png|32px]] Added magenta dye.}}
    {{History|PS4}}
    {{History||1.90|[[File:Magenta Dye JE2 BE2.png|32px]] The texture of magenta dye has now been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Magenta Dye JE1 BE1.png|32px]] Added magenta dye.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == References ==
    {{reflist}}
    
    {{Items}}
    
    [[Category:Dyes]]
    
    [[cs:Purpurové barvivo]]
    [[de:Magenta Farbstoff]]
    [[es:Tinte magenta]]
    [[fr:Teinture magenta]]
    [[hu:Bíborvörös festék]]
    [[ja:赤紫色の染料]]
    [[ko:자홍색 염료]]
    [[nl:Magenta kleurstof]]
    [[pl:Karmazynowy barwnik]]
    [[pt:Corante magenta]]
    [[ru:Сиреневый краситель]]
    [[zh:品红色染料]]
    [[Category:Renewable resources]]</li></ul>
    pre1Zombie villagers no longer run away from creepers that are about to explode.
    1.9
    {{Extension DPL}}<ul><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><li>[[Door|Door]]<br/>{{About|the block|the music track|Minecraft - Volume Alpha}}
    {{See also|Trapdoor}}
    {{Block
    | image = <gallery>
    Iron Door.png|Java Edition
    Iron Door BE.png|Bedrock Edition
    </gallery>
    | extratext = View [[#Gallery|all renders]]
    | transparent = Partial
    | light = No
    | tntres = {{Blast resistance values|Wooden Door}} <small>(Wood)</small><br>{{Blast resistance values|Iron Door|Copper Door}}<small> (Iron)</small>
    | hardness = {{Hardness values|Wooden Door}} <small>(Wood)</small><br>{{Hardness values|Iron Door|Copper Door}}<small> (Iron)</small>
    | tool = axe
    | tool2 = wooden pickaxe
    | renewable = Yes
    | stackable = Yes (64)
    | flammable = No
    | lavasusceptible = '''Overworld wood''': Yes<br>'''Nether wood''','''iron''','''copper''': No
    }}
    A '''door''' is a block that can be used as a barrier that can be opened by hand or with [[redstone]].
    
    == Obtaining ==
    Doors can be found in any Overworld biome, and can also be crafted from any type of [[wood]] as well as materials found in [[the Nether]]. Some have built-in openings that are useful for determining the time of day.
    
    === Breaking ===
    Wooden doors can be broken with anything, but [[axe]]s are fastest. An iron door can be broken with anything if the top half of the door is broken.<ref>{{bug|MC-189739}}</ref><ref>{{bug|MCPE-126620}}</ref> All doors drop themselves if they no longer have a block beneath them that can support them.
    {{breaking row
    |Oak Door, Spruce Door, Birch Door, Jungle Door, Acacia Door, Dark Oak Door, Mangrove Door, Cherry Door, Bamboo Door, Crimson Door, Warped Door; Iron Door
    |textTrim=Door
    |Axe;Pickaxe
    |;
    |item=1;1
    |link=none;none
    }}
    
    A door is removed and drops itself as an item:
    
    * if the block beneath the door is moved, removed, or destroyed
    * if a [[piston]] tries to push the door (trying to pull a door does nothing) or moves a block into its space
    
    === Natural generation ===
    Doors generate in some generated structures, forming the entrances to the majority of buildings. Doors do not generate in [[zombie village]]s.
    
    ;{{BlockSprite|Oak Door|text=Oak}}
    
    Oak doors generate as part of:
    
    * Plains [[village]]s
    * [[Stronghold]]s
    * Right-side-up [[shipwreck]]s
    
    ;{{BlockSprite|Spruce Door|text=Spruce}}
    
    Spruce doors generate as part of:
    
    * Taiga, snowy tundra and snowy taiga [[village]]s
    * Right-side-up [[shipwreck]]s
    
    ;{{BlockSprite|Jungle Door|text=Jungle}}
    
    Jungle doors generate as part of:
    
    * Desert [[village]]s
    * Right-side-up [[shipwreck]]s
    
    ;{{BlockSprite|Acacia Door|text=Acacia}}
    
    Acacia doors generate as part of:
    
    * Savanna [[village]]s
    <!-- * Right-side-up [[shipwreck]]s{{only|BE}}{{need testing}} -->
    
    ;{{BlockSprite|Dark Oak Door|text=Dark oak}}
    
    Dark oak doors generate as part of:
    
    * Master bedroom closets in [[woodland mansion]]s
    * Right-side-up [[shipwreck]]s
    
    ;{{BlockSprite|Iron Door|text=Iron}}
    
    Iron doors generate as part of:
    
    * Prison rooms in [[woodland mansion]]s
    * [[Stronghold]]s with a stone [[button]] to open{{only|JE}}
    
    === Crafting ===
    {{Crafting
    |head=1
    |name=[[Wood Door]]
    |A1= Matching Planks
    |B1= Matching Planks
    |A2= Matching Planks
    |B2= Matching Planks
    |A3= Matching Planks
    |B3= Matching Planks
    |Output= Matching wood Door,3
    |type= Redstone
    }}
    {{Crafting
    |A1= Iron Ingot
    |B1= Iron Ingot
    |A2= Iron Ingot
    |B2= Iron Ingot
    |A3= Iron Ingot
    |B3= Iron Ingot
    |Output= Iron Door,3
    |type= Redstone
    |foot=1
    }}
    
    == Usage ==
    Wooden doors can be opened and closed by players, [[villager]]s, [[wandering trader]]s{{only|bedrock|short=1}}<!--Wandering traders cannot open doors in java edition. -->, [[vindicator]]s{{only|java|short=1}}, and [[piglin]]s. Wooden doors can be broken by all variants of [[zombie]]s (except [[drowned]]) and [[vindicator]]s in Hard difficulty.
    
    Iron doors can be opened only with redstone power.
    
    === Placement ===
    Doors must be "attached" to a block beneath them. To place a door, {{control|use}} a door item while pointing at the top of the block it should be attached to. A door can be attached to:
    * the '''top''' of any full solid [[opaque]] block ([[stone]], [[dirt]], [[blocks of gold]], etc.)
    * the '''top''' of an upside-down [[slab]] or upside-down [[stairs]]
    * the '''top''' of a [[slime block]] or downward-facing [[piston]]
    
    More information about placement on transparent blocks can be found at [[Opacity/Placement]].
    
    When placed, a door occupies the side of the block facing the player, or behind a player if placed in the player's own space.
    
    By default, a door's "hinge" appears on the side of the half of the block that the player pointed at when placing and its "handle" on the opposite side{{only|java}}, but the hinge is forced to other side by:
    * Placing a door besides another door (creating a double door where both doors open away from each other)
    * Placing a door between a full solid and any opaque block (top or bottom), making the hinge appear to attach to the solid block.
    
    === Behavior ===
    [[Water]] and [[lava]] flow around doors. Lava can create [[fire]] in air blocks next to wooden doors as if the wooden doors were flammable, but the doors do not burn (and cannot be burned by other methods either, except throwing them into lava).
    
    [[Mob]]s can spawn in a space occupied by a door.
    
    The sound of opening and closing of a door can be heard up to 16 blocks away, like most mob sounds.
    
    When placed using the {{cmd|setblock}} command, only one half of a door is placed, because doors are actually two separate blocks. The lower half still works, but with graphical bugs, and the upper half does not. Redstone cannot be used because it updates the half, breaking it. The upper half does not drop anything when broken, the lower half drops a normal door. This implies that the upper half is dependent on the lower.
    
    === Barrier ===
    A door can be used as a switchable barrier to entity movement. Although primarily used to block movement by mobs and players, a door can also be used to control the movement of boats (for example, a door placed in a two-wide water flow stops a boat when perpendicular to the flow, but allow it to move again when parallel), items and minecarts (a door can stop a falling item or minecart, then allow it to drop again when the door moves), etc.
    
    {{IN|Java}}, doors provide a breathable space if placed underwater. {{IN|bedrock}}, doors in water source blocks are [[waterlogging|waterlogged]] and do not displace water source blocks.
    
    Doors are 0.1875 ({{frac|3|16}}) blocks thick (0.1825 {{in|bedrock}}). The rest of a door's space can be moved through freely. A door occupies two block spaces and both halves normally act as a single barrier, although doors can be opened or closed with a player or mob occupying the bottom block of the door,<ref>{{bug|MC-54255}} – "You can stand on the bottom block of a door, allowing you to climb it like a ladder" resolved as "Won't Fix"</ref> in which case the player can jump up to land on the bottom half of the door and then again to land on top of the door.
    
    To open or close a wooden door, use the {{control|use|text=Use Item/Place Block}} [[control]]. When a door opens or closes, it immediately changes its orientation without affecting anything in the space it "swings through". Moving doors do not push entities the way that pistons do.
    
    [[Villager]]s, [[wandering trader]]s,{{only|bedrock|short=1}} [[vindicator]]s{{only|java|short=1}}, [[piglin]]s and [[piglin brute]]s can open and close wooden doors when pathfinding.
    
    Some [[zombie]]s can break wooden doors in [[Hard]] [[difficulty]]. Zombies have a 5% chance to spawn with the ability to break doors. Vindicators spawned from a [[raid]] in [[Normal]] and Hard difficulty can also break wooden doors, but they do so only to reach targeted players, villagers, or wandering traders. Some vindicators may sometimes open a wooden door instead of breaking it.{{only|java}} Both zombies and vindicators attempt to break wooden doors only when in their "closed" state, even if a door is placed so that its "open" state blocks access (for example, by facing sideways when placing a door so that it allows passage when closed and blocks passage when open).
    
    Iron doors can be opened only with redstone power (a [[button]], a [[redstone circuit]], etc.). Any mob can activate an iron door by stepping on a pressure plate or by triggering a tripwire.
    
    === Redstone component ===
    {{see also|Redstone circuit}}
    
    Both wood and iron doors can be controlled with redstone power.
    
    A door is a redstone [[mechanism component]] and can be activated by:
    * an adjacent active '''[[power component]]''', including above or below: for example, a [[redstone torch]], a [[block of redstone]], a [[daylight sensor]], etc.
    * an adjacent '''powered block''' (for example, a block with an active redstone torch under it), including above or below
    * a powered '''[[redstone comparator]]''' or '''[[redstone repeater]]''' facing the door
    * powered '''[[redstone dust]]''' configured to point at the door or a directionless "dot" next to it; a door is ''not'' activated by adjacent powered redstone dust that is configured to point in another direction.
    
    All methods of activating a door can be applied to either the top or bottom parts of a door.
    
    When activated, a door immediately rotates around its hinge side to its open state. When deactivated, a door immediately returns to its closed state.
    
    An activated wood door can still be closed by a player or villager and does not re-open until it receives a new activation signal (if a door has been closed "by hand", it still needs to be deactivated and then reactivated to open by redstone).
    
    === Fuel ===
    Overworld wooden doors can be used as a [[Smelting#Fuel|fuel]] in [[furnace]]s, smelting 1 item per door.
    
    === Note blocks ===
    Wooden doors can be placed under [[note block]]s to produce "bass" sound.
    
    == Sounds ==
    === Generic ===
    ==== Iron ====
    {{Sound table/Block/Metal}}
    
    ==== Normal wood ====
    {{Sound table/Block/Wood}}
    
    ==== Cherry wood ====
    {{Sound table/Block/Cherry wood}}
    
    ==== Bamboo wood ====
    {{Sound table/Block/Bamboo wood}}
    
    ==== Nether wood ====
    {{Sound table/Block/Nether wood}}
    
    === Unique ===
    {{el|java}}:
    {{Sound table
    |sound=Iron Door open1.ogg
    |sound2=Iron Door open2.ogg
    |sound3=Iron Door open3.ogg
    |sound4=Iron Door open4.ogg
    |subtitle=Door creaks
    |source=block
    |description=When an iron door opens
    |id=block.iron_door.open
    |translationkey=subtitles.block.door.toggle
    |volume=0.9
    |pitch=0.9-1.0
    |distance=16}}
    {{Sound table
    |sound=Iron Door close1.ogg
    |sound2=Iron Door close2.ogg
    |sound3=Iron Door close3.ogg
    |sound4=Iron Door close4.ogg
    |subtitle=Door creaks
    |source=block
    |description=When an iron door closes
    |id=block.iron_door.close
    |translationkey=subtitles.block.door.toggle
    |volume=0.9
    |pitch=0.9-1.0
    |distance=16}}
    {{Sound table
    |sound=Wooden Door open3.ogg
    |sound2=Wooden Door open4.ogg
    |subtitle=Door creaks
    |source=block
    |description=When a wooden door opens
    |id=block.wooden_door.open
    |translationkey=subtitles.block.door.toggle
    |volume=0.9
    |pitch=0.9-1.0
    |distance=16}}
    {{Sound table
    |sound=Wooden Door close2.ogg
    |sound2=Wooden Door close5.ogg
    |sound3=Wooden Door close6.ogg
    |subtitle=Door creaks
    |source=block
    |description=When a wooden door closes
    |id=block.wooden_door.close
    |translationkey=subtitles.block.door.toggle
    |volume=0.9
    |pitch=0.9-1.0
    |distance=16}}
    {{Sound table
    |rowspan=2
    |sound=Cherry door toggle1.ogg
    |sound2=Cherry door toggle2.ogg
    |sound3=Cherry door toggle3.ogg
    |sound4=Cherry door toggle4.ogg
    |subtitle=Door creaks
    |source=block
    |description=When a cherry wood door opens
    |id=block.cherry_wood_door.open
    |translationkey=subtitles.block.door.toggle
    |volume=0.9
    |pitch=0.9-1.0
    |distance=16}}
    {{Sound table
    |subtitle=Door creaks
    |source=block
    |description=When a cherry wood door closes
    |id=block.cherry_wood_door.close
    |translationkey=subtitles.block.door.toggle
    |volume=0.9
    |pitch=0.9-1.0
    |distance=16}}
    {{Sound table
    |rowspan=2
    |sound=Bamboo Door toggle1.ogg
    |sound2=Bamboo Door toggle2.ogg
    |sound3=Bamboo Door toggle3.ogg
    |sound4=Bamboo Door toggle4.ogg
    |subtitle=Door creaks
    |source=block
    |description=When a bamboo wood door opens
    |id=block.bamboo_wood_door.open
    |translationkey=subtitles.block.door.toggle
    |volume=0.9
    |pitch=0.9-1.0
    |distance=16}}
    {{Sound table
    |subtitle=Door creaks
    |source=block
    |description=When a bamboo wood door closes
    |id=block.bamboo_wood_door.close
    |translationkey=subtitles.block.door.toggle
    |volume=0.9
    |pitch=0.9-1.0
    |distance=16}}
    {{Sound table
    |rowspan=2
    |sound=Nether Door toggle1.ogg
    |sound2=Nether Door toggle2.ogg
    |sound3=Nether Door toggle3.ogg
    |sound4=Nether Door toggle4.ogg
    |subtitle=Door creaks
    |source=block
    |description=When a Nether wood door opens
    |id=block.nether_wood_door.open
    |translationkey=subtitles.block.door.toggle
    |volume=1.0
    |pitch=0.9-1.0
    |distance=16}}
    {{Sound table
    |subtitle=Door creaks
    |source=block
    |description=When a Nether wood door closes
    |id=block.nether_wood_door.close
    |translationkey=subtitles.block.door.toggle
    |volume=1.0
    |pitch=0.9-1.0
    |distance=16}}
    {{Sound table
    |sound=Zombie hit wood1.ogg
    |sound2=Zombie hit wood2.ogg
    |sound3=Zombie hit wood3.ogg
    |sound4=Zombie hit wood4.ogg
    |subtitle=Door shakes
    |source=hostile
    |description=When a [[zombie]] attacks a door
    |id=entity.zombie.attack_wooden_door
    |translationkey=subtitles.entity.zombie.attack_wooden_door
    |volume=2.0
    |pitch=0.8-1.2
    |distance=16}}
    {{Sound table
    |sound=Zombie hit metal1.ogg
    |sound2=Zombie hit metal2.ogg
    |sound3=Zombie hit metal3.ogg
    |subtitle=Block broken <ref group=sound name=ironsubtitle>{{Bug|MC-226770}}</ref>
    |source=None
    |description=''Unused sound event''<ref group=sound>{{bug|MC-218122}}</ref>
    |id=entity.zombie.attack_iron_door
    |translationkey=subtitles.block.generic.break|translationkeynote=<ref group=sound name=ironsubtitle/>
    |volume=''None''
    |pitch=''None''
    |distance=''None''}}
    {{Sound table
    |sound=Zombie breaks door.ogg
    |subtitle=Door breaks
    |source=hostile
    |description=When a zombie breaks a door
    |id=entity.zombie.break_wooden_door
    |translationkey=subtitles.entity.zombie.break_wooden_door
    |volume=2.0
    |pitch=0.8-1.2
    |distance=16
    |foot=1}}
    
    {{el|bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Iron Door open1.ogg
    |sound2=Iron Door open2.ogg
    |sound3=Iron Door open3.ogg
    |sound4=Iron Door open4.ogg
    |source=block
    |description=When an iron door opens
    |id=open.iron_door
    |volume=0.9
    |pitch=0.9-1.0}}
    {{Sound table
    |sound=Iron Door close1.ogg
    |sound2=Iron Door close2.ogg
    |sound3=Iron Door close3.ogg
    |sound4=Iron Door close4.ogg
    |source=block
    |description=When an iron door closes
    |id=close.iron_door
    |volume=0.9
    |pitch=0.9-1.0}}
    {{Sound table
    |sound=Wooden Door open3.ogg
    |sound2=Wooden Door open4.ogg
    |source=block
    |description=When a wooden door opens
    |id=open.wooden_door
    |volume=0.9
    |pitch=0.9-1.0}}
    {{Sound table
    |sound=Wooden Door close2.ogg
    |sound2=Wooden Door close5.ogg
    |sound3=Wooden Door close6.ogg
    |source=block
    |description=When a wooden door closes
    |id=close.wooden_door
    |volume=0.9
    |pitch=0.9-1.0}}
    {{Sound table
    |rowspan=2
    |sound=Cherry door toggle1.ogg
    |sound2=Cherry door toggle2.ogg
    |sound3=Cherry door toggle3.ogg
    |sound4=Cherry door toggle4.ogg
    |source=block
    |description=When a cherry wood door opens
    |id=open.cherry_wood_door
    |volume=1.0
    |pitch=0.9-1.0}}
    {{Sound table
    |source=block
    |description=When a cherry wood door closes
    |id=close.cherry_wood_door
    |volume=1.0
    |pitch=0.9-1.0}}
    {{Sound table
    |rowspan=2
    |sound=Bamboo Door toggle1.ogg
    |sound2=Bamboo Door toggle2.ogg
    |sound3=Bamboo Door toggle3.ogg
    |sound4=Bamboo Door toggle4.ogg
    |source=block
    |description=When a bamboo wood door opens
    |id=open.bamboo_wood_door
    |volume=0.9
    |pitch=0.9-1.0}}
    {{Sound table
    |source=block
    |description=When a bamboo wood door closes
    |id=close.bamboo_wood_door
    |volume=0.9
    |pitch=0.9-1.0}}
    {{Sound table
    |rowspan=2
    |sound=Nether Door toggle1.ogg
    |sound2=Nether Door toggle2.ogg
    |sound3=Nether Door toggle3.ogg
    |sound4=Nether Door toggle4.ogg
    |source=block
    |description=When a Nether wood door opens
    |id=open.nether_wood_door
    |volume=1.0
    |pitch=0.9-1.0}}
    {{Sound table
    |source=block
    |description=When a Nether wood door closes
    |id=close.nether_wood_door
    |volume=1.0
    |pitch=0.9-1.0}}
    {{Sound table
    |sound=Zombie hit wood1.ogg
    |sound2=Zombie hit wood2.ogg
    |sound3=Zombie hit wood3.ogg
    |sound4=Zombie hit wood4.ogg
    |source=hostile
    |description=While a zombie is breaking a wooden door
    |id=mob.zombie.wood
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Zombie breaks door.ogg
    |source=hostile
    |description=When a zombie breaks a wooden door
    |id=mob.zombie.woodbreak
    |volume=1.0
    |pitch=1.0
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showblocktags=y
    |showitemtags=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Iron Door
    |spritetype=block
    |nameid=iron_door
    |blocktags=doors
    |itemtags=doors}}
    {{ID table
    |displayname=Oak Door
    |spritetype=block
    |nameid=oak_door
    |blocktags=doors, wooden_doors
    |itemtags=doors, wooden_doors}}
    {{ID table
    |displayname=Spruce Door
    |spritetype=block
    |nameid=spruce_door
    |blocktags=doors, wooden_doors
    |itemtags=doors, wooden_doors}}
    {{ID table
    |displayname=Birch Door
    |spritetype=block
    |nameid=birch_door
    |blocktags=doors, wooden_doors
    |itemtags=doors, wooden_doors}}
    {{ID table
    |displayname=Jungle Door
    |spritetype=block
    |nameid=jungle_door
    |blocktags=doors, wooden_doors
    |itemtags=doors, wooden_doors}}
    {{ID table
    |displayname=Acacia Door
    |spritetype=block
    |nameid=acacia_door
    |blocktags=doors, wooden_doors
    |itemtags=doors, wooden_doors}}
    {{ID table
    |displayname=Dark Oak Door
    |spritetype=block
    |nameid=dark_oak_door
    |blocktags=doors, wooden_doors
    |itemtags=doors, wooden_doors}}
    {{ID table
    |displayname=Mangrove Door
    |spritetype=block
    |nameid=mangrove_door
    |blocktags=doors, wooden_doors
    |itemtags=doors, wooden_doors}}
    {{ID table
    |displayname=Cherry Door
    |spritetype=block
    |nameid=cherry_door
    |blocktags=doors, wooden_doors
    |itemtags=doors, wooden_doors}}
    {{ID table
    |displayname=Bamboo Door
    |spritetype=block
    |nameid=bamboo_door
    |blocktags=doors, wooden_doors
    |itemtags=doors, wooden_doors}}
    {{ID table
    |displayname=Crimson Door
    |spritetype=block
    |nameid=crimson_door
    |blocktags=doors, non_flammable_wood, wooden_doors
    |itemtags=doors, non_flammable_wood, wooden_doors}}
    {{ID table
    |displayname=Warped Door
    |spritetype=block
    |nameid=warped_door
    |blocktags=doors, non_flammable_wood, wooden_doors
    |itemtags=doors, non_flammable_wood, wooden_doors
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showitemtags=y
    |firstcolumnname=Door
    |shownumericids=y
    |showforms=y
    |generatetranslationkeys=y
    |spritename=iron-door
    |displayname=Iron block
    |spritetype=block
    |nameid=iron_door
    |id=71
    |form=block
    |itemform=item.iron_door}}
    {{ID table
    |spritename=oak-door
    |displayname=Oak block
    |spritetype=block
    |nameid=wooden_door
    |id=64
    |form=block
    |itemform=item.wooden_door
    |translationkey=-}}
    {{ID table
    |spritename=spruce-door
    |displayname=Spruce block
    |spritetype=block
    |nameid=spruce_door
    |id=193
    |form=block
    |itemform=item.spruce_door
    |translationkey=-}}
    {{ID table
    |spritename=birch-door
    |displayname=Birch block
    |spritetype=block
    |nameid=birch_door
    |id=194
    |form=block
    |itemform=item.birch_door
    |translationkey=-}}
    {{ID table
    |spritename=jungle-door
    |displayname=Jungle block
    |spritetype=block
    |nameid=jungle_door
    |id=195
    |form=block
    |itemform=item.jungle_door
    |translationkey=-}}
    {{ID table
    |spritename=acacia-door
    |displayname=Acacia block
    |spritetype=block
    |nameid=acacia_door
    |id=196
    |form=block
    |itemform=item.acacia_door
    |translationkey=-}}
    {{ID table
    |spritename=dark-oak-door
    |displayname=Dark Oak block
    |spritetype=block
    |nameid=dark_oak_door
    |id=197
    |form=block
    |itemform=item.dark_oak_door
    |translationkey=-}}
    {{ID table
    |spritename=mangrove-door
    |displayname=Mangrove block
    |spritetype=block
    |nameid=mangrove_door
    |id=-493
    |form=block
    |itemform=item.mangrove_door
    |translationkey=-}}
    {{ID table
    |displayname=Cherry Door
    |spritetype=block
    |nameid=cherry_door
    |id=-531
    |itemtags=minecraft:door
    |translationkey=item.cherry_door.name}}
    {{ID table
    |displayname=Bamboo Door
    |spritetype=block
    |nameid=bamboo_door
    |id=-517
    |itemtags=minecraft:door
    |translationkey=item.bamboo_door.name}}
    {{ID table
    |spritename=crimson-door
    |displayname=Crimson block
    |spritetype=block
    |nameid=crimson_door
    |id=499
    |form=block
    |itemform=item.crimson_door}}
    {{ID table
    |spritename=warped-door
    |displayname=Warped block
    |spritetype=block
    |nameid=warped_door
    |id=500
    |form=block
    |itemform=item.warped_door}}
    {{ID table
    |spritename=iron-door
    |displayname=Iron item
    |spritetype=item
    |nameid=iron_door
    |id=372
    |form=item
    |itemtags=minecraft:door}}
    {{ID table
    |spritename=oak-door
    |displayname=Oak item
    |spritetype=item
    |nameid=wooden_door
    |id=359
    |form=item
    |itemtags=minecraft:door}}
    {{ID table
    |spritename=spruce-door
    |displayname=Spruce item
    |spritetype=item
    |nameid=spruce_door
    |id=553
    |form=item
    |itemtags=minecraft:door}}
    {{ID table
    |spritename=birch-door
    |displayname=Birch item
    |spritetype=item
    |nameid=birch_door
    |id=554
    |form=item
    |itemtags=minecraft:door}}
    {{ID table
    |spritename=jungle-door
    |displayname=Jungle item
    |spritetype=item
    |nameid=jungle_door
    |id=555
    |form=item
    |itemtags=minecraft:door}}
    {{ID table
    |spritename=acacia-door
    |displayname=Acacia item
    |spritetype=item
    |nameid=acacia_door
    |id=556
    |form=item
    |itemtags=minecraft:door}}
    {{ID table
    |spritename=dark-oak-door
    |displayname=Dark Oak item
    |spritetype=item
    |nameid=dark_oak_door
    |id=557
    |form=item
    |itemtags=minecraft:door}}
    {{ID table
    |spritename=mangrove-door
    |displayname=Mangrove item
    |spritetype=item
    |nameid=mangrove_door
    |id=641
    |form=item
    |itemtags=minecraft:door}}
    {{ID table
    |spritename=crimson-door
    |displayname=Crimson item
    |spritetype=item
    |nameid=crimson_door
    |id=616
    |form=item
    |itemtags=minecraft:door}}
    {{ID table
    |spritename=warped-door
    |displayname=Warped item
    |spritetype=item
    |nameid=warped_door
    |id=617
    |form=item
    |itemtags=minecraft:door
    |foot=1}}
    
    === Block states ===
    {{see also|Block states}}
    
    {{/BS}}
    
    == Video ==
    Note: The videos do not mention or state Crimson, Warped, Bamboo, or Cherry doors, since the videos were uploaded before 1.16.
    <div style="text-align:center">
    <span style="display:inline-block">{{yt|7jlIQcbHFts}}</span>
    <span style="display:inline-block">{{yt|CC6ujEdvzQY}}</span>
    </div>
    
    == History ==
    ''For a history of changes to textures and models for each block state, see [[/Asset history]]''
    {{History||3 June 2010|link=https://notch.tumblr.com/post/659506746/asynchronous-saving-and-loading-and-slightly-more|Notch states plans to implement doors.}}
    {{History|java infdev}}{{History||20100607|[[File:Oak Door JE1.png|32px]] [[File:Oak Door (Right) JE1.png|32px]] [[File:Oak Door (item) JE1.png|32px]] Added wooden doors.}}
    {{History||20100608|Doors have been given smarter rotation logic.}}
    {{History||20100611|[[File:Oak Door JE2.png|32px]] [[File:Oak Door (Right) JE2.png|32px]] The models of doors have been changed to use door bottom half texture on sides instead of the wooden [[planks]] texture.}}
    {{History||20100618|[[File:Oak Door JE3 BE1.png|32px]] [[File:Oak Door (Right) JE3.png|32px]] The textures of doors have been changed.}}
    {{History||20100624|[[File:Oak Door (Right) JE4 BE1.png|32px]] The model of door with right hinge has been changed to mirror and use textures of door with left hinge.}}
    {{History|java alpha}}
    {{History||v1.0.1|[[File:Iron Door JE1 BE1.png|32px]] [[File:Iron Door (Right) JE1 BE1.png|32px]] [[File:Iron Door (item) JE1 BE1.png|32px]] Added iron doors.
    |[[File:Oak Door (item) JE2 BE1.png|32px]] The texture of wooden doors in [[item]] form has been changed.
    |Doors can now be controlled by redstone power.}}
    {{History|java beta}}
    {{History||1.7|Punching the back face of a left-hinge oak or iron door or the front face of a right-hinge door, as well as destroying a door, would [[Java Edition placeholder texture uses|create]] particles using the [[Placeholder texture#Texture atlas blank spaces|block placeholder texture]].}}
    {{History||1.7.3|Doors no longer produce placeholder texture particles.}}
    {{History||1.8|snap=Pre-release|Doors now occur naturally in [[village]]s and [[stronghold]]s.}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease 6|Wooden doors are now broken faster using an [[axe]].
    |Iron doors are broken much faster using a [[pickaxe]], and the [[mining]] speed is now [[tier]] dependent.}}
    {{History|||snap=RC1|The opening and closing [[sound]]s for doors have been changed.}}
    {{History||1.1|snap=11w47a|Double doors now open correctly.}}
    {{History||1.2.1|snap=12w05b|[[Villager]]s can now open and close doors.}}
    {{History|||snap=12w06a|[[File:Oak Door JE4 BE3.png|32px]] [[File:Iron Door JE2 BE5.png|32px]] Changed top model of door.
    |[[Zombie]]s can now break wooden doors.
    |Doors have been changed to properly detect if they are open or closed. Placing two [[pressure plate]]s directly in front of doors and stepping on them now opens them correctly.}}
    {{History|||snap=12w07a|Zombies can no longer break iron doors.}}
    {{History||1.4.2|snap=12w40a|Wooden doors can no longer be opened by attacking (left-click).}}
    {{History||1.8|snap=December 13, 2013|slink=https://twitter.com/jeb_/status/411425952338808832|[[Jens Bergensten|Jeb]] tweeted an image showing that the crafting recipes for doors are changed so that 3 doors are crafted at once. Doors are also stackable to 64.}}
    {{History|||snap=14w02a|Doors are now stackable to 64.
    |The [[crafting]] recipes of doors now yield 3 doors instead of 1.}}
    {{History|||snap=14w10a|[[File:Oak Door JE5.png|32px]] [[File:Iron Door JE3.png|32px]] The models of doors have been changed.}}
    {{History|||snap=August 8, 2014|slink=https://twitter.com/TheMogMiner/status/497751889102905344|[[Ryan Holtz|TheMogMiner]] tweeted an image showing new types of [[wood]] doors.}}
    {{History|||snap=14w32d|[[File:Spruce Door JE1 BE1.png|32px]] [[File:Birch Door JE1 BE1.png|32px]] [[File:Jungle Door JE1.png|32px]] [[File:Acacia Door JE1.png|32px]] [[File:Dark Oak Door JE1 BE1.png|32px]] [[File:Spruce Door (item) JE1.png|32px]] [[File:Birch Door (item) JE1.png|32px]] [[File:Jungle Door (item) JE1.png|32px]] [[File:Acacia Door (item) JE1.png|32px]] [[File:Dark Oak Door (item) JE1.png|32px]] New types of wood doors have been added: spruce, birch, jungle, acacia and dark oak.}}
    {{History|||snap=14w33a|[[File:Jungle Door JE2 BE1.png|32px]] [[File:Acacia Door JE2 BE1.png|32px]] The models of jungle and acacia doors no longer have inner faces in the holes in their models.
    |[[File:Spruce Door (item) JE2.png|32px]] [[File:Birch Door (item) JE2.png|32px]] [[File:Jungle Door (item) JE2.png|32px]] [[File:Acacia Door (item) JE2.png|32px]] [[File:Dark Oak Door (item) JE2.png|32px]] [[Item]] textures of new doors have been changed to match the dimensions of oak and iron doors.
    |The wooden door (''Door'') has been renamed to ''Oak Door''.}}
    {{History|||snap=14w33b|[[File:Oak Door (item) JE3 BE2.png|32px]] [[File:Spruce Door (item) JE3 BE1.png|32px]] [[File:Birch Door (item) JE3 BE1.png|32px]] [[File:Jungle Door (item) JE3 BE1.png|32px]] [[File:Acacia Door (item) JE3 BE1.png|32px]] [[File:Dark Oak Door (item) JE3 BE1.png|32px]][[File:Iron Door (item) JE2 BE2.png|32px]] All [[item]] textures for all doors have been changed. Doors now have hinges on the left and handles on the right, existing wooden doors & iron doors have a slight item textures change as well.}}
    {{History||1.9|snap=15w31a|[[File:Birch Door JE2.png|32px]] [[File:Jungle Door JE3.png|32px]] [[File:Acacia Door JE3.png|32px]] [[File:Dark Oak Door JE2.png|32px]] Shading on the [[block]] textures of birch, jungle, acacia, and dark oak doors have been changed, so that the shadow is in the upper left and the highlight is in the lower right.}}
    {{History|||snap=15w43a|Iron doors now have different [[sound]]s than wooden doors.
    |Doors now have [[sound]]s for placing and different sounds for opening and closing - see sounds section.}}
    {{History|||snap=15w47a|Doors now make [[sound]]s when placed,<ref>{{bug|MC-2844}} – "Doors have no placement sound." resolved as "Fixed"</ref> despite these apparently already being added in 15w43a.}}
    {{History|||snap=15w49a|Doors are now placed facing left/right depending on which half of the [[block]] the [[player]] clicks on, unless neighboring doors or solid/opaque blocks cause them to place a certain way.}}
    {{History||1.10|snap=16w20a|Acacia and spruce doors now generate in [[savanna]] and [[taiga]] [[villages]].}}
    {{History||1.11|snap=16w33a|Wooden doors can now be used to fuel [[furnace]]s.|Iron doors no longer have a right-click action - previously they would result in the hand swinging, and would override other valid right click actions such as snowball throwing.}}
    {{History|||snap=16w39a|Dark oak doors and iron doors now generate in [[woodland mansion]]s.}}
    {{History||July 19, 2017|link=https://twitter.com/jeb_/status/887599625045250048|[[Jeb]] tweets image of a new jungle [[wood planks]], jungle doors, [[cauldron]], and [[dandelion]] textures.}}
    {{History||1.13|snap=17w47a|The oak door ID has been changed from <code>wooden_door</code> to <code>oak_door</code>.
    |Prior to [[1.13/Flattening|''The Flattening'']], these [[block]]s' numeral IDs were 64, 71, 193, 194, 195, 196 and 197, and the [[item]]s' 324, 330, 427, 428, 429, 430 and 431.}}
    {{History|||snap=18w11a|Doors now generate as part of the newly added [[shipwreck]]s.}}
    {{History||1.14|snap=18w43a|[[File:Oak Door JE6.png|32px]] [[File:Spruce Door JE2.png|32px]] [[File:Birch Door JE3.png|32px]] [[File:Jungle Door JE4.png|32px]] [[File:Acacia Door JE4.png|32px]] [[File:Dark Oak Door JE3.png|32px]] [[File:Iron Door JE4.png|32px]] The textures of all doors have been changed.
    |[[Vindicator]]s can now break doors.}}
    {{History|||snap=18w47b|[[File:Spruce Door JE3.png|32px]] The textures of spruce doors have been changed.}}
    {{History|||snap=18w49a|Added [[snowy tundra]] villages, which generate with spruce doors.}}
    {{History|||snap=18w50a|The updated [[desert]] villages now generate with jungle doors instead of oak doors.}}
    {{History|||snap=19w08a|[[File:Oak Door JE7.png|32px]] The texture of oak doors has been changed.}}
    {{History|||snap=19w12b|Doors can now be placed on glass, ice, glowstone and sea lanterns.}}
    {{History|||snap=19w13a|[[Evoker]]s and [[pillager]]s can now open doors during [[raid]]s.}}
    {{History|||snap=19w14a|Pillagers can no longer open doors.}}
    {{History||1.15|snap=19w39a|Iron doors must now be mined with a [[pickaxe]] for it to be dropped as an [[item]].}}
    {{History||1.16|snap=20w06a|[[File:Crimson Door JE1.png|32px]] [[File:Warped Door JE1.png|32px]] [[File:Crimson Door (item) JE1 BE1.png|32px]] [[File:Warped Door (item) JE1 BE1.png|32px]] Added crimson and warped doors.}}
    {{History|||snap=20w07a|Added [[piglin]]s, which can open and close doors.}}
    {{History|||snap=20w19a|[[File:Crimson Door JE2.png|32px]] [[File:Warped Door JE2.png|32px]] [[File:Crimson Door (item) JE2 BE2.png|32px]] [[File:Warped Door (item) JE2 BE2.png|32px]] The textures of crimson and warped doors have been changed.}}
    {{History||1.17|snap=21w11a|[[File:Jungle Door (item) JE4 BE2.png|32px]] Changed the texture of the jungle door item.}}
    {{History||1.18|snap=21w41a|[[File:Oak Door (item) JE4 BE3.png|32px]] [[File:Spruce Door (item) JE4 BE2.png|32px]] [[File:Birch Door (item) JE4 BE2.png|32px]] [[File:Jungle Door (item) JE5 BE3.png|32px]] [[File:Acacia Door (item) JE4 BE2.png|32px]] [[File:Dark Oak Door (item) JE4 BE2.png|32px]][[File:Iron Door (item) JE3 BE3.png|32px]] All [[item]] textures for all doors except crimson and warped have been changed.}}
    {{History|||snap=Pre-release 5|[[File:Oak Door JE8.png|32px]] [[File:Spruce Door JE4.png|32px]] [[File:Birch Door JE4.png|32px]] [[File:Jungle Door JE5.png|32px]] [[File:Acacia Door JE5.png|32px]] [[File:Dark Oak Door JE4.png|32px]] [[File:Crimson Door JE3.png|32px]] [[File:Warped Door JE3.png|32px]] [[File:Iron Door JE5.png|32px]] Changed top and bottom models of door. Changed oak and iron doors textures.}}
    {{History||1.19|snap=22w11a|[[File:Mangrove Door JE1.png|32px]][[File:Mangrove Door (item) JE1 BE1.png|32px]] Added mangrove door.}}
    {{History|||snap=22w14a|Due to the addition of the [[mangrove tree]] and [[mangrove swamp]], mangrove doors are now obtainable and renewable.}}
    {{History||October 15, 2022|link={{ytl|https://youtu.be/iM9KtHaDcUg?t=5659}}|[[File:Bamboo Door JE1.png|32px]] Bamboo doors were shown on [[Minecraft Live 2022]].}}
    {{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|[[File:Bamboo Door JE1.png|32px]] [[File:Bamboo Door (item) JE1 BE1.png|32px]] Added bamboo doors behind the [[Java Edition 1.20|Update 1.20 experimental datapack]].}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[File:Cherry Door JE1.png|32px]] [[File:Cherry Door (item) JE1.png|32px]] Added cherry doors behind the [[Java Edition 1.20|Update 1.20 experimental datapack]].}}
    {{History|||snap=1.19.4-pre2|[[File:Cherry Door JE2.png|32px]] [[File:Cherry Door (item) JE2.png|32px]] Changed the texture of cherry doors.}}
    {{History||1.20|snap=23w12a|Bamboo and cherry doors are now available without using the "Update 1.20" experimental datapack.}}
    
    {{History|pocket alpha}}
    {{History||v0.1.0|[[File:Oak Door JE3 BE1.png|32px]] [[File:Iron Door JE1 BE1.png|32px]] Added doors.
    [[File:Oak Door (bottom texture) JE2 BE1.png|32px]] [[File:Iron Door (bottom texture) JE1 BE1.png|32px]] These are the textures defined for the door blocks in <samp>[[gui_blocks.png]]</samp>. The door items exist, but due to a bug in the code that renders items in the hotbar, they cannot be used.}}
    {{History||v0.1.3|[[File:Oak Door BE2.png|32px]] [[File:Iron Door BE2.png|32px]] The models of doors have been changed to not display transparency on upper half.}}
    {{History||v0.2.0|[[File:Oak Door (item) JE2 BE1.png|32px]] [[File:Iron Door (item) JE1 BE1.png|32px]] Added door inventory icons.
    |[[File:Oak Door JE3 BE1.png|32px]] [[File:Iron Door JE1 BE1.png|32px]] The models of doors have been changed to display transparency on upper half.
    |Wooden doors are now available in the inventory, including in [[Creative]].}}
    {{History||v0.2.1 alpha2|link=Pocket Edition v0.2.1 alpha2|[[File:Iron Door BE3.png|32px]] The textures of iron doors have been changed.}}
    {{History||v0.3.0|A crafting recipe for wooden doors has been added.
    |Survival players no longer start out with an infinite stack of wooden doors in the inventory.}}
    {{History||v0.3.2|Wooden doors now drop their item form when broken.}}
    {{History||v0.5.0|[[File:Oak Door JE4 BE3.png|32px]] [[File:Iron Door BE4.png|32px]] The models of doors have been changed.
    |Wooden doors can now be obtained after activating the [[nether reactor]].}}
    {{History||v0.8.0|snap=build 2|[[File:Iron Door JE2 BE5.png|32px]] The textures of iron doors have been changed to before v0.2.1 alpha2.}}
    {{History||v0.11.0|snap=build 1|''Door'' has been now renamed to ''Oak Door''.}}
    {{History||v0.12.1|snap=build 1|Doors are now stackable to 64.
    |The [[crafting]] recipes of doors now yield 3 doors instead of 1.
    |[[Zombie]]s can now break down wooden doors.
    |Oak doors can now be opened by [[villager]]s.
    |Oak doors are no longer available from the [[nether reactor]].}}
    {{History||v0.13.0|snap=build 1|[[File:Spruce Door JE1 BE1.png|32px]] [[File:Birch Door JE1 BE1.png|32px]] [[File:Jungle Door JE2 BE1.png|32px]] [[File:Acacia Door JE2 BE1.png|32px]] [[File:Dark Oak Door JE1 BE1.png|32px]] [[File:Spruce Door (item) JE3 BE1.png|32px]] [[File:Birch Door (item) JE3 BE1.png|32px]] [[File:Jungle Door (item) JE3 BE1.png|32px]] [[File:Acacia Door (item) JE3 BE1.png|32px]] [[File:Dark Oak Door (item) JE3 BE1.png|32px]] Added spruce, birch, jungle, acacia and dark oak doors.
    |Iron doors are now available in the [[Creative]] [[inventory]].
    |A [[crafting]] recipe for iron doors has been added.
    |Redstone mechanics added, making iron doors able to function normally.}}
    {{History|||snap=build 2|Spruce, birch, jungle, acacia, and dark oak doors can now be opened by [[villager]]s.}}
    {{History|||snap=build 4|[[File:Oak Door (item) JE3 BE2.png|32px]] [[File:Iron Door (item) JE2 BE2.png|32px]] The [[item]] textures of oak and iron door has been changed.}}
    {{History||v0.15.0|snap=build 1|Acacia doors now generate in [[savanna]] [[village]]s.
    |Spruce doors now generate in [[taiga]] and [[snowy tundra]] villages.}}
    {{History|pocket}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Dark oak doors and iron doors now generate in [[woodland mansion]]s.
    |Doors now have [[sound]]s when placed.<ref>{{bug|MCPE-10079}} – "Doors don't have a placement sound" resolved as "Fixed"</ref>}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.14.2|Various wooden doors now generate in [[shipwreck]]s.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Oak Door BE4.png|32px]] [[File:Spruce Door BE2.png|32px]] [[File:Birch Door BE2.png|32px]] [[File:Jungle Door BE2.png|32px]] [[File:Acacia Door BE2.png|32px]] [[File:Dark Oak Door BE2.png|32px]] [[File:Iron Door BE6.png|32px]] The textures of all doors have been changed.
    |Jungle doors now generate in the new [[desert]] [[village]]s.
    |Added [[wandering trader]]s, which can open and close wooden doors.}}
    {{History||1.11.0|snap=beta 1.11.0.7|[[Vindicator]]s can now break doors during [[raid]]s.}}
    {{History||1.16.0|snap=beta 1.15.0.51|Zombies can no longer break iron doors.<ref>{{bug|MCPE-43725}}</ref>}}
    {{History|||snap=beta 1.16.0.51|[[File:Crimson Door BE1.png|32px]] [[File:Warped Door BE1.png|32px]] [[File:Crimson Door (item) JE1 BE1.png|32px]] [[File:Warped Door (item) JE1 BE1.png|32px]] Added crimson and warped doors.
    |Added [[piglin]]s, which can open and close doors.}}
    {{History|||snap=beta 1.16.0.63|[[File:Crimson Door BE2.png|32px]] [[File:Warped Door BE2.png|32px]] [[File:Crimson Door (item) JE2 BE2.png|32px]] [[File:Warped Door (item) JE2 BE2.png|32px]] The textures of crimson and warped doors have been changed.}}
    {{History||1.17.0|snap=beta 1.17.0.50|[[File:Jungle Door (item) JE4 BE2.png|32px]] Changed the texture of the jungle door item.}}
    {{History||1.18.10|snap=beta 1.18.10.20|[[File:Oak Door (item) JE4 BE3.png|32px]] [[File:Spruce Door (item) JE4 BE2.png|32px]] [[File:Birch Door (item) JE4 BE2.png|32px]] [[File:Jungle Door (item) JE5 BE3.png|32px]] [[File:Acacia Door (item) JE4 BE2.png|32px]] [[File:Dark Oak Door (item) JE4 BE2.png|32px]][[File:Iron Door (item) JE3 BE3.png|32px]] All [[item]] textures for all doors except crimson and warped have been changed.}}
    {{History||1.19.0|snap=beta 1.19.0.20|[[File:Mangrove Door BE1.png|32px]] [[File:Mangrove Door (item) JE1 BE1.png|32px]] Added mangrove doors.}}
    {{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.50|snap=beta 1.19.50.21|[[File:Bamboo Door BE1.png|32px]] [[File:Bamboo Door (item) JE1 BE1.png|32px]] Added bamboo doors behind the "[[Bedrock Edition 1.20|Next Major Update]]" [[experimental]] toggle.
    |The doors now use the same opening and closing [[sound]] effects as ''[[Java Edition]]''.}}
    {{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.80|snap=beta 1.19.80.20|[[File:Cherry Door JE2.png|32px]] [[File:Cherry Door (item) JE2.png|32px]] Added cherry doors behind the "[[Bedrock Edition 1.20|Next Major Update]]" [[experimental]] toggle.}}
    {{History||1.20.0|snap=beta 1.20.0.21|Bamboo and cherry doors are now available without using the "Next Major Update" experimental toggle.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Oak Door JE3 BE1.png|32px]] [[File:Iron Door JE1 BE1.png|32px]] [[File:Oak Door (item) JE2 BE1.png|32px]] [[File:Iron Door (item) JE1 BE1.png|32px]] Added doors.}}
    {{History||xbox=TU5|Doors can be found in the Redstone & Transportation tab in the [[Creative inventory]].}}
    {{History||xbox=TU14|ps=1.04|Doors being broken by [[zombie]]s now show [[damage]].
    |Moved doors to the Building Blocks tab in the Creative inventory.}}
    {{History||xbox=TU25|xbone=CU14|ps=1.17|[[File:Spruce Door JE1 BE1.png|32px]] [[File:Birch Door JE1 BE1.png|32px]] [[File:Jungle Door JE2 BE1.png|32px]] [[File:Spruce Door (item) JE3 BE1.png|32px]] [[File:Birch Door (item) JE3 BE1.png|32px]] [[File:Jungle Door (item) JE3 BE1.png|32px]] Added spruce, birch, and jungle door variants.
    |The [[crafting]] recipes of doors now yield 3 doors instead of 1.
    |The original wooden door (''Door'') has been renamed to ''Oak Door''.}}
    {{History||xbox=TU27|xbone=CU15|ps=1.18|[[File:Acacia Door JE2 BE1.png|32px]] [[File:Dark Oak Door JE1 BE1.png|32px]] [[File:Acacia Door (item) JE3 BE1.png|32px]] [[File:Dark Oak Door (item) JE3 BE1.png|32px]] Acacia and dark oak doors have been added to the [[Creative]] [[inventory]].}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|Acacia doors and dark oak doors are now obtainable in [[survival]] mode.}}
    {{History||?| [[File:Oak Door (item) JE3 BE2.png|32px]] [[File:Iron Door (item) JE2 BE2.png|32px]] Oak and iron door's inventory textures have been changed to match Java Edition}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Oak Door BE4.png|32px]] [[File:Spruce Door BE2.png|32px]] [[File:Birch Door BE2.png|32px]] [[File:Jungle Door BE2.png|32px]] [[File:Acacia Door BE2.png|32px]] [[File:Dark Oak Door BE2.png|32px]] [[File:Iron Door BE6.png|32px]] The textures of all doors have been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Oak Door JE2.png|32px]] [[File:Spruce Door JE1 BE1.png|32px]] [[File:Birch Door JE1 BE1.png|32px]] [[File:Jungle Door JE2 BE1.png|32px]] [[File:Acacia Door JE2 BE1.png|32px]] [[File:Dark Oak Door JE1 BE1.png|32px]] [[File:Iron Door JE2 BE5.png|32px]] [[File:Oak Door (item) JE3 BE2.png|32px]] [[File:Spruce Door (item) JE3 BE1.png|32px]] [[File:Birch Door (item) JE3 BE1.png|32px]] [[File:Jungle Door (item) JE3 BE1.png|32px]] [[File:Acacia Door (item) JE3 BE1.png|32px]] [[File:Dark Oak Door (item) JE3 BE1.png|32px]] [[File:Iron Door (item) JE1 BE1.png|32px]] Added doors.}}
    {{History|foot}}
    
    <gallery>
    Beta 1.7 punching oak door.png|From [[Java Edition Beta 1.7]] to Beta 1.7.2, doors produced [[placeholder texture]] particles when broken or punched on some sides.
    </gallery>
    
    Historical sounds:
    {| class="wikitable"
    ! Sound
    ! From
    ! to
    ! Pitch
    |-
    | {{sound||Door closing old.ogg|Door opening old.ogg}}
    | ?
    | Sound Update
    | ?
    |-
    | {{sound||Door open.ogg|Door close.ogg}}
    | Sound Update
    | 15w43a
    | ?
    |}
    
    === Door "items" ===
    {{:Technical blocks/Doors}}
    
    == Issues ==
    {{Issue list}}
    
    == Trivia ==
    
    * Door models have an extra hinge on the opposite side of the actual functional hinge.<ref>{{bug|MC-106697|||WAI}}</ref>
    
    == Gallery ==
    <gallery>
    Oak Door.png|Oak Door
    Spruce Door.png|Spruce Door
    Birch Door.png|Birch Door
    Jungle Door.png|Jungle Door
    Acacia Door.png|Acacia Door
    Dark Oak Door.png|Dark Oak Door
    Mangrove Door.png|Mangrove Door
    Cherry Door.png|Cherry Door
    Bamboo Door.png|Bamboo Door
    Crimson Door.png|Crimson Door
    Warped Door.png|Warped Door
    Iron Door.png|Iron Door
    Oak Door (item) JE4 BE3.png|Oak Door (item)
    Spruce Door (item) JE4 BE2.png|Spruce Door (item)
    Birch Door (item) JE4 BE2.png|Birch Door (item)
    Jungle Door (item) JE5 BE3.png|Jungle Door (item)
    Acacia Door (item) JE4 BE2.png|Acacia Door (item)
    Dark Oak Door (item) JE4 BE2.png|Dark Oak Door (item)
    Mangrove Door (item) JE1 BE1.png|Mangrove Door (item)
    Cherry Door (item) JE2.png|Cherry Door (item)
    Bamboo Door (item) JE1 BE1.png|Bamboo Door (item)
    Crimson Door (item) JE2 BE2.png|Crimson Door (item)
    Warped Door (item) JE2 BE2.png|Warped Door (item)
    Iron Door (item) JE3 BE3.png|Iron Door (item)
    </gallery>
    
    === Screenshots ===
    <gallery>
    Iron Door in Stronghold.png|Naturally occurring iron door in a [[stronghold]].
    Wooden Doors 1.8.png|First picture of brand-new 1.8 variants of doors.
    Door Creeper.png|A creeper behind some dark oak doors.
    Doortypes.png|All types of doors with their respective trapdoors.
    FloatingDoorArrows.jpg|Arrows shot into a door that was opened, causing a floating bug.
    Jeb Crafting Doors.png|First image of three doors being crafted at once.
    Jappa Closet.jpg|A closet made from oak doors.
    </gallery>
    
    === Concept Art ===
    <gallery>
    Bamboo Wood and Door Concept Art.png|Bamboo door concept art.
    Bamboo Door Prototype Textures.png|Bamboo door prototype textures.
    </gallery>
    
    == References ==
    {{Reflist}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--door Taking Inventory: Door] – Minecraft.net on September 29, 2022
    
    {{Redstone}}
    {{Blocks|Utility}}
    {{Items}}
    
    [[Category:Manufactured blocks]]
    [[Category:Generated structure blocks]]
    [[Category:Utility blocks]]
    [[Category:Mechanics]]
    [[Category:Redstone mechanics]]
    [[Category:Mechanisms]]
    
    [[cs:Dveře]]
    [[de:Tür]]
    [[el:Door]]
    [[es:Puerta]]
    [[fr:Porte]]
    [[hu:Ajtók]]
    [[it:Porta]]
    [[ja:ドア]]
    [[ko:문]]
    [[nl:Deur]]
    [[pl:Drzwi]]
    [[pt:Porta]]
    [[ru:Дверь]]
    [[th:ประตู]]
    [[uk:Двері]]
    [[zh:门]]</li></ul>
    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>[[:Category:Minecraft Dungeons items|Category:Minecraft Dungeons items]]<br/>All items that are in ''[[Minecraft Dungeons]]''.
    {{Minecraft Dungeons items}}
    [[Category:Minecraft Dungeons]]
    [[Category:Items]]
    [[ja:カテゴリ:アイテム (Minecraft Dungeons)]]
    [[pl:Kategoria:Przedmioty w Minecraft Dungeons]]
    [[pt:Categoria:Itens do Minecraft Dungeons]]</li><li>[[Trident|Trident]]<br/>{{For|the Hidden Depths DLC weapon in ''Minecraft Dungeons''|MCD:Trident}} 
    {{ItemEntity
    |durability= 250
    |renewable= Yes
    |stackable= No
    |size=Height: 0.25 Blocks<br>Width: 0.25 Blocks
    |title=Trident|image= <gallery>
    Trident (item).png | Item
    Trident.png | Entity
    </gallery>}}
    
    A '''trident''' is a [[weapon]] used in both melee and ranged combat and is a rare drop from [[drowned]].
    
    ==Obtaining==
    Tridents are not craftable. A trident can be obtained only when dropped by a [[drowned]], Converted drowned are never equipped with tridents. 
    
    ===Mob loot===
    
    ==== '''''Java Edition''''' ====
    6.25% (or 1 in 16) of [[Drowned]] in Java Edition spawn with a trident of random durability as their natural weapon. They have an 8.5% chance to drop their trident when killed by a player. The chance is increased by 1% for each level of [[Looting]] up to a max of 11.5% with Looting III. This means the overall chance of obtaining a trident from any given drowned is 0.53125% (about 1 in 188) or 0.71875% (about 1 in 140) with looting III.
    
    {{IN|Java}}, a trident held by a drowned has a chance to be enchanted, but the trident's enchantments have no effects for drowned.<ref>{{bug|MC-127321}}</ref>
    
    ==== '''''Bedrock Edition''''' ====
    Only 15% (or 3 in 20) of [[Drowned]] in Bedrock Edition spawn with tridents. Of these, they have a 25% chance to drop their trident when killed by a player. This chance is increased by 4% for each level of looting up to a max of 37% with looting III. This means the overall chance of obtaining a trident from any given drowned is 3.75% (or 3 in 80) or 5.55% with looting III.
    
    ===Thrown tridents===
    Tridents thrown onto the ground by a player can be picked up; however, tridents thrown by [[drowned]] cannot be picked up, similar to arrows shot by [[skeleton]]s, [[stray]]s, and [[pillager]]s. Only the owner of a trident thrown in Creative mode or enchanted with Loyalty can pick it up; other players in Creative and players in Survival mode including its own owner can't pick up the trident thrown in Creative.
    
    ===Trading===
    Drowned who are holding tridents will sometimes drop their trident at full durability if given a nautilus shell when they aren't attacking anything.{{only|BE}}
    
    ==Usage==
    
    ===Drowned===
    {{main|Drowned}}
    15% of drowned {{in|bedrock}}, and 6.25% {{in|java}}, spawn with a trident as its natural weapon. It throws the trident at its opponent every 1.5 seconds, dealing {{hp|9}} [[damage]] in normal difficulty. A drowned can throw unlimited tridents, and these tridents cannot be picked up by the [[player]].
    
    A [[villager]] can be turned into a [[zombie villager]] if it is killed by a trident thrown by a drowned: the chance of conversion is 0% on Easy [[difficulty]], 50% on Normal, and 100% on Hard and [[Hardcore]].
    
    {{IN|bedrock}}, a drowned can use the trident's melee attack if its target is within three blocks. The melee attack deals {{hp|9}} damage.
    
    ===Melee attack===
    
    Pressing {{control|attack}} while holding a trident deals damage to both [[mob]]s and players. Tridents deal {{hp|9}} melee damage. A successful hit consumes durability of the trident.
    
    ===Ranged attack===
    [[File:Steve aiming with Trident.png|150px]] [[File:Alex aiming with Trident.png|150px]]
    
    Pressing and holding {{control|use}} while holding a trident charges it. When released at half charge or more, the trident is thrown and deals damage to any [[entity]] it hits. Note that it doesn't have to be full charge for the complete damage and length. It flies on a ballistic trajectory similar to that of an [[arrow]], but at 80% strength. If the trident hits a block, it sticks to the block. If it hits an entity, it bounces off the entity and lands nearby. It is also blocked by [[shield]]s and can be retrieved once it lands in the ground. Thrown tridents can trigger wooden [[button]]s, wooden [[pressure plate]]s, and [[target]] blocks. A trident can be thrown at a [[chorus flower]] or [[pointed dripstone]] to break it, which causes the block to be dropped as its respective item.
    
    {{IN|bedrock}} and [[Java Edition Combat Test 4]], tridents can be shot by [[dispenser]]s regardless of enchantment.
    
    Tridents [[Enchanting#Summary_of_enchantments_by_item|enchanted]] with [[Loyalty]] return to the thrower after hitting an entity{{only|java}}/hitting and bouncing off an entity then hitting a block{{only|bedrock}}<ref>{{bug|MCPE-51726}}</ref> or just a block. A Loyalty-enchanted trident fired from a [[dispenser]] just sticks to the block it strikes. Higher levels of enchantment result in shorter recovery times. {{IN|java}}, throwing a trident enchanted with Loyalty into the [[void]] destroys it,<ref>{{bug|MC-125755|||WAI}}</ref> while {{in|bedrock}} it automatically returns to the player. Tridents (if enchanted with Loyalty), can take [[fire]] damage but still return to the player if thrown in [[lava]]. This is especially helpful in [[the Nether]] should the [[player]] be using a trident instead of a [[bow]]. If a trident enchanted with Loyalty attempts to return to a player with no available inventory space, the trident floats near the player until inventory space becomes available.
    
    Thrown tridents take 1 durability damage, regardless of whether it hit an entity or not. Tridents with 1 durability remaining cannot be thrown.
    
    Tridents enchanted with [[Riptide]] launch the player a certain distance when thrown, with the distance increasing for higher enchantment levels. They can be thrown only if the player is standing in [[water]], or if it is raining on the block they are standing on. If the player charges it but walks into a nearby dry area, the charge is canceled. If the player throws a Riptide trident and collides with a mob, the mob takes melee damage (including critical damage if the player is falling). {{IN|java}} tridents enchanted with Riptide take one durability damage upon throwing, and lose an additional 1 durability if it collides with an entity on both editions. Each level of Riptide increases the distance traveled by six blocks. The enchantment at level one launches the player nine blocks, fifteen blocks at level two, and twenty-one blocks at level three.
    
    Tridents enchanted with [[Channeling]] summon a lightning bolt if there is a thunderstorm, although only upon hitting a mob or player standing in the rain as well as a [[Lightning Rod|lightning rod]] placed in the rain.
    
    Unlike other projectiles, the trident does not slow down when thrown through water or lava.
    
    {{IN|java}}, the [[Impaling]] enchantment affects ''all water mobs''. {{IN|bedrock}}, it deals extra damage to [[player]]s and mobs in water or rain.
    
    Unlike arrows, thrown tridents do not despawn.{{only|bedrock}} Tridents despawn after 60 seconds if they are not picked up.{{only|java}}<ref>{{bug|MC-125817}}</ref>
    
    ;Magical damage
    Using [[Riptide]], nearby players or mobs are dealt [[Harming|splash damage]] within an 8.25×8.25×4.25 cubical area. It stacks with the [[Impaling]] enchantment and [[Strength]] effect. Critical hits do not increase splash damage, but affect the target. 
    
    {{IN|bedrock}}, thrown tridents can damage the [[ender dragon]] while resting on the bedrock fountain. {{IN|java}}, they act just like arrows — deflected, but burn as if they had [[Flame]].
    
    === Damage===
    Thrown tridents and splashes deal {{hp|8}} damage. The damage remains the same regardless of the trident's speed. It has a faster charging speed than a [[bow]] or [[crossbow]] (barring the [[Quick Charge]] enchantment.)
    
    ====Java Edition====
    
    {{IN|java}}, tridents have an attack speed of 1.1 and take ~0.91 seconds to [[Damage#Attack cooldown|recover]].
    
    {| class="wikitable" style="text-align:center" data-description="Sword attack damage by type"
    !Attack
    !{{ItemSprite|Trident|text=Melee}}
    !{{ItemSprite|Trident|text=Melee (critical)}}
    !{{ItemSprite|Trident|text=Range}}
    |-
    !Attack damage
    |{{hp|9}}
    |{{hp|13.5}}
    |{{hp|8}}
    |-
    !Damage/Second (DPS)<ref group="note">This does not take travel time into account</ref>
    |9.9
    |14.3
    | ?
    |-
    !Lifetime damage inflicted<ref group="note">The formula to find the total lifetime damage is ''Durability × Damage per hit = Lifetime damage minimum'' (e.g., 250 × 9 = 2250). It ignores enchantments and critical hits, and assumes the trident is at maximum charge</ref>
    |{{hp|2250}}
    |{{hp|3375}}
    |{{hp|2000}}
    |-
    !Durability
    | colspan="3" |250
    |}
    {{notelist}}
    
    ====Bedrock Edition====
    
    {{IN|bedrock}}, tridents have no attack cooldown and do the following damage:
    
    {| class="wikitable" style="text-align:center" data-description="Sword attack damage by type"
    !Attack
    !{{ItemSprite|Trident|text=Melee}}
    !{{ItemSprite|Trident|text=Range}}
    |-
    !Attack damage
    |{{hp|9}}
    |{{hp|8}}
    |-
    ! ''Lifetime damage inflicted''<ref group="note">The formula to find the total lifetime damage is ''Durability × Damage per hit = Lifetime damage minimum''. It excludes enchantments and critical hits.</ref>
    |{{hp|2259}}
    |{{hp|2008}}
    |-
    !Durability
    | colspan="2" |251
    |}
    {{notelist}}
    
    ===Elytra===
    A trident with the [[Riptide]] enchantment can be used to propel a player with a pair of [[elytra]], but only in [[rain]]y weather, during snowy weather in certain biomes<ref>{{bug|MC-128169}}</ref> or while the [[player]] is in a body of water. A Riptide trident can boost the player to speeds as high as 125 blocks per second,<ref>{{bug|MC-147173||Using riptide tridents while elytra flying can boost the player to excessive speeds}}</ref> much faster than the 33.5 blocks-per-second speed achievable using [[firework rocket]]s.
    
    ===Impaling damage ===
    
    {{IN|java}}, the [[Impaling]] enchantment deals extra damage to all water mobs. {{IN|bedrock}} and in [[Java Edition Combat Test 3]], it deals extra damage to all players and mobs in water or rain.
    
    {| class="wikitable" style="text-align:center" data-description="Trident Damage by Impaling Level" |
    |+ Trident Damage by Impaling level
    |-
    !Level
    !Increase
    !Melee
    !Ranged
    |-
    |I
    | adds {{hp|2.5}}
    |{{hp|11.5}}
    |{{hp|10.5}}
    |-
    |II
    |adds {{hp|5}}
    |{{hp|14}}
    |{{hp|13}}
    |-
    |III
    | adds {{hp|7.5}}
    |{{hp|16.5}}
    |{{hp|15.5}}
    |-
    |IV
    |adds {{hp|10}}
    |{{hp|19}}
    |{{hp|18}}
    |-
    |V
    |adds {{hp|12.5}}
    |{{hp|21.5}}
    |{{hp|20.5}}
    |}
    
    {{-}}
    
    ===Enchantments===
    
    Tridents have a base enchantability of 1 and can receive the following [[enchantment]]s:
    {| class="wikitable col-2-center col-3-right"
    |+
    !Name
    !Max Level
    ![[Enchanting|Method]]
    |-
    |[[Loyalty]]<ref group="note" name="note1">Loyalty and Channeling are mutually exclusive from Riptide, but not from each other.</ref>
    |III
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Channeling]]<ref group="note" name="note1" />
    |I
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Riptide]]<ref group="note" name="note1" />
    |III
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Impaling]]
    |V
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Unbreaking]]
    |III
    |{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
    |-
    |[[Mending]]
    |I
    |{{Inventory slot|Anvil}}
    |-
    |[[Curse of Vanishing]]
    |I
    |{{Inventory slot|Anvil}}
    |}
    ; Notes
    <references group="note" />
    
    ===Repairing ===
    Tridents have the same [[durability]] as an [[sword|iron sword]]. Whenever a trident deals damage, its durability decreases by 1.
    
    Tridents can be repaired by:
    *combining two damaged tridents in a [[grindstone]], or on a [[crafting table]] or the 2×2 inventory grid, which removes any enchantments except for [[Curse of Vanishing]] and [[Curse of Binding]]
    *combining a damaged trident with another trident on an [[anvil]], which preserves enchantments.
    *applying the [[Mending]] enchantment.
    
    ==Sounds==
    {{Edition|Java}}:<br>
    Thrown tridents use the Friendly Creatures sound category for entity-dependent sound events.
    {{Sound table
    |sound=Trident pierce1.ogg
    |sound2=Trident pierce2.ogg
    |sound3=Trident pierce3.ogg
    |subtitle=Trident stabs
    |source=neutral
    |description=When a trident hits a mob
    |id=item.trident.hit
    |translationkey=subtitles.item.trident.hit
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Trident ground impact1.ogg
    |sound2=Trident ground impact2.ogg
    |sound3=Trident ground impact3.ogg
    |sound4=Trident ground impact4.ogg
    |subtitle=Trident vibrates
    |source=neutral
    |description=When a trident hits the ground
    |id=item.trident.hit_ground
    |translationkey=subtitles.item.trident.hit_ground
    |volume=0.9
    |pitch={{frac|12|11}}-{{frac|4|3}}
    |distance=16}}
    {{Sound table
    |sound=Trident throw1.ogg
    |sound2=Trident throw2.ogg
    |subtitle=Trident clangs
    |source=player
    |description=When a player throws a trident
    |id=item.trident.throw
    |translationkey=subtitles.item.trident.throw
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |rowspan=2
    |sound=Trident thunder1.ogg
    |sound2=Trident thunder2.ogg
    |subtitle=Trident thunder cracks
    |source=neutral
    |description=When a Channeling trident hits a mob
    |id=item.trident.thunder
    |translationkey=subtitles.item.trident.thunder
    |volume=5.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |subtitle=Trident thunder cracks
    |source=weather
    |description=When a trident with Channeling strikes a lightning rod
    |id=item.trident.thunder
    |translationkey=subtitles.item.trident.thunder
    |volume=5.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Riptide I.ogg
    |subtitle=Trident zooms
    |source=player
    |description=When a Riptide I trident is used
    |id=item.trident.riptide_1
    |translationkey=subtitles.item.trident.riptide
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Riptide II.ogg
    |subtitle=Trident zooms
    |source=player
    |description=When a Riptide II trident is used
    |id=item.trident.riptide_2
    |translationkey=subtitles.item.trident.riptide
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Riptide III.ogg
    |subtitle=Trident zooms
    |source=player
    |description=When a Riptide III or higher trident is used
    |id=item.trident.riptide_3
    |translationkey=subtitles.item.trident.riptide
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Trident return1.ogg
    |sound2=Trident return2.ogg
    |sound3=Trident return3.ogg
    |subtitle=Trident returns
    |source=neutral
    |description=When a trident starts returning <ref group=sound>The first sound is only played {{frac|1|9}} of the time, while the others are played {{frac|4|9}} of the time</ref>
    |id=item.trident.return
    |translationkey=subtitles.item.trident.return
    |volume=8.0
    |pitch=''varies'' <ref group=sound>1.0 for <code>return1</code>, 1.0/0.8/1.2/1.2 for <code>return2</code>, and 1.0/0.8/0.8/1.2 for <code>return3</code></ref>
    |distance=16}}
    {{Sound table
    |sound=Trident throw1.ogg
    |sound2=Trident throw2.ogg
    |subtitle=Drowned throws Trident
    |source=hostile
    |description=When a drowned shoots a trident
    |id=entity.drowned.shoot
    |translationkey=subtitles.entity.drowned.shoot
    |volume=1.0
    |pitch={{frac|5|6}}-1.25
    |distance=16}}
    {{Sound table
    |sound=Random break.ogg
    |subtitle=Item breaks
    |source=player
    |description=When a trident'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=Trident pierce1.ogg
    |sound2=Trident pierce2.ogg
    |sound3=Trident pierce3.ogg
    |source=player
    |description=When a trident hits a mob
    |id=item.trident.hit
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Trident ground impact1.ogg
    |sound2=Trident ground impact2.ogg
    |sound3=Trident ground impact3.ogg
    |sound4=Trident ground impact4.ogg
    |source=player
    |description=When a trident hits the ground
    |id=item.trident.hit_ground
    |volume=0.9
    |pitch=1.0}}
    {{Sound table
    |sound=Trident throw1.ogg
    |sound2=Trident throw2.ogg
    |source=player
    |description=When a player throws a trident
    |id=item.trident.throw
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Trident thunder1.ogg
    |sound2=Trident thunder2.ogg
    |source=player
    |description=When a trident with Channeling strikes a mob<ref group="sound">{{Bug|MCPE-43402}}</ref><wbr><ref group=sound>{{bug|MCPE-173931||Tridents don't make channeling sounds when striking a lightning rod}}</ref><wbr>{{Upcoming|BE 1.20.30}}
    |id=item.trident.thunder
    |volume=1.0<wbr>{{Until|BE 1.20.30}}<br>1000.0<wbr>{{Upcoming|BE 1.20.30}}
    |pitch=1.0}}
    {{Sound table
    |sound=Riptide I.ogg
    |source=player
    |description=When a Riptide I trident is used
    |id=item.trident.riptide_1
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Riptide II.ogg
    |source=player
    |description=When a Riptide II trident is used
    |id=item.trident.riptide_2
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Riptide III.ogg
    |source=player
    |description=When a Riptide III trident is used
    |id=item.trident.riptide_3
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Trident return1.ogg
    |sound2=Trident return2.ogg
    |sound3=Trident return3.ogg
    |source=player
    |description=When a trident starts returning <ref group=sound>The first sound is only played {{frac|1|9}} of the time, while the others are played {{frac|4|9}} of the time</ref>
    |id=item.trident.return
    |volume=8.0
    |pitch=''varies'' <ref group=sound>1.0 for <code>return1</code>, 1.0/0.8/1.2/1.2 for <code>return2</code>, and 1.0/0.8/0.8/1.2 for <code>return3</code></ref>}}
    {{Sound table
    |sound=Trident throw1.ogg
    |sound2=Trident throw2.ogg
    |source=hostile
    |description=When a drowned shoots a trident<ref group="sound">{{Bug|MCPE-53297}}</ref><wbr>{{Upcoming|BE 1.20.30}}
    |id=mob.drowned.shoot
    |volume=1.0
    |pitch=0.8-1.2
    |foot=1}}
    
    ==Data values==
    ===ID===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Trident
    |spritetype=item
    |nameid=trident
    |form=item
    |foot=1}} 
    {{ID table
    |edition=java
    |showentitytags=y
    |generatetranslationkeys=y
    |displayname=Trident
    |spritetype=entity
    |nameid=trident
    |entitytags=impact_projectiles
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Trident
    |spritetype=item
    |nameid=trident
    |id=546
    |form=item
    |foot=1}} 
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |generatetranslationkeys=y
    |displayname=Trident
    |spritetype=entity
    |nameid=thrown_trident
    |id=73
    |foot=1}}
    
    ===Entity data ===
    Tridents 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]].
    
    ==Achievements==
    
    {{load achievements|Do a Barrel Roll!;Bullseye}}
    
    ==Advancements==
    {{load advancements|A Throwaway Joke;Very Very Frightening;Not Today;Sniper Duel;Bullseye}}
    
    ==History==
    {{History|java}}
    {{History||November 18, 2017|link={{YouTubeLink|mAapz_nIC_Y}}|A trident was shown killing a [[zombie]] in a clip presented at [[MineCon Earth]].}}
    {{History||1.13|snap=18w07a|[[File:Trident.png|60px]] {{InvSprite|Trident Revision 1}} Added tridents, which are currently unobtainable in [[Survival]].}}
    {{History|||snap=18w10a|[[File:Trident (item).png|32px]] Tridents now have a new texture in the [[inventory]].}}
    {{History|||snap=18w11a|Added [[drowned]] mobs, which can spawn with a trident, allowing tridents to now become obtainable in [[Survival]].}}
    {{History|||snap=18w14a|If the [[player]] is not in [[water]] and it is not [[rain]]ing, the player can no longer throw tridents [[enchantment|enchanted]] with [[Riptide]], but they can still deal melee [[damage]].}}
    {{History|||snap=18w20a|Like with swords, tridents no longer can break blocks when held in [[Creative]] mode.<ref>{{bug|MC-126300}}</ref>}}
    {{History||1.14|snap=18w43a|Thrown tridents can now break [[chorus flower]]s.}}
    {{History||1.15|snap=19w39a|[[File:Enchanted Trident.png|60px]] [[File:Enchanted Trident (item).gif|32px]] Tridents that are [[enchanting|enchanted]] now have a glint.
    |Trident items use a 3D model again. When dropped, it rotates off center<ref>{{bug|MC-161886}}</ref> (like with beds at the time and shields currently).}}
    {{History|||snap=19w42a|Trident items now use the 2D sprite again.<ref>{{bug|MC-161872}}</ref>}}
    {{History||1.17|snap=20w48a|Thrown tridents can now break [[pointed dripstone]].}}
    {{History|upcoming java}}
    {{History||Villager Trade Rebalance<br>(Experimental)|link=Java Edition 1.20.2|snap=23w31a|Trident-exclusive enchantments are no longer obtainable from villager [[trading]].}}
    {{History||Combat Tests|snap=1.14.3 - Combat Test|The attack speed of tridents has been increased to 2.
    |The base [[damage]] of tridents has been decreased from {{hp|9}} to {{hp|7}}.
    |The attack reach of tridents has been increased to 4 [[block]]s.}}
    {{History|||snap=Combat Test 2|The damage of tridents has been increased to {{hp|8}}.}}
    {{History|||snap=Combat Test 4|Tridents can now be shot from [[dispenser]]s.
    |Tridents with [[Loyalty]] that fall into the [[void]] now return to their owner upon breaking in the void.
    |Tridents with [[Impaling]] now deal [[enchanting|enchantment]] damage to all [[mob]]s that are in [[water]] or [[rain]].}}
    {{History|||snap=Combat Test 5|The damage of tridents has been decreased to {{hp|7}} again.}}
    
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.13.8|[[File:Trident.png|60px]] [[File:Trident (item).png|32px]] Added tridents.
    |Tridents are currently a part of [[Experimental Gameplay]].}}
    {{History|||snap=beta 1.2.14.2|Tridents have been fully implemented.}}
    {{History|||snap=beta 1.2.20.1|A new animation has been added for tridents with [[Riptide]] when they are thrown.}}
    {{History||1.5.0|snap=beta 1.5.0.0|Tridents can now be [[enchantment|enchanted]] with [[Mending]] and [[Unbreaking]].}}
    {{History|||snap=beta 1.5.0.7|Tridents no longer break [[block]]s in [[Creative]] mode.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Thrown tridents can now break [[chorus flower]]s.}}
    {{History||1.16.0|snap=beta 1.15.0.51|Drowned can no longer have a trident when converted.|Drowned that are not holding a trident are no longer able to drop one.}}
    {{History||1.16.220|snap=beta 1.16.220.50|Tridents are now able to break pointed dripstone.}}
    {{History|||snap=beta 1.16.220.51|Drowned now hold their tridents correctly when targeting a player.}}
    
    {{History|console}}
    {{History||xbox=TU69|ps=1.76|wiiu=Patch 38|[[File:Trident.png|60px]] [[File:Trident (item).png|32px]] Added tridents.}}
    
    {{History|education}}
    {{History||1.4.0|[[File:Trident.png|60px]] [[File:Trident (item).png|32px]] Added tridents.}}
    {{History|foot}}
    
    ==Issues==
    
    {{issue list}}
    
    ==Trivia==
    * If a player throws a Loyalty-enchanted trident and the player's inventory subsequently fills, the trident hovers around or through the player's skin until an inventory slot opens, which it fills immediately. Multiple tridents can be 'queued' to re-enter the player's inventory in this manner.
    *{{IN|java}} in Creative mode, sword enchantments can be applied to tridents. This includes Sharpness, Fire Aspect, and Looting. Sharpness, Smite, and Bane of Arthropods increases their damage against their specific mobs, as well.{{more info needed|Does the damage also increase when the trident is thrown?}}
    *Thrown tridents pass through [[Nether Portal (block)|nether portal block]]s without being transported to [[the Nether]] or the [[Overworld]].
    *Using a trident enchanted with Riptide while riding an entity cancels the charge and does nothing.
    
    ==Gallery==
    <gallery>
    TridentMineconEarth.jpg|Tridents are shown in a clip of Minecon Earth 2017.
    Returning trident.jpg|A trident [[enchantment|enchanted]] with [[Loyalty]] returning to the [[player]].
    Riptide Trident.png|A player "flying" high in the [[air]] after throwing a trident enchanted with [[Riptide]] III vertically upward.
    Trident in ground.png|A trident stuck in [[sand]].
    Two-hand drowned.png|A drowned holding a trident and a [[nautilus shell]].
    Enchanted Trident (item).gif|An enchanted trident.
    Alex with Trident.png|An official T-Shirt design of [[Alex]] with a trident.
    Acid Drowned.png|"Acid Drowned," an officially licensed T-Shirt featuring a [[drowned]] with a trident.
    ArgoMajor Trident.jpg|First image of a trident in ''Bedrock Edition''.
    </gallery>
    
    ==References==
    {{reflist}}
    
    ==External Links==
    *[https://www.minecraft.net/en-us/article/taking-inventory--trident Taking Inventory: Trident] – Minecraft.net on January 30, 2020
    
    {{Items}}
    {{Entities}}
    
    [[Category:Combat]]
    
    [[de:Dreizack]]
    [[es:Tridente]]
    [[fr:Trident]]
    [[ja:トライデント]]
    [[ko:삼지창]]
    [[pl:Trójząb]]
    [[pt:Tridente]]
    [[ru:Трезубец]]
    [[th:ตรีศูล]]
    [[zh:三叉戟]]</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>[[Rabbit Hide|Rabbit Hide]]<br/>{{Item
    | title = Rabbit Hide
    | image = Rabbit Hide.png
    | renewable = Yes
    | stackable = Yes (64)
    }}
    '''Rabbit hide''' is an [[item]] dropped by [[rabbit]]s.
    
    == Obtaining ==
    
    ===Mob loot===
    [[Rabbit]]s drop 0–1 rabbit hide upon death. The maximum number of drops can be increased by 1 per level of [[Looting]] used, for a maximum of 0–4 rabbit hides with Looting III.
    
    Some [[foxes]] spawn holding rabbit hides, which always drop upon death. Alternatively, the player can drop a food item, which causes the fox to drop the rabbit hide.
    
    === Cat gifts ===
    {{main|Cat#Gifts}}
    
    Tamed [[cat]]s have a 70% chance of giving the [[player]] a gift when they wake up from a [[bed]], and the gift has a 16.13% chance to be a rabbit hide.
    
    == Usage ==
    
    Rabbit hide can be crafted into leather, or into bundles to store stacks of items.
    
    === Crafting ingredient ===
    
    {{crafting usage}}
    
    === Trading ===
    
    Journeyman-level leatherworker [[villager]]s buy 9 rabbit hide for an [[emerald]] as part of their trades.
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Rabbit Hide
    |spritetype=item
    |nameid=rabbit_hide
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Rabbit Hide
    |spritetype=item
    |nameid=rabbit_hide
    |id=529
    |form=item
    |foot=1}}
    
    == History ==
    
    {{History|java}}
    {{History||1.8|snap=June 30, 2014|slink={{tweet|TheMogMiner|483636993780232192}}|[[Ryan Holtz]] tweeted images of rabbit hide and some other new [[item]]s.}}
    {{History|||snap=14w27a|[[File:Rabbit Hide JE1.png|32px]]  Added rabbit hide.}}
    {{History|||snap=14w33b|[[File:Rabbit Hide JE2 BE1.png|32px]] The texture of rabbit hide has been changed.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 415.}}
    {{History||1.14|snap=18w43a|[[File:Rabbit Hide JE3 BE2.png|32px]] The texture of rabbit hide has been changed.}}
    {{History|||snap=18w44a|Cats now offer rabbit hides as [[Cat#Gifts|gifts]].}}
    {{History|||snap=19w07a|Added [[fox]]es, which sometimes spawn with rabbit hides in their mouths.}}
    {{History|||snap=19w11a|Leatherworker [[villager]]s now [[trading|buy]] rabbit hides.}}
    {{History||1.17|snap=20w45a|Rabbit hide can now be used to craft [[bundle]]s.}}
    {{History|||snap=21w18a|Rabbit hide can no longer be used to craft bundles.}}
    {{History||1.18|snap=Experimental Snapshot 1|Rabbit hide can now once again be used to craft bundles.}}
    {{History|||snap=21w37a|Rabbit hide once again can no longer be used to craft bundles.}}
    {{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Rabbit hide can now once again be used to craft bundles.}}
    
    {{History|pocket alpha}}
    {{History||v0.13.0|snap=build 1|[[File:Rabbit Hide JE2 BE1.png|32px]] Added rabbit hide.}}
    {{History|bedrock}}
    {{History||1.8.0|snap=beta 1.8.0.8|Tamed [[cat]]s can now give [[player]]s rabbit hide as a gift.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Rabbit Hide JE3 BE2.png|32px]] The texture of rabbit hide has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Rabbit hide can be [[trading|sold]] to leatherworker [[villager]]s.}}
    {{History||1.13.0|snap=beta 1.13.0.1|Added [[fox]]es, which can [[drops|drop]] rabbit hide.}}
    
    {{History|console}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|switch=1.0.1|[[File:Rabbit Hide JE2 BE1.png|32px]] Added rabbit hide.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Rabbit Hide JE3 BE2.png|32px]] The texture of rabbit hide has been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Rabbit Hide JE2 BE1.png|32px]] Added rabbit hide.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Gallery ==
    <gallery>
    File:Rabbit Items 1 Ryan Holtz.png|First image of the item by [[Ryan Holtz]].
    </gallery>
    
    
    
    {{items}}
    
    [[de:Kaninchenfell]]
    [[es:Piel de conejo]]
    [[fr:Peau de lapin]]
    [[hu:Nyúlbőr]]
    [[it:Pelle di coniglio]]
    [[ja:ウサギの皮]]
    [[ko:토끼 가죽]]
    [[nl:Konijnenhuid]]
    [[pl:Królicza skóra]]
    [[pt:Pele de coelho]]
    [[ru:Кроличья шкурка]]
    [[zh:兔子皮]]
    [[Category:Renewable resources]]</li><li>[[Photo|Photo]]<br/>{{exclusive|education}}
    {{Item
    | image = Photo EE2.png
    | renewable = No (unless [[portfolio]] is available)
    | stackable = 
    }}
    
    A '''photo''' is an [[item]] containing a picture taken with a [[camera]].<ref>{{cite|url=https://web.archive.org/web/20210925044841mp_/https://educommunity.minecraft.net/hc/en-us/articles/4407489082644-Feature-Walkthrough-Minecraft-Education-Edition-GOAT-Beta-version-1-17-30-| title = Feature Walkthrough Minecraft: Education Edition GOAT Beta (version 1.17.30)|website=Minecraft: Education Edition Support|date=September 24, 2021}}</ref><ref>{{cite|url=https://education.minecraft.net/en-us/blog/new-update-and-anniversary-for-mee| title = The GOAT Update Celebrates a Minecraft Milestone!|website=Minecraft: Education Edition|date=November 2, 2021}}</ref><ref>{{ytl|2Wd0J-EIfws|GOAT Release Playthrough|Minecraft: Education Edition|December 2, 2021}}</ref>
    
    == Obtaining ==
    A photo in a [[portfolio]] can be saved as a photo item by selecting the "Save to Inventory" button underneath it.
    
    == Usage ==
    Photos display an image when held in the hand or when placed in an [[item frame]], similarly to [[map]]s. Photos can have captions added to them by renaming them in an [[anvil]] or by adding a caption while they are in a portfolio. Photos can be added to [[book and quill]]s and portfolios by selecting the "Add Photo" button in the book and quill or portfolio.
    
    == Data values ==
    === ID ===
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Photo
    |spritetype=item
    |nameid=photo_item
    |id=?
    |form=item
    |foot=1}}
    
    == History ==
    {{History|education}}
    {{History||1.17.30|snap=1.17.30.2|[[File:Photo EE1.png|32px]] Added photos.}}
    {{History||1.17.30|snap=release|[[File:Photo EE2.png|32px]] Changed photo texture.}}
    {{History|foot}}
    
    == Gallery ==
    <gallery>
    Photo Item 1.png|A photo being placed in an item frame.
    Photo Item 2.png|A photo being saved from a portfolio.
    Photo Item 3.png|A photo being added to a book and quill.
    </gallery>
    
    == References ==
    {{Reflist}}
    
    {{Items}}
    {{Education Edition}}
    
    [[Category:Education Edition items]]
    [[Category:Non-renewable resources]]
    
    [[ja:写真]]
    [[pl:Zdjęcie]]
    [[zh:相片]]</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>[[Clay Ball|Clay Ball]]<br/>{{Item
    | image = Clay Ball.png
    | stackable = Yes (64)
    | renewable = Yes
    }}
    
    {{about|the item|the block|Clay|other uses|Clay (disambiguation)}}
    A '''clay ball''' is the item obtained from [[clay]] used for [[crafting]] or making [[brick]]s.
    
    == Obtaining ==
    
    === Block loot ===
    Clay balls are obtained when a [[clay]] block is broken with a non-[[Silk Touch]] tool. Each block yields four clay balls regardless of [[Fortune]].
    
    === Chest loot ===
    {{LootChestItem|clay-ball}}
    
    === Villager gifts ===
    
    If a [[player]] has the [[Hero of the Village]] status effect, a Mason [[villager]] might throw that player a [[clay block]] as a gift. {{Only|java}} This can be placed and [[breaking|broken]] to harvest clay balls.
    
    == Usage ==
    
    Clay balls can be [[crafting|crafted]] back together to form [[clay]] blocks or baked in a [[furnace]] to create [[brick]]s.
    
    === Crafting ingredient  ===
    
    {{crafting usage}}
    
    === Smelting ingredient ===
    
    {{Smelting
    |showname=1
    |Clay Ball
    |Brick
    |0.3
    }}
    
    === Trading ===
    Novice-level [[Villager|mason villagers]] buy 10 clay balls for 1 [[emerald]] as part of their [[trades]].
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Clay Ball
    |spritetype=item
    |nameid=clay_ball
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Clay
    |spritetype=item
    |nameid=clay_ball
    |id=384
    |form=item
    |foot=1}}
    
    == History ==
    {{History|java alpha}}
    {{History||v1.0.11|[[File:Clay Ball JE1 BE1.png|32px]] Added clay.}}
    {{History|java}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 337.}}
    {{History||1.14|snap=18w43a|[[File:Clay Ball JE2 BE2.png|32px]] The texture of clay has been changed.}}
    {{History|||snap=18w49a|Clay can now be found in [[chest]]s in [[village]] mason houses.}}
    {{History|||snap=18w50a|Clay can now be found in [[chest]]s in [[desert]] [[village]] houses.}}
    {{History|||snap=19w11a|Clay is now [[trading|bought]] by [[villager]]s of the new mason profession.}}
    {{History||1.16|snap=20w06a|"Clay" has been renamed to "Clay Ball."}}
    {{History|pocket alpha}}
    {{History||v0.2.0|[[File:Clay Ball JE1 BE1.png|32px]] Added clay. It is currently unobtainable and serves no purpose.}}
    {{History||v0.3.2|4 clay items are now dropped from clay blocks when broken.
    |Clay can now be crafted into clay blocks.
    |Clay can now be smelted into bricks.}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Clay Ball JE2 BE2.png|32px]] The texture of clay has been changed.|10–13 clay can now be [[trading|sold]] to stone mason [[villager]]s for an [[emerald]].}}
    {{History||1.11.0|snap=beta 1.11.0.1|Clay can now be found in [[village]] mason [[chest]]s and [[desert]] village house chests.}}
    {{History|||snap=beta 1.11.0.4|[[Trading]] has been changed, stone mason villagers now [[trading|buy]] 10 clay for an emerald<!-- previously 10-13 -->.}}
    {{History||1.19.0|snap=beta 1.19.0.24|Clay ball now [[renewable]] by placing [[mud]] above a block which has [[pointed dripstone]] underneath.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Clay Ball JE1 BE1.png|32px]] Added clay.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Clay Ball JE2 BE2.png|32px]] The texture of clay has been changed.}}
    
    {{History|3ds}}
    {{History||0.1.0|[[File:Clay Ball JE1 BE1.png|32px]] Added clay.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Gallery ==
    <gallery>
    File:ClayInNumerousForms.png
    </gallery>
    
    == Notes ==
    {{fnlist}}
    {{Items}}
    
    [[cs:Jíl]]
    [[de:Tonklumpen]]
    [[es:Bola de arcilla]]
    [[fr:Motte d'argile]]
    [[hu:Agyag (Tárgy)]]
    [[it:Zolla di argilla]]
    [[ja:粘土玉]]
    [[ko:점토 덩이]]
    [[nl:Klei (voorwerp)]]
    [[pl:Glina]]
    [[pt:Bola de argila]]
    [[ru:Глина]]
    [[uk:Глиняна кулька]]
    [[zh:黏土球]]</li><li>[[Firework Star|Firework Star]]<br/>{{Item
    | image = Firework Star.png
    | renewable = 
    * '''Trail Effect''': No
    * '''All Others''': Yes
    | stackable = Yes (64)
    }}
    '''Firework stars''' are [[items]] used to determine the color, effect, and shape of [[firework rocket]]s.
    
    == Obtaining ==
    
    In [[Survival]] mode, firework stars are obtainable only through crafting. In [[Creative]] mode, they can be found in the creative inventory.
    
    === Crafting ===
    
    {{Crafting
      |head=1
      |showname=0
      |showdescription=1
      |ingredients=[[Gunpowder]] +<br>Matching [[Dye]] +<br>Extra ingredients (optional)
      |Gunpowder
      |Matching Dye
      |Head; Gold Nugget; Feather;Fire Charge;
      |Glowstone Dust;
      |Diamond;
      |Output=Matching Firework Star
      |arggroups=1;2,Output;3;4;5
      |description=Up to eight dyes can be added.<br>One head, gold nugget, feather, or fire charge can be added.<br>Both the diamond and the glowstone dust can be added with any of the other ingredients.
      |type=Miscellaneous
    }}
    {{Crafting
      |ignoreusage=1
      |Matching Firework Star
      |Any Dye
      |Output=Matching Firework Star
      |type=Miscellaneous
      |description=Adds a "fade to color" effect to the firework star, overwriting any existing fades.<br>Up to eight dyes can be added.
      |foot=1
      |arggroups=1,Output
    }}
    <div style="display:none">
    <!--
        This is so the pre-Village & Pillage dyes can have dye-related crafting recipes show on their respective pages.
        They don't need to be displayed on this page because they already intuitively list "Any Matching/Colored Dye".
    -->
    {{Crafting
      |head=1
      |showname=0
      |showdescription=1
      |Gunpowder
      |Bone Meal; Lapis Lazuli; Cocoa Beans; Ink Sac
      |Head; Gold Nugget; Feather;Fire Charge;
      |Glowstone Dust;
      |Diamond;
      |Output=White Firework Star; Blue Firework Star; Brown Firework Star; Black Firework Star
      |arggroups=1;2,Output;3;4;5
      |description={{only|bedrock|education}}<br>Up to eight dyes can be added.<br>One head, gold nugget, feather, or fire charge can be added.<br>Both the diamond and the glowstone dust can be added with any of the other ingredients.
      |type=Miscellaneous
    }}
    {{Crafting
     |showdescription=1
     |White Firework Star; Blue Firework Star; Brown Firework Star; Black Firework Star
     |Bone Meal; Lapis Lazuli; Cocoa Beans; Ink Sac
     |Output=White Firework Star; Blue Firework Star; Brown Firework Star; Black Firework Star
     |type=Decoration block
     |description={{only|bedrock|education}}<br>Adds a "fade to color" effect to the firework star, overwriting any existing fades.<br>Up to eight dyes can be added.
     |foot=1
    }}
    </div>
    
    == Usage ==
    
    The only usage of firework stars is to create [[firework rocket]]s.
    
    === Crafting ingredient ===
    
    {{crafting usage|match=end}}
    
    == Effects ==
    
    === Shape effects ===
    
    A firework star can have only one shape effect.
    
    {| class="wikitable"
    |+ Shape Effects
    ! <abbr title="Type (Byte tag in NBT structure)">Type</abbr>
    ! Ingredient
    ! Effect
    ! Sample Animation
    |-
    | 0
    | None
    | Small Ball explosion (default)
    | [[File:Firework Star (Small Sphere).gif|200px]]
    |-
    | 1
    | {{ItemLink|Fire Charge}}
    | Large Ball explosion and heavy sound.
    | [[File:Firework Star (Large Sphere).gif|200px]]
    |-
    | 2
    | {{ItemLink|Gold Nugget}}
    | Star-shaped explosion
    | [[File:Firework Star (Star Shape).gif|200px]]
    |-
    | 3
    | {{BlockLink|id=Heads|Head}} (any)
    | Creeper-shaped (Creeper Face) explosion
    | [[File:Firework Star (Creeper Shape).gif|200px]]
    |-
    | 4
    | {{ItemLink|Feather}}
    | Burst explosion
    | [[File:Firework Star (Burst).gif|200px]]
    |}
    
    === Additional effects ===
    
    In addition to the shape effects, any combination of these additional effects may be added to a firework star.
    
    {| class="wikitable"
    |+ Additional Effects
    ! Ingredient
    ! Effect
    ! Sample Animation
    |-
    | None
    | Default
    | [[File:Firework Star (Small Sphere).gif|200px]]
    |-
    | {{ItemLink|Glowstone Dust}}
    | Twinkle (Crackle effect and sounds after the explosion)
    | [[File:Firework Star (Twinkle effect).gif|200px]]
    |-
    | {{ItemLink|Diamond}}
    | Trail effect after the explosion
    | [[File:Firework Star (Trail effect).gif|200px]]
    |-
    | {{ItemLink|Glowstone Dust}} <br> {{ItemLink|Diamond}}
    | Twinkle + Trail effect after the explosion
    | [[File:Firework Star (Twinkle and Trail effect).gif|200px]]
    |}
    
    == Sounds ==
    {{see also|Firework_Rocket#Sounds}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Firework Star
    |spritetype=item
    |nameid=firework_star
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Firework Star
    |spritetype=item
    |nameid=firework_star
    |aliasid=fireworkscharge
    |id=520
    |form=item
    |translationkey=item.fireworksCharge.name
    |foot=1}}
    
    === Item data ===
    
    {{el|java}}:
    {{main|Player.dat format}}
    <div class="treeview">
    * {{nbt|compound|tag}}: The item's '''tag''' tag.
    {{:Player.dat_format/Firework Stars}}
    </div>
    
    {{el|bedrock}}:
    : See [[Bedrock Edition level format/Item format]].
    
    == Video ==
    <div style="text-align:center">{{yt|fYL1W9aW0UU}}</div>
    
    == History ==
    {{History|java}}
    {{History||1.4.6|snap=12w49a|[[File:Firework Star JE1 BE1.png|32px]] Added firework stars.
    |Firework stars in the [[Creative inventory]] come in only one variation; they do not have any color.}}
    {{History||1.13|snap=17w47a|The ID of firework stars has now been changed from <code>firework_charge</code> to <code>firework_star</code>.
    |Prior to [[Java Edition 1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 402.}}
    
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|[[File:Firework Star JE1 BE1.png|32px]] Added firework stars.
    |Firework stars come in all 16 colors in the [[Creative]] [[inventory]].{{verify|type=update}}{{info needed}}}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of firework star has been changed from <code>fireworkscharge</code> to <code>firework_star</code>.}}
    
    {{History|console}}
    {{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|switch=1.0.1|[[File:Firework Star JE1 BE1.png|32px]] Added firework stars.
    |Firework stars cannot be obtained within the Creative inventory.}}
    {{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|The [[crafting]] interface has now been updated to allow the crafting of firework stars and [[firework rocket]]s.}}
    {{History|foot}}
    
    == Issues ==
    {{Issue list}}
    
    == Trivia ==
    
    * There are 29,617,272,331,290,537 (29.6 quintillion) unique firework stars.
    * Putting firework stars on rockets causes the player to take explosion damage when using them for flying with [[elytra]].
    
    == Gallery ==
    <gallery>
    File:Firework Star (Tricolor Star shaped with Twinkle and Trail effect).gif|Tricolor (Magenta, Pink, White dye) + Star shaped with Twinkle and Trail effect.
    </gallery>
    
    {{Items}}
    
    [[cs:Ohňostrojová hvězda]]
    [[de:Feuerwerksstern]]
    [[es:Estrella de fuegos artificiales]]
    [[fr:Étoile de feu d'artifice]]
    [[hu:Tűzijáték csillag]]
    [[it:Stella pirotecnica]]
    [[ja:花火の星]]
    [[ko:폭죽 탄약]]
    [[nl:Vuurwerkster]]
    [[pl:Gwiazdka pirotechniczna]]
    [[pt:Estrela de fogo de artifício]]
    [[ru:Пиротехническая звезда]]
    [[uk:Зірка феєрверку]]
    [[zh:烟火之星]]</li></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>[[Key|Key]]<br/>{{About|the joke item|the golem|Key Golem|in-game control keys|Controls}}
    {{Exclusive|Java}}
    {{Joke feature}}
    {{Item
    | image = <gallery>
    Red Key.gif | Red
    Yellow Key.gif | Yellow
    Blue Key.gif | Blue
    </gallery>
    | renewable = 
    * Blue: No
    * Red, Yellow: Yes
    | stackable = No
    }}
    
    '''Keys''' were a joke item from [[Java Edition 3D Shareware v1.34]].
    There are three different keys: '''red''', '''yellow''', and '''blue'''.
    
    == Obtaining ==
    
    === Mobs ===
    The red key was dropped by the [[wither]], the yellow key was dropped by [[ravager]]s, and the blue key was dropped by the [[elder guardian]].
    
    === Cheat codes ===
    These keys were also obtainable by using the cheat code "IDKFA" when typing in chat.
    
    === Natural generation ===
    {{LootChestItem|red-key,yellow-key,blue-key}}
    
    == Data values ==
    
    === ID ===
    {{ID table
    |showforms=y
    |generatetranslationkeys=java
    |displayname=Red Key
    |spritetype=item
    |nameid=red_key
    |form=item}}
    {{ID table
    |displayname=Yellow Key
    |spritetype=item
    |nameid=yellow_key
    |form=item}}
    {{ID table
    |displayname=Blue Key
    |spritetype=item
    |nameid=blue_key
    |form=item
    |foot=1}}
    
    == History ==
    {{History|java}}
    {{History||3D Shareware v1.34|[[File:Red Key.gif|32px]] [[File:Yellow Key.gif|32px]] [[File:Blue Key.gif|32px]] Added red, yellow, and blue keys.}}
    {{History|foot}}
    
    == Trivia ==
    *[[File:Green Key.png|32px]] A key with a similar appearance is present in ''The Europa Arcology Incident'', a game made by [[Notch]] in 2009.
    
    {{Items}}
    {{Jokes}}
    
    [[Category:Joke items]]
    
    [[pt:Chave]]</li><li>[[Redstone Comparator|Redstone Comparator]]<br/>{{Block
    | image = 
    | image2 = 
    | transparent = Yes
    | light = No
    | tool = any
    | renewable = Yes
    | stackable = Yes (64)
    | flammable = No
    | lavasusceptible = No
    | group = Redstone Comparator
    | group2 = Subtracting
    | group3 = Powered
    | group4 = Powered+Subtracting
    | 1-1 = Redstone Comparator.png
    | 2-1 = Subtracting Redstone Comparator.png
    | 3-1 = Powered Redstone Comparator.png
    | 4-1 = Powered Subtracting Redstone Comparator.png
    }}
    {{Many images}}
    A '''redstone comparator''' is a [[block]] that can produce an [[Redstone Dust|output signal]] from its front by reading [[chest]]s, [[lectern]]s, [[beehive]]s and similar blocks, or repeat a signal without changing its strength. It can also be set to either stop outputting a signal when its side input recieves a stronger one (front torch off), or subtract its side input's signal strength from its output (front torch on).
    
    == Obtaining ==
    === Natural generation ===
    Redstone comparators generate in [[Ancient City|ancient cities]].
    
    === Breaking ===
    A redstone comparator can be broken instantly with any [[tool]], or by hand, and drops itself as an item.
    
    {{Breaking row|Redstone Comparator|horizontal=y}}
    
    A redstone comparator is removed and dropped as an item if:
    * its attachment block is moved, removed, or destroyed;
    * [[water]] flows into its space;{{only|java}}
    * a [[piston]] tries to push it or moves a block into its space.
    
    If [[lava]] flows into a redstone comparator's space, the redstone comparator is destroyed without dropping as an item.
    
    === Crafting ===
    {{Crafting
    |B1=Redstone Torch
    |A2=Redstone Torch
    |B2=Nether Quartz
    |C2=Redstone Torch
    |A3=Stone
    |B3=Stone
    |C3=Stone
    |Output= Redstone Comparator
    |type=Redstone
    }}
    
    == Usage ==
    A redstone comparator can be placed on the top of any [[opaque]] block with a solid full-height top surface (including upside-down [[slab]]s and upside-down [[stairs]]). {{IN|be}}, a comparator can also be placed on [[wall]]s and fences. For more information about placement on transparent blocks, see [[Opacity/Placement]].
    
    The redstone comparator has a front and a back — the arrow on the top of the comparator points to the front. When placed, the comparator faces away from the player. The comparator has two miniature redstone torches at the back and one at the front. The back torches turn on when the comparator's output is greater than zero (the arrow on top also turns red). The front torch has two states that can be toggled by {{control|using}} the comparator:
    * Down and unpowered (indicating the comparator is in "comparison mode")
    * Up and powered (indicating the comparator is in "subtraction mode")
    
    The redstone comparator can take a signal strength input from its rear as well as from both sides. Side inputs are accepted only from [[redstone dust]], [[block of redstone]], [[redstone repeater]]s, other comparators, and [[observer]]s in specific scenarios. The redstone comparator's front is its output.
    
    It takes 1 [[redstone tick]] (2 game ticks, or 0.1 seconds barring lag) for signals to move through a redstone comparator, either from the rear or from the sides. This applies to changing signal strengths as well as simply to turning on and off. 
    
    Redstone comparators check their power state before their scheduled ticks update. This results in redstone comparators not usually responding to 1-tick fluctuations of power or signal strength — for example, a [[clock circuit|1-clock]] input is treated as always off from the side, and always on from the rear. This happens because the signal changes back to its original state before the redstone comparator checks its input states. However, certain setups such as powering any input with two separate observer pulses at the same time will cause a redstone comparator to respond to 2 gametick pulses.
    
    The redstone comparator has four functions: maintain signal strength, compare signal strength, subtract signal strength, and measure certain block states (primarily the fullness of containers).
    
    === Maintain signal strength ===
    A redstone comparator with no powered sides outputs the same signal strength as its rear input.
    
    === Compare signal strength ===
    [[File:Comparators Explained.png|Comparators in comparison mode.|thumb]]
    A redstone comparator in comparison mode (front torch down and unpowered) compares its rear input to its two side inputs. If either side input is greater than the rear input, the comparator output turns off. If neither side input is greater than the rear input, the comparator outputs the same signal strength as its rear input.
    
    The formula for calculating the output signal strength is as follows:
    
    <code>output = rear × [[Wikipedia:Iverson bracket|[]]'''''left''''' ≤ '''''rear''''' AND '''''right''''' ≤ '''''rear'''''[[Wikipedia:Iverson bracket|<nowiki>]]]</code>
    {{-}}
    
    === Subtract signal strength ===
    [[File:Redstone comparator.png|thumb|The greatest of the side inputs A and C is subtracted from the rear input B, outputting 1. If either A or C were greater than B, it would output 0.]]
    A redstone comparator in subtraction mode (front torch up and powered) subtracts the signal strength of the higher side input from the signal strength of the rear input.
    
    <code>output = max('''''rear''''' − max('''''left''', '''right'''''), 0)</code>
    
    For example: if the signal strength is 6 at the left input, 7 at the right input and 4 at the rear, the output signal has a strength of ''max(4 − max(6, 7), 0) = max(4−7, 0) = max(−3, 0) = 0''.
    
    If the signal strength is 9 at the rear, 2 at the right input and 5 at the left input, the output signal has a strength of ''max(9 − max(2, 5), 0) = max(9−5, 0) = 4''.
    
    === Measure block state ===
    {{Schematic | caption = A redstone comparator can measure the fullness of a chest, as well as other block states, even through an opaque block.
     |rd-ew!|rc-w!|ch|SB|rc-e!|rd-ew!
    }}
    A redstone comparator treats certain blocks behind it as power sources and outputs a signal strength proportional to the block's state. The comparator may be separated from the measured block by an opaque block. However, {{in|je}}, if the opaque block is powered to signal strength 15, then the comparator outputs 15 no matter the fullness of the container.<ref>{{bug|MC-64394}} (resolved as "Works As Intended")</ref>
    [[Category:Java Edition specific information]]
    {{-}}
    
    ==== Fullness of containers ====
    {| class="wikitable floatright" style="margin-left: 0.5em; margin-right: 0; text-align: center;"
    |+ Minimum Items for Container Signal Strength
    |-
    !Containers
    !{{BlockSprite|Furnace|link=Furnace}}<br>{{BlockSprite|Blast Furnace|link=Blast Furnace}}<br>{{BlockSprite|Smoker|link=Smoker}}
    !{{BlockSprite|Hopper|link=Hopper}}<br>{{EntitySprite|Minecart with Hopper|link=Minecart with Hopper}}<br>{{BlockSprite|Brewing Stand|link=Brewing Stand}}
    !{{BlockSprite|Dispenser|link=Dispenser}}<br>{{BlockSprite|Dropper|link=Dropper}}
    !{{BlockSprite|Chest|link=Chest}}<br>{{EntitySprite|Minecart with Chest|link=Minecart with Chest}}<br>{{BlockSprite|Shulker Box|link=Shulker Box}}<br>{{BlockSprite|Barrel|link=Barrel}}
    ![[Double Chest|{{Schematic|size=16|ch-s|-|ch-n}}
    ]]
    !{{BlockSprite|Jukebox|link=Jukebox}}
    |-
    !Total Slots
    !3!!5!!9!!27!!54!!1
    |-
    !Power Level
    ! colspan="5" |Number of Items
    !Music Disc
    |-
    |0||0||0||0||0||0||No disc
    |-
    |1||1||1||1||1||1||"13"
    |-
    |2||14||23||42||1s 60||3s 55||"cat"
    |-
    |3||28||46||1s 19||3s 55||7s 46||"blocks"
    |-
    |4||42||1s 5||1s 60||5s 51||11s 37||"chirp"
    |-
    |5||55||1s 28||2s 37||7s 46||15s 28||"far"
    |-
    |6||1s 5||1s 51||3s 14||9s 42||19s 19||"mall"
    |-
    |7||1s 19||2s 10||3s 55||11s 37||23s 10||"mellohi"
    |-
    |8||1s 32||2s 32||4s 32||13s 32||27s||"stal"
    |-
    |9||1s 46||2s 55||5s 10||15s 28||30s 55||"strad"
    |-
    |10||1s 60||3s 14||5s 51||17s 23||34s 46||"ward"
    |-
    |11||2s 10||3s 37||6s 28||19s 19||38s 37||"11"
    |-
    |12||2s 23||3s 60||7s 5||21s 14||42s 28||"wait"
    |-
    |13||2s 37||4s 19||7s 46||23s 10||46s 19||"Pigstep"
    |-
    |14||2s 51||4s 42||8s 23||25s 5||50s 10||"Otherside"<br>"Relic"
    |-
    |15||3s||5s||9s||27s||54s||"5"
    |}
    A redstone comparator can output a signal indicating how full a container is. (0 for empty, 15 for full, etc.) The table on the right is described more in detail, later in this section.
    
    Containers that can be measured by a comparator include:
    * {{BlockLink|Furnace}}
    * {{BlockLink|Blast Furnace}}
    * {{BlockLink|Smoker}}
    * {{BlockLink|Brewing Stand}}
    * {{BlockLink|Hopper}}
    * {{ItemLink|Minecart with Hopper}} on top of a [[detector rail]]
    * {{BlockLink|Dispenser}}
    * {{BlockLink|Dropper}}
    * {{BlockLink|Chest}}
    * {{BlockLink|Trapped Chest}}
    * {{ItemLink|Minecart with Chest}} on top of a [[detector rail]]
    * {{BlockLink|Barrel}}
    * {{SchematicSprite|size=16|ch-e}}{{SchematicSprite|size=16|ch-w}} Large chest
    * {{SchematicSprite|size=16|ch-e}}{{SchematicSprite|size=16|ch-w}} Large trapped chest
    * {{BlockLink|Shulker Box}} (any color)
    
    Generally speaking, the comparator output signal strength represents the average fullness of the slots, based on how many of that item form a full stack (64, 16, or 1 for non-stackable items).
    
    The ''Minimum Items for Container Signal Strength'' table (right) shows the minimum '''''full-stack-equivalent (FSE)''''' to produce different signal strengths from common containers. A '''''full-stack-equivalent''''' quantifies how many normal 64-stackable items are needed to output a corresponding signal strength. The 's' is a constant 64, with the additional amount needed following after.
    
    One may also consider the terms: '''c''umulative-weight''''' or '''''weighted-sum''''' instead of '''''full-stack-equivalent'''''.
    
    Items that stack to a max of 16  ([[snowball]]s, [[sign]]s, [[ender pearl]]s, etc.), contribute +4 to the ''full-stack-equivalent'' for each unity (count of 1 item). Similarly, items that stack to 1 ([[minecart]], [[boat]], etc.) contribute +64, and items that stack to 64 contribute +1.
    
    Example 1: 3 ender pearls will contribute a 3 x 4 = 12 ''full-stack-equivalent''.
    
    Example 2: 16 ender pearls and 60 redstone dust contributes a 16x4 + 60x1 = 124 ''full-stack-equivalent''.
    
    Example 3: 1 minecart and 60 redstone dust contributes a 1x64 + 60x1 = 124 ''full-stack-equivalent''.
    
    Example 4: To produce a signal strength of 10 from a hopper, one requires a ''full-stack-equivalent'' of at least 3s + 14 = 206 but strictly less than than 3s + 37 = 229. This can be done with 3 minecarts, and 14 dirt.
    
    When a comparator measures a large chest or large trapped chest, it measures the entire large chest (54 slots), not just the half directly behind the comparator. A chest or trapped chest that cannot be opened (either because it has an opaque block, [[ocelot]], or [[cat]] above it) always produces an output of 0 no matter how many items are in the container — shulker boxes can always be measured, even if they cannot open.
    
    ;Calculating signal strength from items
    
    :When a container is empty, the output is off.
    
    :When it is not empty, the output signal strength is calculated as follows:
    
    :<code>'''''signal strength''''' = floor(1 + (('''''sum of all slots' fullnesses''''') / ('''''number of slots in container''''')) × 14)</code>
    
    :<code>fullness of a slot = '''''number of items in slot''''' / '''''max stack size for this type of item'''''</code>
    
    :''Example:'' 300 blocks in a dispenser (which has 9 slots), where each block stacks to a maximum of 64 has a 300 ''full-stack-equivalent.'' This produces an output with a signal strength of 8:
    <blockquote>
    1 + ((300 items / 64 items per slot) / 9 slots) × 14 = 8.292, floored is 8
    </blockquote>
    
    ;Calculating items from signal strength
    
    :It can be useful in redstone circuits to use containers with comparators to create signals of a specific strength. The number of items required in a container to produce a signal of desired strength is calculated as follows:
    
    :<code>items required = max('''''desired signal strength''''', roundup(('''''total slots in container''''' × 64 / 14) × (desired signal strength − 1)))</code>
    
    :''Example:'' To use a furnace (which has 3 slots) to create a strength 9 signal, players need 110 items:
    <blockquote>
    max(9, (3×64/14) × (9−1)) = 109.714, rounded up is 110
    </blockquote>
    {{-}}
    
    ==== Miscellaneous ====
    [[File:Comparator storage.png|Comparators used to measure containers.|thumb]]
    Some non-container blocks can also be measured by a redstone comparator:
    
    ;{{BlockLink|Beehive}} and {{BlockLink|Bee nest}}
    
    : A hive or nest outputs a signal strength equal to the amount of honey in the hive/nest.
    
    ;{{BlockLink|Cake}}
    
    : A cake outputs a signal strength relative to the amount of cake remaining.  Each slice is worth 2 signal strength, with 7 total slices, for an output of 14 for a full cake.
    
    [[File:Cauldron Redstone Strength Values.png|Cauldron signal strength|thumb]]
    ;{{BlockLink|Cauldron}}
    
    : A cauldron outputs different signal strengths depending on how much water or powdered snow is inside. From completely empty to completely full, the output values are 0, 1, 2, and 3. If lava or powder snow is inside, the strength is always 3.
    
    [[File:Composter Redstone Strength Values.png|Composter signal strength|thumb]]
    ;{{BlockLink|Composter}}
    
    : A composter outputs different signal strengths depending on the level inside. From completely empty to completely full, the output values are 0, 1, 2, 3, 4, 5, 6, 7 and 8.
    
    ;{{Anchor|CommandBlock}}{{BlockLink|Command Block}}
    
    : A command block stores the "success count" of the last command executed, which represents the number of times the most recently used command of this command block succeeded. A "success" is defined by the [[command]]'s success conditions: if a red error message is returned in the chat, the command was not successful.
    
    : Most commands can succeed once per execution, but certain commands (such as those that accept players as arguments) can succeed multiple times, and the comparator outputs the number of times it succeeded (maximum 15 when sent to redstone dust, but in the code it is able to go up to the 32-bit integer limit, and can be used in contraptions with no redstone dust with those values).
    
    : A command block continues to store the success count of the last command executed until it executes its command again, thus the comparator continues to output the same signal strength even after the command block is no longer being activated (it doesn't turn off when the signal to the command block turns off).
    
    ;{{BlockLink|End Portal Frame}}
    
    : An end portal frame outputs a full signal of 15 if it contains an [[eye of ender]] and zero otherwise.
    
    [[File:Item frame and comparator.png|A comparator can measure the presence and rotation of an item frame's contents.|thumb]]
    
    ;{{EntityLink|Item Frame}}
    
    : A comparator can measure the state of an [[item frame]]'s contents. An item frame comparator outputs 0 if the item frame is empty, or 1 to 8 for any item depending on its rotation: 1 at initial placement, plus 1 for each 45° of rotation for a maximum of 8.
    
    : For an item frame that holds a map, a unit of rotation is 90° instead of 45°, but a comparator still outputs power levels 1 to 8. It takes two full rotations to cycle through all comparator outputs, and each orientation of the map corresponds to two output levels that differ by 4.
    
    : The comparator must be placed behind the block the item frame is attached to, facing away from the item frame. The block must be a full block, and the item frame cannot be submerged in water. Having a sign in the same block as the item frame will prevent the frame from sending a signal as well.{{only|java}}
    
    ;{{BlockLink|Jukebox}}
    
    : A jukebox outputs a signal strength indicating which music disc is currently playing. See the ''Minimum Items for Container Signal Strength'' table above.
    
    ;{{BlockLink|Lectern}}
    
    : A lectern outputs a signal strength that depends on what page the player is currently on. The calculation used is:
    :<code>'''''signal strength''''' = floor(1 + (('''''current page''''' - 1) / ('''''number of pages in book''''' - 1)) × 14)</code>
    :This results in page 1 having a signal strength of 1, and the last page having a signal strength of 15. The exception is a single page book, which will output a signal strength of 15.
    :For example, a book with 15 pages will output a signal equal to the current page number.  A book with 5 pages will output signal strengths of 1, 4, 8, 11 and 15 for the different pages. A book with 100 pages will have the signal strength increase to the next level on pages 1, 9, 16, 23, 30, 37, 44, 51, 58, 65, 72, 79, 86, 93 and 100.
    :
    
    ;{{BlockLink|Respawn Anchor}}
    
    : A respawn anchor outputs a signal strength of 0, 3, 7, 11, or 15, depending on the "charged" value.
    
    ;{{BlockLink|Sculk Sensor}}
    
    : A sculk sensor outputs a signal strength depending on the type of vibration that is detected.
    
    ;{{BlockLink|Chiseled Bookshelf}}
    
    : A chisled bookshelf outputs a signal strength between 1 and 6 indicating the last slot interacted with. When no slot has been interacted with yet, it outputs 0.
    {{-}}
    
    == Sounds ==
    === Generic ===
    {{Edition|Java}}:
    {{Sound table/Block/Stone/JE}}
    {{Edition|Bedrock}}:
    {{Sound table/Block/Wood/BE}}
    
    === Unique ===
    {{edition|java}}:
    {{Sound table
    |rowspan=2
    |sound=Click.ogg
    |subtitle=Comparator clicks
    |source=block
    |description=When a comparator is set to subtraction mode
    |id=block.comparator.click
    |translationkey=subtitles.block.comparator.click
    |volume=0.3
    |pitch=0.55
    |distance=16}}
    {{Sound table
    |subtitle=Comparator clicks
    |source=block
    |description=When a comparator is set to comparison mode
    |id=block.comparator.click
    |translationkey=subtitles.block.comparator.click
    |volume=0.3
    |pitch=0.5
    |distance=16
    |foot=1}}
    
    {{edition|bedrock}}:
    {{Sound table
    |type=bedrock
    |rowspan=2
    |sound=Click.ogg
    |source=block
    |description=When a comparator is set to subtraction mode
    |id=block.click
    |volume=0.2
    |pitch=0.55}}
    {{Sound table
    |source=block
    |description=When a comparator is set to comparison mode
    |id=block.click
    |volume=0.2
    |pitch=0.5
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Redstone Comparator
    |spritetype=block
    |nameid=comparator
    |foot=1}}
    {{ID table
    |displayname=Block entity
    |spritename=redstone-comparator
    |spritetype=block
    |nameid=comparator
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |firstcolumnname=Redstone Comparator
    |shownumericids=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Unpowered block
    |spritename=unpowered-comparator
    |spritetype=block
    |nameid=unpowered_comparator
    |id=149
    |form=block
    |translationkey=-}}
    {{ID table
    |displayname=Powered block
    |spritename=powered-comparator
    |spritetype=block
    |nameid=powered_comparator
    |id=150
    |form=block
    |translationkey=-}}
    {{ID table
    |displayname=Item
    |spritename=redstone-comparator
    |spritetype=item
    |nameid=comparator
    |id=522
    |form=item
    |foot=1}}
    {{ID table
    |notnamespaced=y
    |displayname=Block entity
    |spritename=redstone-comparator
    |spritetype=block
    |nameid=Comparator
    |foot=1}}
    
    === Block states ===
    {{see also|Block states}}
    {{/BS}}
    
    === Block data ===
    A redstone comparator has a block entity associated with it that holds additional data about the block.
    
    {{el|je}}:
    {{see also|Block entity format}}
    {{/BE}}
    
    {{el|be}}:
    : See [[Bedrock Edition level format/Block entity format]].
    
    == Advancements ==
    {{Load advancements|the power of books}}
    
    == Video ==
    
    <div style="text-align:center">{{yt|J7Z20Zzz3yU}}</div>
    
    == History ==
    {{info needed section|If {{bug|MC-50242}} also affected comparators?}}
    ''For a more in-depth breakdown of changes to repeater textures and models, including a set of renders for each state combination, see [[/Asset history]]''
    {{History|java}}
    {{History||November 24, 2012|link=https://youtube.com/watch?v=YG9RNyRhIow&t=6m56s|[[Jeb]] stated that there may be a "capacitor" in [[Minecraft]]. }}
    {{History||December 27, 2012|link={{tweet|Dinnerbone|284388625595125760}}|[[Dinnerbone]] released [https://web.archive.org/web/20190710120115/https://imgur.com/a/FBKed pictures] of the first version of the "comparator", stating it was a replacement for the "capacitor" idea that has variable, alternate inputs.}}
    {{History||January 2, 2013|link={{tweet|Dinnerbone|286428595423965184}}|Dinnerbone released one more [http://dinnerbone.com/media/uploads/2013-01/screenshots/2013-01-02_12.06.47.png picture] of the comparator. The picture itself showing a digital-to-analog converter, using the comparator as the main [[block]].}}
    {{History||1.5|snap=13w01a|[[File:Redstone Comparator (S) JE1.png|32px]] [[File:Powered Redstone Comparator (S) JE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE1.png|32px]] [[File:Redstone Comparator (item) JE1 BE1.png|32px]] Added redstone comparators.
    |Redstone comparators have 0 delay.
    At this point, block ID 149 was used for unpowered comparators, and block ID 150 for powered comparators.}}
    {{History|||snap=13w01b|A delay of 1 game tick ({{frac|1|2}} redstone tick) has now been added to redstone comparators to fix bugs.
    |The ability to measure containers to redstone comparators has now been added.}}
    {{History|||snap=13w02a|[[File:Redstone Comparator (S) JE2.png|32px]] [[File:Powered Redstone Comparator (S) JE2.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2.png|32px]] The appearance of redstone comparators has now been changed - the top texture has changed to show [[quartz]] in the middle and the sides now use the [[smooth stone]] texture rather than the smooth stone slab side texture.
    |The algorithm for measuring containers has now been changed so that redstone comparators output a signal with as few as 1 [[item]] in the container.}}
    {{History|||snap=13w02b|Redstone comparators now treat large [[chest]]s as a single container.}}
    {{History|||snap=13w03a|Redstone comparators now output success count of [[command block]]s.
    |Redstone comparators now measure container [[minecart]]s on [[detector rail]]s.}}
    {{History|||snap=13w04a|Redstone comparators now measure [[jukebox]]es.}}
    {{History|||snap=13w05a|Redstone comparators no longer cause constant [[block]] updates. The delay has now been made consistent, and side input no longer causes a pulse output.
    |Block 150 (later <code>powered_comparator</code>) is no longer used; powered state is now represented by the 8s bit on block 149 (later <code>unpowered_comparator</code>).}}
    {{History|||snap=13w05b|Redstone comparator delay has now been changed from 1 game tick (1/2 [[redstone]] tick) to 2 game ticks (1 redstone tick).}}
    {{History|||snap=13w09c|The redstone signal strength from a redstone comparator next to a [[brewing stand]] with 3 [[water bottle]]s in it is now the same as one with 3 water bottles and 1 ingredient in it.}}
    {{History||1.6.1|snap=13w18a|Redstone comparators now measure [[cauldron]]s and [[end portal frame]]s.}}
    {{History||1.8|snap=14w04a|Redstone comparators now measure [[item frame]]s.}}
    {{History|||snap=14w10a|The torches under redstone comparators have now been shortened, which has changed the underside appearance from [[File:Redstone Comparator UNKVER1 (facing NWU).png|32px]] [[File:Powered Redstone Comparator UNKVER1 (facing NWU).png|32px]] [[File:Subtracting Redstone Comparator UNKVER1 (facing NWU).png|32px]] [[File:Powered Subtracting Redstone Comparator UNKVER1 (facing NWU).png|32px]] to [[File:Redstone Comparator UNKVER2 (facing NWU).png|32px]].}}
    {{History|||snap=14w25a|[[File:Redstone Comparator (S) JE3.png|32px]] [[File:Powered Redstone Comparator (S) JE3.png|32px]] [[File:Subtracting Redstone Comparator (S) JE3.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE3.png|32px]] The torches on comparators are now subject to ambient occlusion.
    |Comparators set to subtract mode appear to be powered as well regardless of incoming power. The subtracting-only model still exists and can be achieved through {{cmd|setblock}}.}}
    {{History|||snap=14w25b|[[File:Subtracting Redstone Comparator (S) JE4.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE4.png|32px]] The powered front torch when in subtraction mode is now lower.
    |Comparators set to subtract by hand now appear normally again.}}
    {{History|||snap=14w28a|Redstone comparators now measure [[cake]]s.}}
    {{History||1.9|snap=15w42a|With the addition of the [[blaze powder]] fuel slot, [[brewing stand]]s now have 5 slots instead of 4. Their original comparative power values from redstone comparators are listed below:
    {{{!}} class{{=}}"wikitable collapsible collapsed" data-description{{=}}"Original values"
    ! Original values
    {{!}}-
    {{!}}
    *0: 0
    *1: 1
    *2: 19
    *3: 37
    *4: 55
    *5: 1s 10
    *6: 1s 28
    *7: 1s 46
    *8: 2s
    *9: 2s 19
    *10: 2s 37
    *11: 2s 55
    *12: 3s 10
    *13: 3s 28
    *14: 3s 46
    *15: 4s
    {{!}}}
    }}
    {{History|||snap=15w47a|Redstone comparators' side inputs now take power from [[redstone block]]s.}}
    {{History||1.13|snap=17w47a|All 3 IDs for the redstone comparator have now been merged into one ID: <code>comparator</code>.
    |Redstone comparators now render their underside, which has changed their undersides from [[File:Redstone Comparator UNKVER2 (facing NWU).png|32px]] to [[File:Redstone Comparator UNKVER3 (facing NWU).png|32px]].
    |Prior to [[1.13/Flattening|''The Flattening'']], these blocks' numeral IDs were 149 and 150, and the [[item]]'s 404.
    |As a result, the formerly unused comparator ID is now technically used again, due to both unpowered and powered versions being merged into a single comparator block ID.}}
    {{History||1.14|snap=18w43a|[[File:Redstone Comparator (S) JE4.png|32px]] [[File:Powered Redstone Comparator (S) JE4.png|32px]] [[File:Subtracting Redstone Comparator (S) JE5.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE5.png|32px]] [[File:Redstone Comparator (item) JE2 BE2.png|32px]] The textures of redstone comparators have now been changed.}}
    {{History|||snap=19w02a|Redstone comparators now measure [[lectern]]s.}}
    {{History|||snap=19w03a|Redstone comparators now measure [[composter]]s.}}
    {{History|||snap=19w12b|Redstone comparators can now be placed on [[glass]], [[ice]], [[glowstone]] and [[sea lantern]]s.}}
    {{History||1.15|snap=19w34a|Redstone comparators now measure how much honey is inside [[beehive|bee hive]]s and [[bee nest]]s.}}
    {{History||1.16|snap=20w06a|The way to calculate the input signals of redstone comparators has now been changed.}}
    {{History|||snap=20w11a|The changes to the way of calculating the input signals of redstone comparators from [[Java Edition 20w06a|20w06a]] have now been reverted.}}
    {{History|||snap=20w16a|Redstone comparators now measure [[Pigstep music disc]]s in [[jukebox]]es.}}
    {{History||1.17|snap=20w45a|Redstone comparators now measure [[lava cauldron]]s.}}
    {{History|||snap=20w46a|Redstone comparators now measure [[Cauldron#Holding powder snow|powder snow cauldron‌]]s.}}
    {{History||1.18|snap=21w41a|[[File:Powered Redstone Comparator (S) JE5.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE6.png|32px]] The texture of powered redstone comparator have now been changed.}}
    {{History||1.19|snap=22w13a|Redstone comparators now generate as part of [[ancient cities]].}}
    {{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Redstone comparators now measure [[chiseled bookshelves]].}}
    {{History||1.20.2|snap=23w33a|Redstone comparators now use stone sounds instead of wood sounds.<ref>{{bug|MC-182820|||Fixed}}</ref>}}
    
    {{History|pocket alpha}}
    {{History||v0.14.0|snap=build 1|[[File:Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2 BE1.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE1 BE1.png|32px]] Added redstone comparators.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Redstone comparators now measure [[end portal frame]]s.}}
    {{History||1.0.5|snap=alpha 1.0.5.0|Redstone comparators now output success count of [[command block]]s.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Redstone comparators now measure [[shulker box]]es.}}
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|Redstone comparators now measure [[jukebox]]es.
    |Redstone comparators now render their underside, which has changed their undersides from [[File:Redstone Comparator UNKVER1 (facing NWU).png|32px]] to [[File:Redstone Comparator UNKVER3 (facing NWU).png|32px]]}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Redstone Comparator (S) BE.png|32px]] [[File:Powered Redstone Comparator (S) BE.png|32px]] [[File:Subtracting Redstone Comparator (S) BE.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) BE.png|32px]] [[File:Redstone Comparator (item) JE2 BE2.png|32px]] The textures of redstone comparators have now been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Redstone comparators now measure [[smoker]]s, [[blast furnace]]s, [[lectern]]s and [[composter]]s.}}
    {{History||1.18.10|snap=beta 1.18.10.20|[[File:Powered Redstone Comparator (S) JE5.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE6.png|32px]] The texture of powered redstone comparator have now been changed.}}
    {{History||1.20.30|snap=beta 1.20.30.20|Redstone comparators now use the <code>minecraft:cardinal_direction</code> [[block state]] instead of <code>direction</code>.}}
    
    {{History|console}}
    {{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|switch=1.0.1|[[File:Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2 BE1.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE1 BE1.png|32px]] Added redstone comparators.}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|switch=1.0.1|Redstone comparators can now measure [[item frame]]s.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Redstone Comparator (S) BE.png|32px]] [[File:Powered Redstone Comparator (S) BE.png|32px]] [[File:Subtracting Redstone Comparator (S) BE.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) BE.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE2 BE2.png|32px]] The textures of redstone comparators have now been changed.}}
    
    {{History|3ds}}
    {{History||0.1.0|[[File:Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2 BE1.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE2 BE2.png|32px]] Added redstone comparators.}}
    {{History|foot}}
    
    === Redstone comparator "items" ===
    {{:Technical blocks/Redstone Comparator}}
    
    == Issues ==
    {{issue list}}
    
    == Trivia ==
    * Comparators do not emit redstone particles when powered, unlike redstone torches and repeaters.<ref>{{bug|MC-51692|||WAI}}</ref>
    
    == Gallery ==
    <gallery>
    Dinnerbone Comparator 1.png|Dinnerbone showing how comparators work.
    Dinnerbone Comparator 2.png|Dinnerbone showing how comparators work.
    Dinnerbone Comparator 3.png|Dinnerbone showing how comparators work.
    Dinnerbone Comparators 1.png|A contraption incorporating comparators.
    Dinnerbone Comparators 2.png|Comparators in action.
    Dinnerbone Comparators 3.png|Output specific signals.
    Dinnerbone Comparator Thing.png|Another comparator in use.
    Item Frame Comparator.png|Rotating the torch in the item frame adjusts the comparator's output.
    </gallery>
    
    == References ==
    {{reflist}}
    
    {{Redstone}}
    {{Blocks|Utility}}
    {{Items}}
    
    [[Category:Mechanics]]
    [[Category:Block entities]]
    [[Category:Redstone mechanics]]
    [[Category:Mechanisms]]
    [[Category:Manufactured blocks]]
    [[Category:Non-solid blocks]]
    
    [[de:Redstone-Komparator]]
    [[es:Comparador de redstone]]
    [[fr:Comparateur de redstone]]
    [[hu:Redstone-komparátor]]
    [[ja:レッドストーンコンパレーター]]
    [[ko:레드스톤 비교기]]
    [[nl:Redstonevergelijker]]
    [[pl:Komparator]]
    [[pt:Comparador de redstone]]
    [[ru:Компаратор]]
    [[uk:Редстоуновий компаратор]]
    [[zh:红石比较器]]</li></ul></nowiki>
    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>[[Orange Dye|Orange Dye]]<br/>{{Item
    |image = Orange_Dye_JE2_BE2.png
    |renewable = Yes
    |stackable = Yes (64)
    }}
    '''Orange dye''' is a [[Dye#Quasi-Primary|quasi-primary dye]] crafted from [[Flower|orange tulips]], or by combining one [[red dye]] with one [[yellow dye]].
    
    == Obtaining ==
    
    === Crafting ===
    
    {{Crafting
      |head = 1
      |showname = 0
      |Orange Tulip; Torchflower
      |Output=Orange Dye
      |type=Material
    }}
    {{Crafting
      |Red Dye
      |Yellow Dye
      |Output = Orange Dye,2
      |type = Material
      |foot = 1
    }}
    
    === Loot chest ===
    {{#invoke:LootChest|base3|orange-dye}}
    
    === Trading ===
    [[Wandering trader|Wandering traders]] sell 3 orange dye for an [[emerald]].
    
    == Usage ==
    {{dye usage}}
    
    === Crafting ingredient ===
    {{crafting usage|ignore=Banner|continue=1}}
    {{banner crafting usage}}
    
    === Loom ingredient ===
    {{Banner loom usage|Orange Dye}}
    
    === Trading ===
    
    Apprentice-level shepherd [[villager]]s have a 20% chance to buy 12 orange dye for an [[emerald]] as part of their trades.{{only|bedrock}}
    
    Journeyman-level shepherd [[villager]]s have a {{frac|1|3}} chance to buy 12 orange dye for an [[emerald]].{{only|java}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Orange Dye
    |spritetype=item
    |nameid=orange_dye
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Orange Dye
    |spritetype=item
    |nameid=orange_dye
    |aliasid=dye / 14
    |id=409
    |form=item
    |translationkey=item.dye.orange.name
    |foot=1}}
    
    == Video ==
    
    <div style="text-align:center">{{yt|25t7uNMOFS8}}</div>
    
    == History == 
    
    {{History|java beta}}
    {{History||1.2|[[File:Orange Dye JE1 BE1.png|32px]] Added orange dye.}}
    {{History|java}}
    {{History||1.4.2|snap=12w34a|Added the ability to [[Armor#Dyeing|dye]] leather [[armor]] and [[wolf]] collars.}}
    {{History||1.4.6|snap=12w49a|Orange dye can now be crafted with [[gunpowder]] to create a [[firework star]].}} 
    {{History||1.6.1|snap=13w19a|[[Stained clay]] can now be [[crafting|crafted]].}}
    {{History||1.7.2|snap=13w36a|With the addition of the new [[flower]]s, many secondary and tertiary [[dye]]s are now primary dyes.}}
    {{History|||snap=13w41a|[[Stained glass]] can now be crafted.}}
    {{History||1.8|snap=14w30a|Added [[banner]]s, which can be dyed.}}
    {{History||1.11|snap=16w39a|Added the ability to dye [[shulker box]]es.}}
    {{History||1.12|snap=17w15a|Added the ability to dye [[bed]]s.}}
    {{History||1.13|snap=17w47a|The different data values for the <code>dye</code> ID has now been split up into their own IDs.
    |Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 351.}}
    {{History||1.14|snap=18w43a|[[File:Orange_Dye_JE2_BE2.png|32px]] The texture of orange dye has now been changed.}}
    {{History|||snap=18w44a|Orange dye can now change the text color on [[sign]]s to orange.}}
    {{History|||snap=19w05a|Added the [[wandering trader]], which sells orange dye.}}
    {{History|||snap=19w11a|Orange dye can now be [[trading|bought]] by shepherd villagers.}}
    {{History||1.17|snap=20w45a|Orange dye can now be used to craft [[orange candle]]s.}}
    {{History|||snap=21w19a|Orange dye can no longer be used to craft orange candles.}}
    {{History|||snap=Pre-release 1|Orange dye can now once again be used to craft orange candles.}}
    {{History||1.20 (Experimental)|link=1.19.3|snap=22w42a|Orange dye can now change the text color on [[hanging sign]]s to orange.}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[Torchflower]]s can now be crafted into orange dye.}}
    {{History||1.20|snap=23w12a|Orange dye can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}
    {{History|||snap=23w16a|Orange dye no longer generates in [[suspicious sand]] in [[trail ruins]].|Due to the split of the archaeological loot tables for suspicious gravel within [[trail ruins]], orange dye is now common loot.}}
    
    {{History|pocket alpha}}
    {{History||v0.3.0|[[File:Orange Dye JE1 BE1.png|32px]] Added orange dye. It is currently unobtainable and serves no purpose.}}
    {{History||v0.4.0|Orange dye is now [[craft]]able with rose red and dandelion yellow.
    |Orange dye can now be used to craft orange [[wool]].}}
    {{History||v0.8.0|snap=build 1|Orange dye is now used to craft [[cocoa bean]]s (version exclusive).}}
    {{History||v0.14.0|snap=build 1|Orange dye can now be used to dye [[water]] in [[cauldron]]s.}}
    {{History||unknown|The above recipe for orange dye has now been removed.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Orange dye can now be used to dye [[shulker]]s.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Orange dye can now be used to craft [[concrete powder]] and colored [[bed]]s.}}
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|Orange dye can now be used to craft [[firework star]]s, [[stained glass]], and patterns on [[banner]]s.}}
    {{History||1.4.0|snap=beta 1.2.20.1|Orange dye can now be used to craft [[balloon]]s and [[glow stick]]s.}}
    {{History||1.8.0|snap=beta 1.8.0.8|Orange dye can now be used to dye [[cat]] collars.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Orange dye is now [[trading|sold]] by [[wandering trader]]s.
    |Orange dye can now be used to dye white [[carpet]]s.
    |[[File:Orange_Dye_JE2_BE2.png|32px]] The texture of orange dye has now been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Orange dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of orange dye has been changed from <code>dye/14</code> to <code>orange_dye</code>.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.00|switch=1.0.1|wiiu=Patch 1|[[File:Orange Dye JE1 BE1.png|32px]] Added orange dye.}}
    {{History|ps4}}
    {{History||1.90|[[File:Orange_Dye_JE2_BE2.png|32px]] The texture of orange dye has now been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Orange_Dye_JE2_BE2.png|32px]] Added orange dye.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == References ==
    {{Reflist}}
    
    {{Items}}
    
    [[cs:Oranžové barvivo]]
    [[de:Oranger Farbstoff]]
    [[es:Tinte naranja]]
    [[fr:Teinture orange]]
    [[hu:Narancssárga festék]]
    [[ja:橙色の染料]]
    [[ko:주황색 염료]]
    [[nl:Oranje kleurstof]]
    [[pl:Pomarańczowy barwnik]]
    [[pt:Corante laranja]]
    [[ru:Оранжевый краситель]]
    [[zh:橙色染料]]
    
    [[Category:Items]]
    [[Category:Dyes]]
    [[Category:Renewable resources]]</li><li>[[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>
    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>[[Honey Bottle|Honey Bottle]]<br/>{{Item
    | title = Honey Bottle
    | image = Honey Bottle.png
    | renewable = Yes
    | heals = {{hunger|6}}
    |effects=Clears {{EffectLink|Poison}}
    | stackable = Yes (16)
    }}
    
    A '''honey bottle''' is a [[drinks|consumable drink]] [[item]] obtainable by using a [[glass bottle]] on a full [[beehive]].  Honey bottles remove [[poison]] when drunk and can be used to craft [[Honey Block|honey blocks]] and [[sugar]].
    
    == Obtaining ==
    {{See also|Tutorials/Honey farming}}
    
    === Harvesting ===
    A honey bottle can be obtained by using a [[glass bottle]] on either a [[beehive]] or [[beehive|bee nest]] with a honey level of 5. Doing this angers any [[bee]]s inside, causing them to attack the player, unless there is a [[campfire]] or another [[block]] on [[fire]] beneath the bee nest or beehive.
    
    A [[dispenser]] with glass bottles can be used to collect the honey without angering the bees. The honey bottle appears as an item in the dispenser's inventory. If the dispenser is full, the honey bottle is shot out.
    
    === Crafting ===
    {{Crafting
    |Glass Bottle
    |Glass Bottle
    |Honey Block
    |Glass Bottle 
    |Glass Bottle
    |Output=Honey Bottle, 4
    |type= Foodstuff
    }}
    
    == Usage ==
    To drink a honey bottle, press and hold {{control|use}} while it is selected in the [[hotbar]]. Drinking one restores {{hunger|6}} [[hunger]] and 1.2 hunger [[Hunger#Mechanics|saturation]]. Consuming the item also has the benefit of removing any [[poison]] effect applied to the player. Unlike drinking [[Milk Bucket|milk]], other applied effects are not removed upon drinking a honey bottle.
    
    Honey bottles can be drunk even with a full hunger bar. Drinking a honey bottle takes 25% longer than eating other [[food]] - 2 seconds - and has a unique sound.
    
    === Crafting ingredient ===
    {{Crafting usage}}
    
    == Sounds ==
    {{edition|java}}:
    {{Sound table
    |sound=Drink honey1.ogg
    |sound2=Drink honey2.ogg
    |sound3=Drink honey3.ogg
    |sound4=Drink honey3.ogg
    |subtitle=Gulping
    |source=player
    |description=While a player is drinking a honey bottle
    |id=item.honey_bottle.drink
    |translationkey=subtitles.item.honey_bottle.drink
    |volume=0.5
    |pitch=''varies'' <ref group=sound>0.9-1.0 for <code>drink_honey1</code> and <code>drink_honey2</code>, 0.315-0.35 for <code>drink_honey3</code>, and 0.675-0.75 for the second copy of <code>drink_honey3</code></ref>
    |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 bottle is filled with honey
    |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 honey1.ogg
    |sound2=Drink honey2.ogg
    |sound3=Drink honey3.ogg
    |sound4=Drink honey3.ogg<!--This is duplicated intentionally, see below-->
    |source=player
    |description=While a player is drinking a honey bottle
    |id=random.drink_honey
    |volume=''varies''<ref group="sound" name="bevarieshoney">0.5 for <code>drink_honey1</code> and <code>drink_honey2</code>, but <code>drink_honey3</code> is 0.175 or 0.375</ref>
    |pitch=0.9-1.0}}
    {{Sound table
    |sound=Fill water bucket1.ogg
    |sound2=Fill water bucket2.ogg
    |sound3=Fill water bucket3.ogg
    |source=block
    |description=When a bottle is filled with honey<wbr><ref group=sound>{{Bug|MCPE-53881}}</ref>
    |id=bucket.fill_water
    |volume=1.0
    |pitch=1.0
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Honey Bottle
    |spritetype=item
    |nameid=honey_bottle
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Honey Bottle
    |spritetype=item
    |nameid=honey_bottle
    |id=592
    |form=item
    |foot=1}}
    
    == Achievements ==
    
    {{Load achievements|Bee Our Guest}}
    
    == Advancements ==
    {{Load advancements|Husbandry;A Balanced Diet;Bee Our Guest}}
    
    == History ==
    {{History|java}}
    {{History||1.15|snap=19w34a|[[File:Honey Bottle JE1.png|32px]] Added honey bottles.}}
    {{History|||snap=19w35a|Honey bottles now remove the [[Poison]] effect when consumed.
    |Honey bottles are now included in the "A Balanced Diet" [[advancement]].}}
    {{History|||snap=19w36a|Honey bottles are now less filling, restoring 1.2 [[Hunger#Mechanics|saturation]] instead of 9.6.}}
    {{History||1.15|snap=19w41a|Honey bottles can now be used to craft [[honey block]]s.}}
    {{History||1.15|snap=19w44a|Honey bottles can now be [[crafting|crafted]] with four [[glass bottle]]s and one [[honey block]].
    |Honey bottles are now stackable (up to 16).}}
    {{History|||snap=19w46a|Using [[glass bottle]]s to collect honey now unlocks the [[Bee Our Guest]] advancement.}}
    
    {{History|bedrock}}
    {{History||1.14.0|snap=beta 1.14.0.1|[[File:Honey Bottle BE1.png|32px]] Added honey bottles.}}
    {{History|||snap=beta 1.14.0.4|[[File:Honey Bottle BE2.png|32px]] The texture of honey bottles has been changed to match {{el|je}}'s.
    |Honey bottles can now be crafted with four [[glass bottle]]s and one [[honey block]].
    |Honey bottles are now stackable to 16.}}
    {{History|||snap=release|slink=Bedrock Edition 1.14.0|Using [[glass bottle]]s to collect honey now unlocks the [[Bee our guest]] achievement.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == Trivia ==
    
    * Honey bottles are the only drinkable [[item]]s that can stack. They have a maximum stack size of 16.
    * Honey bottles are the only drinkable items that can restore hunger.
    * Honey bottles are 4 pixels more full than [[water bottles]].
    
    {{Items}}
    
    [[cs:Lahvička medu]]
    [[de:Honigflasche]]
    [[es:Frasco con miel]]
    [[fr:Fiole de miel]]
    [[ja:ハチミツ入りの瓶]]
    [[ko:꿀이 든 병]]
    [[lzh:蜜瓶]]
    [[pl:Butelka miodu]]
    [[pt:Frasco de mel]]
    [[ru:Бутылочка мёда]]
    [[th:ขวดน้ำผึ้ง]]
    [[uk:Пляшечка меду]]
    [[zh:蜂蜜瓶]]
    [[Category:Food]]
    [[Category:Renewable resources]]</li><li>[[Redstone Comparator|Redstone Comparator]]<br/>{{Block
    | image = 
    | image2 = 
    | transparent = Yes
    | light = No
    | tool = any
    | renewable = Yes
    | stackable = Yes (64)
    | flammable = No
    | lavasusceptible = No
    | group = Redstone Comparator
    | group2 = Subtracting
    | group3 = Powered
    | group4 = Powered+Subtracting
    | 1-1 = Redstone Comparator.png
    | 2-1 = Subtracting Redstone Comparator.png
    | 3-1 = Powered Redstone Comparator.png
    | 4-1 = Powered Subtracting Redstone Comparator.png
    }}
    {{Many images}}
    A '''redstone comparator''' is a [[block]] that can produce an [[Redstone Dust|output signal]] from its front by reading [[chest]]s, [[lectern]]s, [[beehive]]s and similar blocks, or repeat a signal without changing its strength. It can also be set to either stop outputting a signal when its side input recieves a stronger one (front torch off), or subtract its side input's signal strength from its output (front torch on).
    
    == Obtaining ==
    === Natural generation ===
    Redstone comparators generate in [[Ancient City|ancient cities]].
    
    === Breaking ===
    A redstone comparator can be broken instantly with any [[tool]], or by hand, and drops itself as an item.
    
    {{Breaking row|Redstone Comparator|horizontal=y}}
    
    A redstone comparator is removed and dropped as an item if:
    * its attachment block is moved, removed, or destroyed;
    * [[water]] flows into its space;{{only|java}}
    * a [[piston]] tries to push it or moves a block into its space.
    
    If [[lava]] flows into a redstone comparator's space, the redstone comparator is destroyed without dropping as an item.
    
    === Crafting ===
    {{Crafting
    |B1=Redstone Torch
    |A2=Redstone Torch
    |B2=Nether Quartz
    |C2=Redstone Torch
    |A3=Stone
    |B3=Stone
    |C3=Stone
    |Output= Redstone Comparator
    |type=Redstone
    }}
    
    == Usage ==
    A redstone comparator can be placed on the top of any [[opaque]] block with a solid full-height top surface (including upside-down [[slab]]s and upside-down [[stairs]]). {{IN|be}}, a comparator can also be placed on [[wall]]s and fences. For more information about placement on transparent blocks, see [[Opacity/Placement]].
    
    The redstone comparator has a front and a back — the arrow on the top of the comparator points to the front. When placed, the comparator faces away from the player. The comparator has two miniature redstone torches at the back and one at the front. The back torches turn on when the comparator's output is greater than zero (the arrow on top also turns red). The front torch has two states that can be toggled by {{control|using}} the comparator:
    * Down and unpowered (indicating the comparator is in "comparison mode")
    * Up and powered (indicating the comparator is in "subtraction mode")
    
    The redstone comparator can take a signal strength input from its rear as well as from both sides. Side inputs are accepted only from [[redstone dust]], [[block of redstone]], [[redstone repeater]]s, other comparators, and [[observer]]s in specific scenarios. The redstone comparator's front is its output.
    
    It takes 1 [[redstone tick]] (2 game ticks, or 0.1 seconds barring lag) for signals to move through a redstone comparator, either from the rear or from the sides. This applies to changing signal strengths as well as simply to turning on and off. 
    
    Redstone comparators check their power state before their scheduled ticks update. This results in redstone comparators not usually responding to 1-tick fluctuations of power or signal strength — for example, a [[clock circuit|1-clock]] input is treated as always off from the side, and always on from the rear. This happens because the signal changes back to its original state before the redstone comparator checks its input states. However, certain setups such as powering any input with two separate observer pulses at the same time will cause a redstone comparator to respond to 2 gametick pulses.
    
    The redstone comparator has four functions: maintain signal strength, compare signal strength, subtract signal strength, and measure certain block states (primarily the fullness of containers).
    
    === Maintain signal strength ===
    A redstone comparator with no powered sides outputs the same signal strength as its rear input.
    
    === Compare signal strength ===
    [[File:Comparators Explained.png|Comparators in comparison mode.|thumb]]
    A redstone comparator in comparison mode (front torch down and unpowered) compares its rear input to its two side inputs. If either side input is greater than the rear input, the comparator output turns off. If neither side input is greater than the rear input, the comparator outputs the same signal strength as its rear input.
    
    The formula for calculating the output signal strength is as follows:
    
    <code>output = rear × [[Wikipedia:Iverson bracket|[]]'''''left''''' ≤ '''''rear''''' AND '''''right''''' ≤ '''''rear'''''[[Wikipedia:Iverson bracket|<nowiki>]]]</code>
    {{-}}
    
    === Subtract signal strength ===
    [[File:Redstone comparator.png|thumb|The greatest of the side inputs A and C is subtracted from the rear input B, outputting 1. If either A or C were greater than B, it would output 0.]]
    A redstone comparator in subtraction mode (front torch up and powered) subtracts the signal strength of the higher side input from the signal strength of the rear input.
    
    <code>output = max('''''rear''''' − max('''''left''', '''right'''''), 0)</code>
    
    For example: if the signal strength is 6 at the left input, 7 at the right input and 4 at the rear, the output signal has a strength of ''max(4 − max(6, 7), 0) = max(4−7, 0) = max(−3, 0) = 0''.
    
    If the signal strength is 9 at the rear, 2 at the right input and 5 at the left input, the output signal has a strength of ''max(9 − max(2, 5), 0) = max(9−5, 0) = 4''.
    
    === Measure block state ===
    {{Schematic | caption = A redstone comparator can measure the fullness of a chest, as well as other block states, even through an opaque block.
     |rd-ew!|rc-w!|ch|SB|rc-e!|rd-ew!
    }}
    A redstone comparator treats certain blocks behind it as power sources and outputs a signal strength proportional to the block's state. The comparator may be separated from the measured block by an opaque block. However, {{in|je}}, if the opaque block is powered to signal strength 15, then the comparator outputs 15 no matter the fullness of the container.<ref>{{bug|MC-64394}} (resolved as "Works As Intended")</ref>
    [[Category:Java Edition specific information]]
    {{-}}
    
    ==== Fullness of containers ====
    {| class="wikitable floatright" style="margin-left: 0.5em; margin-right: 0; text-align: center;"
    |+ Minimum Items for Container Signal Strength
    |-
    !Containers
    !{{BlockSprite|Furnace|link=Furnace}}<br>{{BlockSprite|Blast Furnace|link=Blast Furnace}}<br>{{BlockSprite|Smoker|link=Smoker}}
    !{{BlockSprite|Hopper|link=Hopper}}<br>{{EntitySprite|Minecart with Hopper|link=Minecart with Hopper}}<br>{{BlockSprite|Brewing Stand|link=Brewing Stand}}
    !{{BlockSprite|Dispenser|link=Dispenser}}<br>{{BlockSprite|Dropper|link=Dropper}}
    !{{BlockSprite|Chest|link=Chest}}<br>{{EntitySprite|Minecart with Chest|link=Minecart with Chest}}<br>{{BlockSprite|Shulker Box|link=Shulker Box}}<br>{{BlockSprite|Barrel|link=Barrel}}
    ![[Double Chest|{{Schematic|size=16|ch-s|-|ch-n}}
    ]]
    !{{BlockSprite|Jukebox|link=Jukebox}}
    |-
    !Total Slots
    !3!!5!!9!!27!!54!!1
    |-
    !Power Level
    ! colspan="5" |Number of Items
    !Music Disc
    |-
    |0||0||0||0||0||0||No disc
    |-
    |1||1||1||1||1||1||"13"
    |-
    |2||14||23||42||1s 60||3s 55||"cat"
    |-
    |3||28||46||1s 19||3s 55||7s 46||"blocks"
    |-
    |4||42||1s 5||1s 60||5s 51||11s 37||"chirp"
    |-
    |5||55||1s 28||2s 37||7s 46||15s 28||"far"
    |-
    |6||1s 5||1s 51||3s 14||9s 42||19s 19||"mall"
    |-
    |7||1s 19||2s 10||3s 55||11s 37||23s 10||"mellohi"
    |-
    |8||1s 32||2s 32||4s 32||13s 32||27s||"stal"
    |-
    |9||1s 46||2s 55||5s 10||15s 28||30s 55||"strad"
    |-
    |10||1s 60||3s 14||5s 51||17s 23||34s 46||"ward"
    |-
    |11||2s 10||3s 37||6s 28||19s 19||38s 37||"11"
    |-
    |12||2s 23||3s 60||7s 5||21s 14||42s 28||"wait"
    |-
    |13||2s 37||4s 19||7s 46||23s 10||46s 19||"Pigstep"
    |-
    |14||2s 51||4s 42||8s 23||25s 5||50s 10||"Otherside"<br>"Relic"
    |-
    |15||3s||5s||9s||27s||54s||"5"
    |}
    A redstone comparator can output a signal indicating how full a container is. (0 for empty, 15 for full, etc.) The table on the right is described more in detail, later in this section.
    
    Containers that can be measured by a comparator include:
    * {{BlockLink|Furnace}}
    * {{BlockLink|Blast Furnace}}
    * {{BlockLink|Smoker}}
    * {{BlockLink|Brewing Stand}}
    * {{BlockLink|Hopper}}
    * {{ItemLink|Minecart with Hopper}} on top of a [[detector rail]]
    * {{BlockLink|Dispenser}}
    * {{BlockLink|Dropper}}
    * {{BlockLink|Chest}}
    * {{BlockLink|Trapped Chest}}
    * {{ItemLink|Minecart with Chest}} on top of a [[detector rail]]
    * {{BlockLink|Barrel}}
    * {{SchematicSprite|size=16|ch-e}}{{SchematicSprite|size=16|ch-w}} Large chest
    * {{SchematicSprite|size=16|ch-e}}{{SchematicSprite|size=16|ch-w}} Large trapped chest
    * {{BlockLink|Shulker Box}} (any color)
    
    Generally speaking, the comparator output signal strength represents the average fullness of the slots, based on how many of that item form a full stack (64, 16, or 1 for non-stackable items).
    
    The ''Minimum Items for Container Signal Strength'' table (right) shows the minimum '''''full-stack-equivalent (FSE)''''' to produce different signal strengths from common containers. A '''''full-stack-equivalent''''' quantifies how many normal 64-stackable items are needed to output a corresponding signal strength. The 's' is a constant 64, with the additional amount needed following after.
    
    One may also consider the terms: '''c''umulative-weight''''' or '''''weighted-sum''''' instead of '''''full-stack-equivalent'''''.
    
    Items that stack to a max of 16  ([[snowball]]s, [[sign]]s, [[ender pearl]]s, etc.), contribute +4 to the ''full-stack-equivalent'' for each unity (count of 1 item). Similarly, items that stack to 1 ([[minecart]], [[boat]], etc.) contribute +64, and items that stack to 64 contribute +1.
    
    Example 1: 3 ender pearls will contribute a 3 x 4 = 12 ''full-stack-equivalent''.
    
    Example 2: 16 ender pearls and 60 redstone dust contributes a 16x4 + 60x1 = 124 ''full-stack-equivalent''.
    
    Example 3: 1 minecart and 60 redstone dust contributes a 1x64 + 60x1 = 124 ''full-stack-equivalent''.
    
    Example 4: To produce a signal strength of 10 from a hopper, one requires a ''full-stack-equivalent'' of at least 3s + 14 = 206 but strictly less than than 3s + 37 = 229. This can be done with 3 minecarts, and 14 dirt.
    
    When a comparator measures a large chest or large trapped chest, it measures the entire large chest (54 slots), not just the half directly behind the comparator. A chest or trapped chest that cannot be opened (either because it has an opaque block, [[ocelot]], or [[cat]] above it) always produces an output of 0 no matter how many items are in the container — shulker boxes can always be measured, even if they cannot open.
    
    ;Calculating signal strength from items
    
    :When a container is empty, the output is off.
    
    :When it is not empty, the output signal strength is calculated as follows:
    
    :<code>'''''signal strength''''' = floor(1 + (('''''sum of all slots' fullnesses''''') / ('''''number of slots in container''''')) × 14)</code>
    
    :<code>fullness of a slot = '''''number of items in slot''''' / '''''max stack size for this type of item'''''</code>
    
    :''Example:'' 300 blocks in a dispenser (which has 9 slots), where each block stacks to a maximum of 64 has a 300 ''full-stack-equivalent.'' This produces an output with a signal strength of 8:
    <blockquote>
    1 + ((300 items / 64 items per slot) / 9 slots) × 14 = 8.292, floored is 8
    </blockquote>
    
    ;Calculating items from signal strength
    
    :It can be useful in redstone circuits to use containers with comparators to create signals of a specific strength. The number of items required in a container to produce a signal of desired strength is calculated as follows:
    
    :<code>items required = max('''''desired signal strength''''', roundup(('''''total slots in container''''' × 64 / 14) × (desired signal strength − 1)))</code>
    
    :''Example:'' To use a furnace (which has 3 slots) to create a strength 9 signal, players need 110 items:
    <blockquote>
    max(9, (3×64/14) × (9−1)) = 109.714, rounded up is 110
    </blockquote>
    {{-}}
    
    ==== Miscellaneous ====
    [[File:Comparator storage.png|Comparators used to measure containers.|thumb]]
    Some non-container blocks can also be measured by a redstone comparator:
    
    ;{{BlockLink|Beehive}} and {{BlockLink|Bee nest}}
    
    : A hive or nest outputs a signal strength equal to the amount of honey in the hive/nest.
    
    ;{{BlockLink|Cake}}
    
    : A cake outputs a signal strength relative to the amount of cake remaining.  Each slice is worth 2 signal strength, with 7 total slices, for an output of 14 for a full cake.
    
    [[File:Cauldron Redstone Strength Values.png|Cauldron signal strength|thumb]]
    ;{{BlockLink|Cauldron}}
    
    : A cauldron outputs different signal strengths depending on how much water or powdered snow is inside. From completely empty to completely full, the output values are 0, 1, 2, and 3. If lava or powder snow is inside, the strength is always 3.
    
    [[File:Composter Redstone Strength Values.png|Composter signal strength|thumb]]
    ;{{BlockLink|Composter}}
    
    : A composter outputs different signal strengths depending on the level inside. From completely empty to completely full, the output values are 0, 1, 2, 3, 4, 5, 6, 7 and 8.
    
    ;{{Anchor|CommandBlock}}{{BlockLink|Command Block}}
    
    : A command block stores the "success count" of the last command executed, which represents the number of times the most recently used command of this command block succeeded. A "success" is defined by the [[command]]'s success conditions: if a red error message is returned in the chat, the command was not successful.
    
    : Most commands can succeed once per execution, but certain commands (such as those that accept players as arguments) can succeed multiple times, and the comparator outputs the number of times it succeeded (maximum 15 when sent to redstone dust, but in the code it is able to go up to the 32-bit integer limit, and can be used in contraptions with no redstone dust with those values).
    
    : A command block continues to store the success count of the last command executed until it executes its command again, thus the comparator continues to output the same signal strength even after the command block is no longer being activated (it doesn't turn off when the signal to the command block turns off).
    
    ;{{BlockLink|End Portal Frame}}
    
    : An end portal frame outputs a full signal of 15 if it contains an [[eye of ender]] and zero otherwise.
    
    [[File:Item frame and comparator.png|A comparator can measure the presence and rotation of an item frame's contents.|thumb]]
    
    ;{{EntityLink|Item Frame}}
    
    : A comparator can measure the state of an [[item frame]]'s contents. An item frame comparator outputs 0 if the item frame is empty, or 1 to 8 for any item depending on its rotation: 1 at initial placement, plus 1 for each 45° of rotation for a maximum of 8.
    
    : For an item frame that holds a map, a unit of rotation is 90° instead of 45°, but a comparator still outputs power levels 1 to 8. It takes two full rotations to cycle through all comparator outputs, and each orientation of the map corresponds to two output levels that differ by 4.
    
    : The comparator must be placed behind the block the item frame is attached to, facing away from the item frame. The block must be a full block, and the item frame cannot be submerged in water. Having a sign in the same block as the item frame will prevent the frame from sending a signal as well.{{only|java}}
    
    ;{{BlockLink|Jukebox}}
    
    : A jukebox outputs a signal strength indicating which music disc is currently playing. See the ''Minimum Items for Container Signal Strength'' table above.
    
    ;{{BlockLink|Lectern}}
    
    : A lectern outputs a signal strength that depends on what page the player is currently on. The calculation used is:
    :<code>'''''signal strength''''' = floor(1 + (('''''current page''''' - 1) / ('''''number of pages in book''''' - 1)) × 14)</code>
    :This results in page 1 having a signal strength of 1, and the last page having a signal strength of 15. The exception is a single page book, which will output a signal strength of 15.
    :For example, a book with 15 pages will output a signal equal to the current page number.  A book with 5 pages will output signal strengths of 1, 4, 8, 11 and 15 for the different pages. A book with 100 pages will have the signal strength increase to the next level on pages 1, 9, 16, 23, 30, 37, 44, 51, 58, 65, 72, 79, 86, 93 and 100.
    :
    
    ;{{BlockLink|Respawn Anchor}}
    
    : A respawn anchor outputs a signal strength of 0, 3, 7, 11, or 15, depending on the "charged" value.
    
    ;{{BlockLink|Sculk Sensor}}
    
    : A sculk sensor outputs a signal strength depending on the type of vibration that is detected.
    
    ;{{BlockLink|Chiseled Bookshelf}}
    
    : A chisled bookshelf outputs a signal strength between 1 and 6 indicating the last slot interacted with. When no slot has been interacted with yet, it outputs 0.
    {{-}}
    
    == Sounds ==
    === Generic ===
    {{Edition|Java}}:
    {{Sound table/Block/Stone/JE}}
    {{Edition|Bedrock}}:
    {{Sound table/Block/Wood/BE}}
    
    === Unique ===
    {{edition|java}}:
    {{Sound table
    |rowspan=2
    |sound=Click.ogg
    |subtitle=Comparator clicks
    |source=block
    |description=When a comparator is set to subtraction mode
    |id=block.comparator.click
    |translationkey=subtitles.block.comparator.click
    |volume=0.3
    |pitch=0.55
    |distance=16}}
    {{Sound table
    |subtitle=Comparator clicks
    |source=block
    |description=When a comparator is set to comparison mode
    |id=block.comparator.click
    |translationkey=subtitles.block.comparator.click
    |volume=0.3
    |pitch=0.5
    |distance=16
    |foot=1}}
    
    {{edition|bedrock}}:
    {{Sound table
    |type=bedrock
    |rowspan=2
    |sound=Click.ogg
    |source=block
    |description=When a comparator is set to subtraction mode
    |id=block.click
    |volume=0.2
    |pitch=0.55}}
    {{Sound table
    |source=block
    |description=When a comparator is set to comparison mode
    |id=block.click
    |volume=0.2
    |pitch=0.5
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Redstone Comparator
    |spritetype=block
    |nameid=comparator
    |foot=1}}
    {{ID table
    |displayname=Block entity
    |spritename=redstone-comparator
    |spritetype=block
    |nameid=comparator
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |firstcolumnname=Redstone Comparator
    |shownumericids=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Unpowered block
    |spritename=unpowered-comparator
    |spritetype=block
    |nameid=unpowered_comparator
    |id=149
    |form=block
    |translationkey=-}}
    {{ID table
    |displayname=Powered block
    |spritename=powered-comparator
    |spritetype=block
    |nameid=powered_comparator
    |id=150
    |form=block
    |translationkey=-}}
    {{ID table
    |displayname=Item
    |spritename=redstone-comparator
    |spritetype=item
    |nameid=comparator
    |id=522
    |form=item
    |foot=1}}
    {{ID table
    |notnamespaced=y
    |displayname=Block entity
    |spritename=redstone-comparator
    |spritetype=block
    |nameid=Comparator
    |foot=1}}
    
    === Block states ===
    {{see also|Block states}}
    {{/BS}}
    
    === Block data ===
    A redstone comparator has a block entity associated with it that holds additional data about the block.
    
    {{el|je}}:
    {{see also|Block entity format}}
    {{/BE}}
    
    {{el|be}}:
    : See [[Bedrock Edition level format/Block entity format]].
    
    == Advancements ==
    {{Load advancements|the power of books}}
    
    == Video ==
    
    <div style="text-align:center">{{yt|J7Z20Zzz3yU}}</div>
    
    == History ==
    {{info needed section|If {{bug|MC-50242}} also affected comparators?}}
    ''For a more in-depth breakdown of changes to repeater textures and models, including a set of renders for each state combination, see [[/Asset history]]''
    {{History|java}}
    {{History||November 24, 2012|link=https://youtube.com/watch?v=YG9RNyRhIow&t=6m56s|[[Jeb]] stated that there may be a "capacitor" in [[Minecraft]]. }}
    {{History||December 27, 2012|link={{tweet|Dinnerbone|284388625595125760}}|[[Dinnerbone]] released [https://web.archive.org/web/20190710120115/https://imgur.com/a/FBKed pictures] of the first version of the "comparator", stating it was a replacement for the "capacitor" idea that has variable, alternate inputs.}}
    {{History||January 2, 2013|link={{tweet|Dinnerbone|286428595423965184}}|Dinnerbone released one more [http://dinnerbone.com/media/uploads/2013-01/screenshots/2013-01-02_12.06.47.png picture] of the comparator. The picture itself showing a digital-to-analog converter, using the comparator as the main [[block]].}}
    {{History||1.5|snap=13w01a|[[File:Redstone Comparator (S) JE1.png|32px]] [[File:Powered Redstone Comparator (S) JE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE1.png|32px]] [[File:Redstone Comparator (item) JE1 BE1.png|32px]] Added redstone comparators.
    |Redstone comparators have 0 delay.
    At this point, block ID 149 was used for unpowered comparators, and block ID 150 for powered comparators.}}
    {{History|||snap=13w01b|A delay of 1 game tick ({{frac|1|2}} redstone tick) has now been added to redstone comparators to fix bugs.
    |The ability to measure containers to redstone comparators has now been added.}}
    {{History|||snap=13w02a|[[File:Redstone Comparator (S) JE2.png|32px]] [[File:Powered Redstone Comparator (S) JE2.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2.png|32px]] The appearance of redstone comparators has now been changed - the top texture has changed to show [[quartz]] in the middle and the sides now use the [[smooth stone]] texture rather than the smooth stone slab side texture.
    |The algorithm for measuring containers has now been changed so that redstone comparators output a signal with as few as 1 [[item]] in the container.}}
    {{History|||snap=13w02b|Redstone comparators now treat large [[chest]]s as a single container.}}
    {{History|||snap=13w03a|Redstone comparators now output success count of [[command block]]s.
    |Redstone comparators now measure container [[minecart]]s on [[detector rail]]s.}}
    {{History|||snap=13w04a|Redstone comparators now measure [[jukebox]]es.}}
    {{History|||snap=13w05a|Redstone comparators no longer cause constant [[block]] updates. The delay has now been made consistent, and side input no longer causes a pulse output.
    |Block 150 (later <code>powered_comparator</code>) is no longer used; powered state is now represented by the 8s bit on block 149 (later <code>unpowered_comparator</code>).}}
    {{History|||snap=13w05b|Redstone comparator delay has now been changed from 1 game tick (1/2 [[redstone]] tick) to 2 game ticks (1 redstone tick).}}
    {{History|||snap=13w09c|The redstone signal strength from a redstone comparator next to a [[brewing stand]] with 3 [[water bottle]]s in it is now the same as one with 3 water bottles and 1 ingredient in it.}}
    {{History||1.6.1|snap=13w18a|Redstone comparators now measure [[cauldron]]s and [[end portal frame]]s.}}
    {{History||1.8|snap=14w04a|Redstone comparators now measure [[item frame]]s.}}
    {{History|||snap=14w10a|The torches under redstone comparators have now been shortened, which has changed the underside appearance from [[File:Redstone Comparator UNKVER1 (facing NWU).png|32px]] [[File:Powered Redstone Comparator UNKVER1 (facing NWU).png|32px]] [[File:Subtracting Redstone Comparator UNKVER1 (facing NWU).png|32px]] [[File:Powered Subtracting Redstone Comparator UNKVER1 (facing NWU).png|32px]] to [[File:Redstone Comparator UNKVER2 (facing NWU).png|32px]].}}
    {{History|||snap=14w25a|[[File:Redstone Comparator (S) JE3.png|32px]] [[File:Powered Redstone Comparator (S) JE3.png|32px]] [[File:Subtracting Redstone Comparator (S) JE3.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE3.png|32px]] The torches on comparators are now subject to ambient occlusion.
    |Comparators set to subtract mode appear to be powered as well regardless of incoming power. The subtracting-only model still exists and can be achieved through {{cmd|setblock}}.}}
    {{History|||snap=14w25b|[[File:Subtracting Redstone Comparator (S) JE4.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE4.png|32px]] The powered front torch when in subtraction mode is now lower.
    |Comparators set to subtract by hand now appear normally again.}}
    {{History|||snap=14w28a|Redstone comparators now measure [[cake]]s.}}
    {{History||1.9|snap=15w42a|With the addition of the [[blaze powder]] fuel slot, [[brewing stand]]s now have 5 slots instead of 4. Their original comparative power values from redstone comparators are listed below:
    {{{!}} class{{=}}"wikitable collapsible collapsed" data-description{{=}}"Original values"
    ! Original values
    {{!}}-
    {{!}}
    *0: 0
    *1: 1
    *2: 19
    *3: 37
    *4: 55
    *5: 1s 10
    *6: 1s 28
    *7: 1s 46
    *8: 2s
    *9: 2s 19
    *10: 2s 37
    *11: 2s 55
    *12: 3s 10
    *13: 3s 28
    *14: 3s 46
    *15: 4s
    {{!}}}
    }}
    {{History|||snap=15w47a|Redstone comparators' side inputs now take power from [[redstone block]]s.}}
    {{History||1.13|snap=17w47a|All 3 IDs for the redstone comparator have now been merged into one ID: <code>comparator</code>.
    |Redstone comparators now render their underside, which has changed their undersides from [[File:Redstone Comparator UNKVER2 (facing NWU).png|32px]] to [[File:Redstone Comparator UNKVER3 (facing NWU).png|32px]].
    |Prior to [[1.13/Flattening|''The Flattening'']], these blocks' numeral IDs were 149 and 150, and the [[item]]'s 404.
    |As a result, the formerly unused comparator ID is now technically used again, due to both unpowered and powered versions being merged into a single comparator block ID.}}
    {{History||1.14|snap=18w43a|[[File:Redstone Comparator (S) JE4.png|32px]] [[File:Powered Redstone Comparator (S) JE4.png|32px]] [[File:Subtracting Redstone Comparator (S) JE5.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE5.png|32px]] [[File:Redstone Comparator (item) JE2 BE2.png|32px]] The textures of redstone comparators have now been changed.}}
    {{History|||snap=19w02a|Redstone comparators now measure [[lectern]]s.}}
    {{History|||snap=19w03a|Redstone comparators now measure [[composter]]s.}}
    {{History|||snap=19w12b|Redstone comparators can now be placed on [[glass]], [[ice]], [[glowstone]] and [[sea lantern]]s.}}
    {{History||1.15|snap=19w34a|Redstone comparators now measure how much honey is inside [[beehive|bee hive]]s and [[bee nest]]s.}}
    {{History||1.16|snap=20w06a|The way to calculate the input signals of redstone comparators has now been changed.}}
    {{History|||snap=20w11a|The changes to the way of calculating the input signals of redstone comparators from [[Java Edition 20w06a|20w06a]] have now been reverted.}}
    {{History|||snap=20w16a|Redstone comparators now measure [[Pigstep music disc]]s in [[jukebox]]es.}}
    {{History||1.17|snap=20w45a|Redstone comparators now measure [[lava cauldron]]s.}}
    {{History|||snap=20w46a|Redstone comparators now measure [[Cauldron#Holding powder snow|powder snow cauldron‌]]s.}}
    {{History||1.18|snap=21w41a|[[File:Powered Redstone Comparator (S) JE5.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE6.png|32px]] The texture of powered redstone comparator have now been changed.}}
    {{History||1.19|snap=22w13a|Redstone comparators now generate as part of [[ancient cities]].}}
    {{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Redstone comparators now measure [[chiseled bookshelves]].}}
    {{History||1.20.2|snap=23w33a|Redstone comparators now use stone sounds instead of wood sounds.<ref>{{bug|MC-182820|||Fixed}}</ref>}}
    
    {{History|pocket alpha}}
    {{History||v0.14.0|snap=build 1|[[File:Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2 BE1.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE1 BE1.png|32px]] Added redstone comparators.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Redstone comparators now measure [[end portal frame]]s.}}
    {{History||1.0.5|snap=alpha 1.0.5.0|Redstone comparators now output success count of [[command block]]s.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Redstone comparators now measure [[shulker box]]es.}}
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|Redstone comparators now measure [[jukebox]]es.
    |Redstone comparators now render their underside, which has changed their undersides from [[File:Redstone Comparator UNKVER1 (facing NWU).png|32px]] to [[File:Redstone Comparator UNKVER3 (facing NWU).png|32px]]}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Redstone Comparator (S) BE.png|32px]] [[File:Powered Redstone Comparator (S) BE.png|32px]] [[File:Subtracting Redstone Comparator (S) BE.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) BE.png|32px]] [[File:Redstone Comparator (item) JE2 BE2.png|32px]] The textures of redstone comparators have now been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Redstone comparators now measure [[smoker]]s, [[blast furnace]]s, [[lectern]]s and [[composter]]s.}}
    {{History||1.18.10|snap=beta 1.18.10.20|[[File:Powered Redstone Comparator (S) JE5.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE6.png|32px]] The texture of powered redstone comparator have now been changed.}}
    {{History||1.20.30|snap=beta 1.20.30.20|Redstone comparators now use the <code>minecraft:cardinal_direction</code> [[block state]] instead of <code>direction</code>.}}
    
    {{History|console}}
    {{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|switch=1.0.1|[[File:Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2 BE1.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE1 BE1.png|32px]] Added redstone comparators.}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|switch=1.0.1|Redstone comparators can now measure [[item frame]]s.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Redstone Comparator (S) BE.png|32px]] [[File:Powered Redstone Comparator (S) BE.png|32px]] [[File:Subtracting Redstone Comparator (S) BE.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) BE.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE2 BE2.png|32px]] The textures of redstone comparators have now been changed.}}
    
    {{History|3ds}}
    {{History||0.1.0|[[File:Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2 BE1.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE2 BE2.png|32px]] Added redstone comparators.}}
    {{History|foot}}
    
    === Redstone comparator "items" ===
    {{:Technical blocks/Redstone Comparator}}
    
    == Issues ==
    {{issue list}}
    
    == Trivia ==
    * Comparators do not emit redstone particles when powered, unlike redstone torches and repeaters.<ref>{{bug|MC-51692|||WAI}}</ref>
    
    == Gallery ==
    <gallery>
    Dinnerbone Comparator 1.png|Dinnerbone showing how comparators work.
    Dinnerbone Comparator 2.png|Dinnerbone showing how comparators work.
    Dinnerbone Comparator 3.png|Dinnerbone showing how comparators work.
    Dinnerbone Comparators 1.png|A contraption incorporating comparators.
    Dinnerbone Comparators 2.png|Comparators in action.
    Dinnerbone Comparators 3.png|Output specific signals.
    Dinnerbone Comparator Thing.png|Another comparator in use.
    Item Frame Comparator.png|Rotating the torch in the item frame adjusts the comparator's output.
    </gallery>
    
    == References ==
    {{reflist}}
    
    {{Redstone}}
    {{Blocks|Utility}}
    {{Items}}
    
    [[Category:Mechanics]]
    [[Category:Block entities]]
    [[Category:Redstone mechanics]]
    [[Category:Mechanisms]]
    [[Category:Manufactured blocks]]
    [[Category:Non-solid blocks]]
    
    [[de:Redstone-Komparator]]
    [[es:Comparador de redstone]]
    [[fr:Comparateur de redstone]]
    [[hu:Redstone-komparátor]]
    [[ja:レッドストーンコンパレーター]]
    [[ko:레드스톤 비교기]]
    [[nl:Redstonevergelijker]]
    [[pl:Komparator]]
    [[pt:Comparador de redstone]]
    [[ru:Компаратор]]
    [[uk:Редстоуновий компаратор]]
    [[zh:红石比较器]]</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>[[Key|Key]]<br/>{{About|the joke item|the golem|Key Golem|in-game control keys|Controls}}
    {{Exclusive|Java}}
    {{Joke feature}}
    {{Item
    | image = <gallery>
    Red Key.gif | Red
    Yellow Key.gif | Yellow
    Blue Key.gif | Blue
    </gallery>
    | renewable = 
    * Blue: No
    * Red, Yellow: Yes
    | stackable = No
    }}
    
    '''Keys''' were a joke item from [[Java Edition 3D Shareware v1.34]].
    There are three different keys: '''red''', '''yellow''', and '''blue'''.
    
    == Obtaining ==
    
    === Mobs ===
    The red key was dropped by the [[wither]], the yellow key was dropped by [[ravager]]s, and the blue key was dropped by the [[elder guardian]].
    
    === Cheat codes ===
    These keys were also obtainable by using the cheat code "IDKFA" when typing in chat.
    
    === Natural generation ===
    {{LootChestItem|red-key,yellow-key,blue-key}}
    
    == Data values ==
    
    === ID ===
    {{ID table
    |showforms=y
    |generatetranslationkeys=java
    |displayname=Red Key
    |spritetype=item
    |nameid=red_key
    |form=item}}
    {{ID table
    |displayname=Yellow Key
    |spritetype=item
    |nameid=yellow_key
    |form=item}}
    {{ID table
    |displayname=Blue Key
    |spritetype=item
    |nameid=blue_key
    |form=item
    |foot=1}}
    
    == History ==
    {{History|java}}
    {{History||3D Shareware v1.34|[[File:Red Key.gif|32px]] [[File:Yellow Key.gif|32px]] [[File:Blue Key.gif|32px]] Added red, yellow, and blue keys.}}
    {{History|foot}}
    
    == Trivia ==
    *[[File:Green Key.png|32px]] A key with a similar appearance is present in ''The Europa Arcology Incident'', a game made by [[Notch]] in 2009.
    
    {{Items}}
    {{Jokes}}
    
    [[Category:Joke items]]
    
    [[pt:Chave]]</li><li>[[Emerald|Emerald]]<br/>{{About|the item|the currency in ''Minecraft Dungeons''|MCD:Emerald|the skin|MCD:Emerald (skin)|the ore|Emerald Ore|the mineral block|Block of Emerald}}
    {{Item
    | image = Emerald.png
    | renewable =  Yes
    | stackable = Yes (64)
    | rarity = Common}}
    '''Emeralds''' are rare minerals that are used primarily as the currency for [[trading]] with [[villager]]s and [[wandering trader]]s. Naturally-occurring emeralds are rarer than [[diamond]]s.
    
    == Obtaining ==
    
    === Trading (how emerald is renewable) ===
    {{main|Trading}}
    Emeralds can be obtained by trading with [[villager]]s, since they are the currency that villagers use for trading. Villagers either buy or sell specific goods for emeralds. Some villagers trade stuff that is renewable with emerald.
    
    === Mining ===
    [[Emerald ore]] drops one emerald when mined using an iron or better [[pickaxe]]. If the pickaxe is enchanted with [[Fortune]], it may drop an extra emerald per level of Fortune, up to a maximum of 4 emeralds with Fortune III. If the ore is mined using a pickaxe enchanted with [[Silk Touch]], it drops itself in ore form instead of an emerald.
    
    === Crafting ===
    
    {{Crafting
    |Block of Emerald
    |Output= Emerald,9
    |type= Material
    }}
    
    === Smelting ===
    
    {{Smelting
    |Emerald Ore; Deepslate Emerald Ore
    |Emerald
    |1
    }}
    
    === Natural generation ===
    {{see also|Emerald Ore#Natural generation}}
    
    Emeralds can generate in [[chest]]s in some [[village]] houses or other generated [[Generated structures|structures]].
    
    {{needs update|inaccurate=1|section=1}}
    {{LootChestItem|emerald}}
    
    === Drops ===
    [[Vindicator]]s and [[evoker]]s drop 0–1 emeralds upon death. [[Looting]] increases the maximum emerald drop by one per level, for a maximum of 4 emeralds with Looting III.
    
    [[Fox]]es that are holding emeralds also have a chance of 100% to drop the emerald they are holding upon death. Alternatively, the player can drop a food item to entice the fox to drop the emerald without killing it.
    
    {{IN|bedrock}}, vindicators and [[pillager]]s spawned from [[raids]] can drop 0–1 emeralds. Depending on difficulty, vindicators and pillagers spawned from raids also have a chance of dropping additional emeralds. There is a 65% chance of dropping on easy and normal, and an 80% chance of dropping on hard. If this additional drop condition is met, different emerald counts can drop with different chances. There is a {{frac|10|39}} chance to drop an additional 0–1 emeralds, a {{frac|5|39}} chance to drop an additional 2–3, and a {{frac|2|39}} chance to drop an additional 4–5.
    
    {{IN|bedrock}}, with Looting III, it is possible for a vindicator in a raid to drop up to 16 emeralds upon death (vindicator drops + raid drops + an additional drop<!-- emerald from 2/39 chance-->).
    
    == Usage ==
    
    === Trading ===
    
    {{main|Trading}}
    
    Emeralds are primarily used as currency for [[trading]] with villagers and wandering traders. Trading is typically a faster way to obtain emeralds than by mining, as an emerald ore is rarer than a diamond ore.
    
    === Crafting ingredient ===
    {{crafting usage}}
    
    ===Beacons===
    
    Emeralds can be used to select powers from a [[beacon]]. The player must select one of the available powers and then insert an emerald into the item slot. 
    
    An emerald can be substituted for an [[iron ingot]], a [[gold ingot]], a [[diamond]] or a [[netherite ingot]] in a beacon.
    
    === Smithing ingredient ===
    {{Smithing
    |head=1
    |ingredients=Any Armor Trim +<br/>Any Armor Piece + <br/>Emerald
    |Any Armor Trim Smithing Template
    |Netherite Chestplate
    |Emerald
    |Emerald Trim Netherite Chestplate
    |showdescription=1
    |description = All armor types can be used in this recipe,<br/>a netherite chestplate is shown as an example.
    |tail=1
    }}
    
    ;Trim color palette
    The following color palette is shown on the designs on trimmed armor:
    *{{TrimPalette|emerald}}
    
    == Achievements ==
    
    {{load achievements|The Haggler;Buy Low;Master Trader}}
    
    == Advancements ==
    {{load advancements|What a Deal!}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showitemtags=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Emerald
    |spritetype=item
    |nameid=emerald
    |itemtags=beacon_payment_items
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Emerald
    |spritetype=item
    |nameid=emerald
    |id=512
    |form=item
    |foot=1}}
    
    == History ==
    
    {{History|java indev}}
    {{History||0.31|snap=20100129|Added [[diamond]]s, referred to as emeralds in the code.}}
    {{History|java}}
    {{History||May 21, 2012|link={{tweet|jeb_|204619936616808451}}|[[File:Ruby pJE20120521.png|32px]] [[Jens Bergensten|Jeb]] released a screenshot of himself testing the [[trading]] system. At this time, what would become emeralds were [[History_of_textures/Unused_textures#Ruby|rubies]].<ref>http://www.minecraftforum.net/topic/1621716-15-new-blocksitems/#entry19977082</ref>}}
    {{History||1.3.1|snap=12w21a|[[File:Emerald JE1 BE1.png|32px]] Added emeralds and [[emerald ore]].
    |Emeralds can be [[trading|traded]] with [[villager]]s in exchange for different [[item]]s.
    |Added [[desert temple]]s, with a hidden [[chest]] room and loot containing emeralds.
    |[[File:Ruby JE1 BE1.png|32px]] The texture of [[History_of_textures/Unused_textures#Ruby|rubies]] can be found in the (at this time unused) file {{cd|items.png}}.<ref name="en_US 12w21">Snapshot 12w21a/b ''lang/en_US.lang'': '''item.ruby.name=Ruby'''</ref>}}
    {{History|||snap=12w22a|[[Block of emerald]] has now been added, which is [[crafting|crafted]] from nine emeralds and can be placed as a decorative [[block]].
    |Added [[jungle temple]]s, which contain loot [[chest]]s with emeralds.}}
    {{History||1.4.2|snap=12w32a|As [[zombie villager]]s can now spawn and be cured, emeralds can now still be obtained in [[trading|trades]] even if [[generated structures]] are disabled.}}
    {{history||1.9|snap=15w31a|Emeralds now generate in [[end city]] ship [[chest]]s.}}
    {{history|||snap=15w43a|Emeralds now generate in [[igloo]] basement chests.}}
    {{history|||snap=15w44a|The average yield of emeralds in [[desert temple]] chests has now been increased.}}
    {{History||1.11|snap=16w39a|Added [[vindicator]]s and [[evoker]]s, which drop emeralds if killed by a player.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 388.}}
    {{History|||snap=18w09a|Emeralds can now generate in the loot [[chest]]s of [[underwater ruins]].}}
    {{History|||snap=18w10a|Emeralds can now generate in [[buried treasure]] chests.}}
    {{History|||snap=18w11a|Emeralds can now generate in the chests of [[shipwreck]]s.}}
    {{History||1.14|snap=18w43a|[[File:Emerald JE2 BE2.png|32px]] The texture of emeralds has now been changed.
    |Added [[pillager]]s, which can [[drops|drop]] emeralds.}}
    {{History|||snap=18w46a|Pillagers no longer drop emeralds.}}
    {{History|||snap=18w48a|Emeralds now generate in chests in [[village]] tanneries, fisher cottages and plains village houses.}}
    {{History|||snap=18w49a|Emeralds now generate in chests in [[village]] shepherd houses, mason houses, butcher shops, and savanna and snowy village houses.}}
    {{History|||snap=18w50a|Emeralds now generate in chests in [[village]] fletcher houses, temples, and desert and taiga village houses.}}
    {{History|||snap=19w07a|Added [[fox]]es, which sometimes spawn with emeralds in their mouths.}}
    {{History|||snap=19w08a|[[File:Emerald JE3 BE3.png|32px]] The texture of emeralds has now been changed, once again and it looks smaller.}}
    {{History||1.17|snap=21w13a|The unused [[History_of_textures/Unused_textures#Ruby|rubies]] texture was removed.}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Emeralds can now be used as an armor trim material.}}
    {{History|||snap=23w07a|Emeralds now drop when brushing [[suspicious sand]] in [[desert pyramid]]s or [[desert well]]s.}}
    {{History||1.20|snap=23w12a|The probability for the emerald to generate in the [[suspicious sand]] in [[desert temple]] and in [[desert well]] has been changed from 1/7 to 1/8.|Emerald can now be found in [[suspicious gravel]] and [[suspicious sand]] in cold and warm [[ocean ruins]] and in [[trail ruins]].}}
    {{History|||snap=23w16a|Emerald 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]]; emerald now is in the common loot.}}
    
    {{History|pocket alpha}}
    {{History||v0.9.0|snap=build 1|[[File:Emerald JE1 BE1.png|32px]] Added emeralds.}}
    {{History|||snap=build 5|Emeralds can now be used to craft [[blocks of emerald]].}}
    {{History||v0.13.0|snap=build 1|Emeralds can now be found inside [[desert temple]] [[chest]]s.}}
    {{History||v0.15.0|snap=build 1|Added [[jungle temple]]s, which contain loot chests with emeralds.}}
    {{History||v0.16.0|snap=build 1|Emeralds can now be used to power [[beacon]]s.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Emeralds can now be found in [[end city]] ship [[chest]]s.
    |Emeralds can now be found in [[igloo]] basement chests.}}
    {{History||1.0.4|snap=alpha 1.0.4.0|Emeralds are now used as "currency" for [[villager]] [[trading]].}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Added [[evoker]]s and [[vindicator]]s, which [[drops|drop]] emeralds when killed.}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.14.2|Emeralds can now be found in some [[shipwreck]] [[chest]]s.}}
    {{History|||snap=beta 1.2.20.1|Emeralds can now be found inside [[underwater ruins]] chests.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Emeralds can now be used to [[trading|buy]] items from [[wandering trader]]s.
    |Emeralds can now be found in [[plains]] [[village]] house and tannery [[chest]]s.
    |[[File:Emerald JE2 BE2.png|32px]] The texture of emeralds has now been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Emeralds can now be found in [[village]] [[chest]]s other than [[plains]].}}
    {{History|||snap=beta 1.11.0.4|[[Vindicator]]s and [[pillager]]s that spawn from [[raid]]s can now [[drops|drop]] bonus emeralds.}}
    {{History|||snap=beta 1.11.0.5|[[File:Emerald JE3 BE3.png|32px]] The texture of emeralds has now been changed, once again.}}
    {{History||1.13.0|snap=beta 1.13.0.1|Added [[fox]]es, which can [[drops|drop]] emeralds.}}
    {{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.70|snap=beta 1.19.70.23|Emeralds now drop when brushing [[suspicious sand]] in [[desert pyramid]]s or [[desert well]]s.}}
    {{History|||snap=beta 1.19.80.21|Emeralds 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:Emerald JE1 BE1.png|32px]] Added emeralds.}}
    {{History|Ps4}}
    {{History||1.90|[[File:Emerald JE2 BE2.png|32px]] The texture of emeralds has now been changed.}}
    
    {{History|new3DS}}
    {{History||0.1.0|[[File:Emerald JE1 BE1.png|32px]] Added emeralds.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Gallery ==
    
    <gallery>
    Villager trading preview.png|The first image of the trading system released by [[Jeb]]. What would become emeralds can be seen in the [[inventory]] space.
    Emerald Ore 12w21a.png|A wall of [[emerald ore]] utilizing a previous texture in snapshot [[12w21a]].
    Room of Emeralds.png|All forms of emeralds in one photo: emerald (in the form of [[emerald block|block]], [[emerald ore|ore]] and the emerald itself).
    </gallery>
    
    ==Trivia==
    
    *The [[History_of_textures/Unused_textures#Ruby|ruby]] was going to be the [[villager]] currency but was changed to emeralds before the update's release.
    
    == References ==
    
    {{Reflist}}
    
    {{Items}}
    
    [[Category:Renewable resources]]
    
    [[cs:Smaragd]]
    [[de:Smaragd]]
    [[es:Esmeralda]]
    [[fr:Émeraude]]
    [[hu:Smaragd]]
    [[it:Smeraldo]]
    [[ja:エメラルド]]
    [[ko:에메랄드]]
    [[nl:Smaragd]]
    [[pl:Szmaragd]]
    [[pt:Esmeralda]]
    [[ru:Изумруд]]
    [[th:มรกต]]
    [[tr:Zümrüt]]
    [[uk:Смарагд]]
    [[zh:绿宝石]]</li></ul>
    20w06aZombie villagers that were converted from villagers no longer despawn.[6]
    1.17
    {{Extension DPL}}<ul><li>[[Minecart with Hopper|Minecart with Hopper]]<br/>{{ItemEntity
    |image=Minecart with Hopper.png
    |renewable=Yes
    |stackable=No
    |size=Height: 0.7 Blocks<br>Width: 0.98 Blocks
    |networkid='''[[JE]]''': 10
    |drops=1 {{ItemLink|Minecart with Hopper}}<br>plus contents
    |health={{hp|6}}
    }}
    A '''minecart with hopper''' is a [[minecart]] with a [[hopper]] inside. Unlike a normal hopper, it pulls items from containers much more quickly, cannot push items into containers, can collect [[Item (entity)|item entities]] through a single layer of [[solid block]]s and is locked and unlocked via [[Activator Rail|activator rails]].
    
    == Obtaining ==
    
    === Crafting ===
    
    {{Crafting
    |Output= Minecart with Hopper
    |type= Transportation
    |Hopper|Minecart}}
    
    Minecarts with hoppers can be retrieved by attacking them. By doing so it drop as an [[item (entity)|item]] and any other contents of the hopper are dropped as well.
    
    == Usage ==
    [[File:Minecart with Hopper GUI.png|thumb|176px|The GUI of a minecart with hopper.]]
    Minecarts with hoppers are placed similarly to other [[minecart]]s.
    
    A minecart with hopper pulls in items lying nearby (within a range slightly larger than the cart itself), or inside a container directly above the minecart, at a rate of 1 item every [[game tick]] (20 items per second), eight times as fast as a normal hopper. It also picks up items that are lying on a block directly above the track. It does not push items into containers, but a hopper underneath the track can remove items from a minecart with hopper on the track. Ordinary hoppers can also drop items into a minecart with hopper like other containers, at the normal speed of 2.5 items per second. In Bedrock Edition, a minecart with hopper on curved rail pulls in items in a hopper lying in front of its moving direction and 1 block above if hopper's output funnel is pointed downward and no block is below that hopper.<ref>{{bug|MCPE-94293}}</ref>
    
    The hopper can be disabled by passing over a powered [[activator rail]], and can be reenabled by an inactive activator rail.
    
    An empty minecart with hopper can travel more than 85 blocks without stopping (as opposed to a normal cart going less than 12 blocks) from a dead stop using a 2 powered track starter even with another cart in front of them. However, the distance traveled by a minecart with hopper depends on the hopper's load. Using a 1 powered rail starter track, a minecart with an empty hopper travels 64 blocks until it stops (as opposed to an empty normal minecart going 8 blocks). The distance traveled diminishes non-linearly with increased hopper load; a minecart with a full hopper can travel only 16 blocks in this setup.
    
    {{See also|Tutorials/Storage minecarts}}
    
    == Sounds ==
    {{Edition|Java}}:<br>
    Minecarts with hoppers use the Friendly Creatures sound category for entity-dependent sound events.<ref group=sound name=rollsource>{{bug|MC-42132}}</ref>
    {{Sound table
    |sound=Minecart rolling.ogg
    |subtitle=Minecart rolls
    |source=Friendly Creatures <ref group=sound name=rollsource/>
    |overridesource=1
    |description=While a minecart with hopper is moving
    |id=entity.minecart.riding
    |translationkey=subtitles.entity.minecart.riding
    |volume=0.0-0.35 <ref group=sound>Relates linearly with horizontal velocity (max 0.5)</ref>
    |pitch=0.0-1.0 <ref group=sound>Will increase by 0.0025 per tick if the minecart's horizontal velocity is more than 0.01</ref>
    |distance=16
    |foot=1}}
    
    {{Edition|Bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Minecart rolling.ogg
    |source=neutral
    |description=While a minecart with hopper is moving
    |id=minecart.base
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |firstcolumnname=Item
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Minecart with Hopper
    |spritetype=item
    |nameid=hopper_minecart
    |form=item
    |foot=1}}
    {{ID table
    |edition=java
    |firstcolumnname=Entity
    |generatetranslationkeys=y
    |displayname=Minecart with Hopper
    |spritetype=entity
    |nameid=hopper_minecart
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |firstcolumnname=Item
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Minecart with Hopper
    |spritetype=item
    |nameid=hopper_minecart
    |id=526
    |form=item
    |foot=1}}
    {{ID table
    |edition=bedrock
    |firstcolumnname=Entity
    |shownumericids=y
    |generatetranslationkeys=y
    |displayname=Minecart with Hopper
    |spritetype=entity
    |nameid=hopper_minecart
    |id=96
    |foot=1}}
    
    === Entity data ===
    Minecarts with hoppers 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]].
    
    == Video ==
    
    <div style="text-align:center">{{yt|I5etC7LeCac}}</div>
    
    == History ==
    
    {{History|java}}
    {{History||1.5|snap=13w03a|[[File:Minecart with Hopper JE1 BE1.png|32px]] [[File:Minecart with Hopper (item) JE1 BE1.png|32px]] Added minecart with hopper.}}
    {{History||1.9|snap=15w43a|Loot tables are added; minecarts with hopper now can use loot tables.}}
    {{History||1.9.1|snap=pre2|The title of the [[inventory]] is changed from 'Hopper minecart' to 'Minecart with Hopper'.}}
    {{History||1.11|snap=16w32a|The entity ID of the minecart with hopper has now been changed from <code>MinecartHopper</code> to <code>hopper_minecart</code>.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 408.}}
    {{History||1.14|snap=18w43a|[[File:Minecart with Hopper JE2 BE2.png|32px]] [[File:Minecart with Hopper (item) JE2 BE2.png|32px]] The textures of the minecart with hopper have now been changed.}}
    {{History||1.15|snap=19w38a|[[File:Minecart with Hopper 19w38a.png|32px]] The hopper now appears dark, same as suffocating mobs.}}
    {{History|||snap=19w39a|The hopper now renders correctly.}}
    {{History||1.16.2|snap=Pre-release 1|Opening or destroying a minecart with hopper now angers nearby [[piglin]]s.}}
    {{History||1.19|snap=22w13a|The crafting recipe for a minecart with hopper is now shapeless.|Breaking a minecart with hopper will now drop the item instead of the minecart and hopper separately, though the contents of the hopper are still dropped.<ref>{{bug|MC-249493|||Fixed}}</ref>}}
    {{History||1.19.4|snap=23w06a|Minecart with hopper now no longer aggravates [[piglin]]s when opened.}}
    
    {{History|pocket alpha}}
    {{History||v0.14.0|snap=build 1|[[File:Minecart with Hopper JE1 BE1.png|32px]] [[File:Minecart with Hopper (item) JE1 BE1.png|32px]] Added minecart with hopper.}}
    {{History|pocket}}
    {{History||1.1.0|snap=alpha 1.1.0.0|The entity ID of the minecart with hopper has now been changed from <code>minecarthopper</code> to <code>hopper_minecart</code>.}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Minecart with Hopper JE2 BE2.png|32px]] [[File:Minecart with Hopper (item) JE2 BE2.png|32px]] The textures of the minecart with hopper have now been changed.}}
    {{History||1.19.0|snap=beta 1.19.0.30|Breaking a minecart with hopper will now drop the item instead of the minecart and hopper separately, though the contents of the hopper are still dropped.}}
    
    {{History|console}}
    {{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|switch=1.0.1|[[File:Minecart with Hopper JE1 BE1.png|32px]] [[File:Minecart with Hopper (item) JE1 BE1.png|32px]] Added minecart with hopper.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Minecart with Hopper JE2 BE2.png|32px]] [[File:Minecart with Hopper (item) JE2 BE2.png|32px]] The textures of the minecart with hopper have now been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Minecart with Hopper JE1 BE1.png|32px]]  [[File:Minecart with Hopper (item) JE1 BE1.png|32px]] Added minecart with hopper.
    |Minecarts with hopper emit smoke [[particles]] when destroyed.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Gallery ==
    
    <gallery>
    File:First hopper Minecart Image.png|The first image of hopper carts released by Dinnerbone.<ref>{{Tweet|Dinnerbone|291215700213772289|Well you guys got that quick. The letters in the hotbar were for <nowiki>[imgur link]|January 15, 2013}}</ref>
    File:13w03a Banner.png|The 13w03a banner showing a minecart with hopper and a [[dropper]].
    </gallery>
    
    == References ==
    
    {{reflist}}
    
    
    {{items}}
    {{entities}}
    
    [[Category:Mechanics]]
    [[Category:Storage]]
    
    [[cs:Vozík s násypkou]]
    [[de:Trichterlore]]
    [[es:Vagoneta con tolva]]
    [[fr:Wagonnet à entonnoir]]
    [[hu:Tölcsér csille]]
    [[it:Carrello da miniera]]
    [[ja:ホッパー付きのトロッコ]]
    [[ko:호퍼가 실린 광산 수레]]
    [[nl:Mijnkar met trechter]]
    [[pl:Wagonik z lejem]]
    [[pt:Carrinho de mina com funil]]
    [[ru:Вагонетка с воронкой]]
    [[uk:Вагонетка з лійкою]]
    [[zh:漏斗矿车]]</li><li>[[Mushroom Stew|Mushroom Stew]]<br/>{{Item
    | title = Mushroom Stew
    | image = Mushroom Stew.png
    | renewable = Yes
    | heals = {{hunger|6}}
    | stackable = No
    }}
    '''Mushroom stew''' is a [[food]] item.
    
    == Obtaining ==
    === Harvesting ===
    Mushroom stew can be obtained by “milking” a [[mooshroom]] with an empty [[bowl]]. This is accomplished by {{Control|using}} a bowl on a mooshroom. The bowl gets replaced by the mushroom stew item. There is no cooldown for doing so.
    
    If a stack of more than one bowl is used on a mooshroom, only one bowl is consumed, and the mushroom stew goes into an empty inventory slot, or is dropped if the player's inventory is full.
    
    === Crafting ===
    {{Crafting
    |Red Mushroom
    |Brown Mushroom
    |Bowl
    |Output= Mushroom Stew
    |type= Foodstuff
    }}
    
    == Usage ==
    === Food ===
    {{see also|Tutorials/Hunger management|title1=Hunger management}}
    To eat mushroom stew, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|6}} [[hunger]] and 7.2 hunger 
    [[Hunger#Mechanics|saturation]].
    
    The bowl is returned to the player empty after the mushroom stew has been eaten, and can be reused to craft more, similarly to [[Rabbit Stew|rabbit stew]] and [[Beetroot Soup|beetroot soup]].
    
    == Sounds ==
    === Generic ===
    {{Sound table/Entity/Food}}
    === Unique ===
    {{Edition|Java}}:
    {{Sound table
    |sound=Mooshroom milk1.ogg
    |sound2=Mooshroom milk2.ogg
    |sound3=Mooshroom milk3.ogg
    |subtitle=Mooshroom gets milked 
    |source=neutral
    |description=When a mooshroom is milked with a bowl
    |id=entity.mooshroom.milk
    |translationkey=subtitles.entity.mooshroom.milk
    |volume=1.0
    |pitch=''varies'' <ref group=sound name=milkpitch>Can be 1.0, 0.9, or 1.1 for each sound</ref>
    |distance=16
    |foot=1}}
    
    {{Edition|Bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Mooshroom milk1.ogg
    |sound2=Mooshroom milk2.ogg
    |sound3=Mooshroom milk3.ogg
    |subtitle=Mooshroom gets milked 
    |source=Friendly Creatures
    |description=When a mooshroom is milked with a bowl
    |id=mob.mooshroom.suspicious_milk
    |volume=1.0/0.9/1.1
    |pitch=1.0
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Mushroom Stew
    |spritetype=item
    |nameid=mushroom_stew
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Mushroom Stew
    |spritetype=item
    |nameid=mushroom_stew
    |id=260
    |form=item
    |foot=1}}
    
    == Advancements ==
    {{load advancements|Husbandry;A Balanced Diet}}
    
    == History ==
    {{History|java indev}}
    {{History||0.31|snap=20100130|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.
    |Restores {{hp|8}} [[health]].}}
    {{History||20100206|Mushroom stew now restores {{hp|10}} health.}}
    {{History|java beta}}
    {{History||1.6|snap=Test Build 3|[[Mushroom]] spreading mechanic added, making mushroom stew [[renewable]].}}
    {{History||1.8|snap=Pre-release|Now restores {{hunger|8}} [[hunger]].}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease|More fungi sources have now been introduced with the addition of the [[Mushroom Fields|mushroom biome]]. 
    |A [[mooshroom]] can now be "milked" with a [[bowl]] to obtain mushroom stew.}}
    {{History|||snap=Beta 1.9 Prerelease 3|Mushroom stew can now be crafted in the [[2×2 crafting grid]] in the [[inventory]]. Previously, the crafting recipe was shaped, now it's shapeless.}}
    {{History||1.2.5|snap=release|The [[player]] milking a [[mooshroom]] with a stack of [[bowl]]s no longer results in receiving back a single bowl of mushroom stew.}}
    {{History||1.4.2|snap=?|Mushroom stew now restores {{Hunger|6}} instead of {{Hunger|8}}.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 282.}}
    {{History||1.14|snap=18w43a|[[File:Mushroom Stew JE2 BE2.png|32px]] The texture of mushroom stew has now been changed.}}
    {{History||1.16|snap=Pre-release 1|Mooshrooms can now be milked for mushroom stew in Creative mode.<ref>{{Cite bug|MC|90969|Cannot get mushroom stew from mooshrooms / milk from cows in creative mode|date=October 19, 2015}}</ref>}}
    
    {{History|pocket alpha}}
    {{History||v0.4.0|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.}}
    {{History||v0.5.0|Mushroom stew now restores {{hp|8}} instead of {{hp|4}}.}}
    {{History||v0.9.0|snap=build 1|A mooshroom can now be "milked" with a [[bowl]] to obtain mushroom stew.}}
    {{History||v0.12.1|snap=build 1|Mushroom stew now restores [[hunger]] instead of [[health]].}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Mushroom Stew JE2 BE2.png|32px]] The texture of mushroom stew has now been changed.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|switch=1.0.1|wiiu=Patch 1|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Mushroom Stew JE2 BE2.png|32px]] The texture of mushroom stew has now been changed.}}
    
    {{History|new3ds}}
    {{History||0.1.0|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.}}
    {{History|foot}}
    
    == Issues ==
    {{Issue list}}
    
    == References ==
    {{reflist}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--mushroom-stew Taking Inventory: Mushroom Stew] – Minecraft.net on September 1, 2022
    
    {{items}}
    
    [[de:Pilzsuppe]]
    [[es:Estofado de champiñones]]
    [[fr:Soupe de champignons]]
    [[hu:Gombaragu]]
    [[ja:キノコシチュー]]
    [[ko:버섯 스튜]]
    [[nl:Paddenstoelenstoofpot]]
    [[pl:Zupa grzybowa]]
    [[pt:Ensopado de cogumelos]]
    [[ru:Тушёные грибы]]
    [[zh:蘑菇煲]]
    [[Category:Food]]
    [[Category:Renewable resources]]
    <references /></li></ul></nowiki>
    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
    {{Extension DPL}}<ul><li>[[Bucket|Bucket]]<br/>{{about|the empty bucket|buckets filled with objects}}
    {{Item
    | image = Bucket.png
    | renewable = Yes
    | stackable = Yes (16), except in furnace fuel slot
    }}
    A '''bucket''' is an item used to carry [[water]], [[lava]], [[milk]], [[powder snow]], and [[Bucket of aquatic mob|various aquatic mobs]].
    
    == Obtaining ==
    
    === Crafting ===
    
    {{Crafting
     |A2= Iron Ingot
     |C2= Iron Ingot
     |B3= Iron Ingot
     |Output= Bucket
     |type= Miscellaneous
    }}
    
    === Natural generation ===
    
    {{LootChestItem|bucket}}
    
    == Usage ==
    Empty buckets can be used to "pick up" a [[water]] or [[lava]] source block by pressing {{control|use}} item on a block of the relevant type. If the empty bucket is part of a stack and the player's inventory is full, the filled bucket drops in front of the player as an item. 
    
    A bucket filled with a source block can then be used to place its source block contents in the empty block next to the side of the block the player is currently looking at, or replacing the block looked at for some replaceable blocks.
    
    One can press {{control|use}} when looking at a [[cow]], [[mooshroom]], or [[goat]] to fill a bucket with [[milk]]. A bucket full of milk can be emptied only by drinking it or by using it in crafting a recipe (like [[cake]]).
    
    A bucket full of water can be used on a live aquatic mob ([[cod]], [[salmon]], [[tropical fish]], [[pufferfish]], [[axolotl]], or [[tadpole]]) to collect the mob in the bucket for transportation to another location. The mob in item form becomes a [[bucket of aquatic mob]].
    
    An empty bucket can be used to empty a [[cauldron]] with water or lava, filling the bucket with the fluid. This does not work with dispensers.<ref>{{bug|MC-165196}}</ref>
    
    A lava bucket placed in the fuel slot of a [[furnace]] becomes an empty bucket after the lava is consumed during [[smelting]].
    
    An empty bucket fills with [[water]] when placed in the fuel slot of a [[furnace]] while smelting a [[Sponge|wet sponge]].
    
    An empty bucket can be used to collect [[powder snow]], filling the bucket with powder snow. Emptying the powder snow bucket places the powder snow block in the empty block next to the side of the block the player is currently looking at.
    
    == Sounds ==
    {{el|je}}:
    {{Sound table
    |sound=Fill water bucket1.ogg
    |sound2=Fill water bucket2.ogg
    |sound3=Fill water bucket3.ogg
    |subtitle=Bucket fills
    |source=player
    |description=When a bucket is filled with water
    |id=item.bucket.fill
    |translationkey=subtitles.item.bucket.fill
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Empty water bucket1.ogg
    |sound2=Empty water bucket1.ogg
    |sound3=Empty water bucket2.ogg
    |sound4=Empty water bucket3.ogg
    |subtitle=Bucket empties
    |source=block
    |description=When a water bucket is emptied <ref group=sound><code>empty1</code> plays at twice the frequency as the other sounds</ref>
    |id=item.bucket.empty
    |translationkey=subtitles.item.bucket.empty
    |volume=1.0
    |pitch=1.0 <ref group=sound>Except for the second copy of <code>empty1</code>, which is 0.9</ref>
    |distance=16}}
    {{Sound table
    |sound=Fill lava bucket1.ogg
    |sound2=Fill lava bucket2.ogg
    |sound3=Fill lava bucket3.ogg
    |subtitle=Bucket fills
    |source=player
    |description=When a bucket is filled with lava
    |id=item.bucket.fill_lava
    |translationkey=subtitles.item.bucket.fill
    |volume=1.0
    |pitch=1.0 
    |distance=16}}
    {{Sound table
    |sound=Empty lava bucket1.ogg
    |sound2=Empty lava bucket2.ogg
    |sound3=Empty lava bucket3.ogg
    |subtitle=Bucket empties
    |source=block
    |description=When a lava bucket is emptied
    |id=item.bucket.empty_lava
    |translationkey=subtitles.item.bucket.empty
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Fill powder snow bucket1.ogg
    |sound2=Fill powder snow bucket2.ogg
    |subtitle=Bucket fills
    |source=player
    |description=When a bucket is filled with powder snow
    |id=item.bucket.fill_powder_snow
    |translationkey=subtitles.item.bucket.fill
    |volume=1.0
    |pitch=1.0/0.9/1.1
    |distance=16}}
    {{Sound table
    |sound=Empty powder snow bucket1.ogg
    |sound2=Empty powder snow bucket2.ogg
    |subtitle=Bucket empties
    |source=block
    |description=When a powder snow bucket is emptied
    |id=item.bucket.empty_powder_snow
    |translationkey=subtitles.item.bucket.empty
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    
    {{Sound table
    |rowspan=2
    |sound=Fill fish bucket1.ogg
    |sound2=Fill fish bucket2.ogg
    |sound3=Fill fish bucket3.ogg
    |subtitle=Fish captured
    |source=neutral
    |description=When a fish is collected into a water bucket
    |translationkey=subtitles.item.bucket.fill_fish
    |id=item.bucket.fill_fish
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |subtitle=Tadpole captured
    |source=neutral
    |description=When a tadpole is collected into a bucket
    |id=item.bucket.fill_tadpole
    |translationkey=subtitles.item.bucket.fill_tadpole
    |volume=0.5
    |pitch=1.5
    |distance=16}}
    {{Sound table
    |sound=Fill axolotl1.ogg
    |sound2=Fill axolotl2.ogg
    |sound3=Fill axolotl3.ogg
    |subtitle=Axolotl scooped
    |source=neutral
    |description=When an axolotl is collected into a bucket
    |id=item.bucket.fill_axolotl
    |translationkey=subtitles.item.bucket.fill_axolotl
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |rowspan=3
    |sound=Empty fish bucket1.ogg
    |sound2=Empty fish bucket2.ogg
    |sound3=Empty fish bucket3.ogg
    |subtitle=Bucket empties
    |source=neutral
    |description=When a fish is placed from a bucket
    |id=item.bucket.empty_fish
    |translationkey=subtitles.item.bucket.empty
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |subtitle=Bucket empties
    |source=neutral
    |description=When a tadpole is placed from a bucket
    |id=item.bucket.empty_tadpole
    |translationkey=subtitles.item.bucket.empty
    |volume=0.5
    |pitch=1.5
    |distance=16}}
    {{Sound table
    |subtitle=Bucket empties
    |source=neutral
    |description=When an axolotl is placed from a bucket
    |id=item.bucket.empty_axolotl
    |translationkey=subtitles.item.bucket.empty
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    
    {{Sound table
    |sound=Cow milk1.ogg
    |sound2=Cow milk2.ogg
    |sound3=Cow milk3.ogg
    |source=player
    |subtitle=Cow gets milked
    |description=When a cow is milked
    |id=entity.cow.milk
    |translationkey=subtitles.entity.cow.milk
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Mooshroom milk1.ogg
    |sound2=Mooshroom milk2.ogg
    |sound3=Mooshroom milk3.ogg
    |subtitle=Goat gets milked
    |description=When a regular goat is milked
    |source=neutral
    |id=entity.goat.milk
    |translationkey=subtitles.entity.goat.milk
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Goat screaming milk1.ogg
    |sound2=Goat screaming milk2.ogg
    |sound3=Goat screaming milk3.ogg
    |sound4=Goat screaming milk4.ogg
    |sound5=Goat screaming milk5.ogg
    |subtitle=Goat gets milked
    |source=neutral
    |description=When a screaming goat is milked
    |id=entity.goat.screaming.milk
    |translationkey=subtitles.entity.goat.milk
    |volume=1.0
    |pitch=1.0
    |distance=16
    |foot=1}}
    
    {{el|be}}:
    {{Sound table
    |type=bedrock
    |sound=Fill water bucket1.ogg
    |sound2=Fill water bucket2.ogg
    |sound3=Fill water bucket3.ogg
    |source=block
    |description=When a bucket is filled with water
    |id=bucket.fill_water
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Empty water bucket1.ogg
    |sound2=Empty water bucket2.ogg
    |sound3=Empty water bucket3.ogg
    |source=block
    |description=When a water bucket is emptied
    |id=bucket.empty_water
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |rowspan=2
    |sound=Water Splash Old.ogg
    |source=block
    |description=When a water bucket is placed in a cauldron<wbr><ref group=sound name=bucketsplash>{{Bug|MCPE-135919}}</ref>
    |id=cauldron.fillwater
    |volume=0.1
    |pitch=1.0}}
    {{Sound table
    |source=block
    |description=When a water bucket is removed from a cauldron<wbr><ref group=sound name=bucketsplash/>
    |id=cauldron.takewater
    |volume=0.1
    |pitch=1.0}}
    {{Sound table
    |sound=Fill lava bucket1.ogg
    |sound2=Fill lava bucket2.ogg
    |sound3=Fill lava bucket3.ogg
    |source=block
    |description=When a bucket is filled with lava
    |id=bucket.fill_lava
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Empty lava bucket1.ogg
    |sound2=Empty lava bucket2.ogg
    |sound3=Empty lava bucket3.ogg
    |source=block
    |description=When a lava bucket is emptied
    |id=bucket.empty_lava
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Fill powder snow bucket1.ogg
    |sound2=Fill powder snow bucket2.ogg
    |source=player
    |description=When a bucket is filled with powder snow
    |id=bucket.fill_powder_snow
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Empty powder snow bucket1.ogg
    |sound2=Empty powder snow bucket2.ogg
    |source=block
    |description=When a powder snow bucket is emptied
    |id=bucket.empty_powder_snow
    |volume=1.0
    |pitch=1.0}}
    
    {{Sound table
    |sound=Fill fish bucket1.ogg
    |sound2=Fill fish bucket2.ogg
    |sound3=Fill fish bucket3.ogg
    |source=block
    |description=When a creature is collected into a water bucket
    |id=bucket.fill_fish
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Empty fish bucket1.ogg
    |sound2=Empty fish bucket2.ogg
    |sound3=Empty fish bucket3.ogg
    |source=block
    |description=When a creature is placed from a bucket
    |id=bucket.empty_fish
    |volume=1.0
    |pitch=1.0}}
    
    {{Sound table
    |sound=Cow milk1.ogg
    |sound2=Cow milk2.ogg
    |sound3=Cow milk3.ogg
    |source=neutral
    |description=When a cow is milked
    |id=mob.cow.milk
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Mooshroom milk1.ogg
    |sound2=Mooshroom milk2.ogg
    |sound3=Mooshroom milk3.ogg
    |description=When a regular goat is milked
    |source=neutral
    |id=mob.mooshroom.suspicious_milk
    |volume=1.0
    |pitch=1.0, 0.9, 1.1}}
    {{Sound table
    |sound=Goat screaming milk1.ogg
    |sound2=Goat screaming milk2.ogg
    |sound3=Goat screaming milk3.ogg
    |sound4=Goat screaming milk4.ogg
    |sound5=Goat screaming milk5.ogg
    |description=When a screaming goat is milked
    |source=neutral
    |id=mob.goat.milk.screamer
    |volume=1.0
    |pitch=1.0
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Bucket
    |spritetype=item
    |nameid=bucket
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |showaliasids=y
    |generatetranslationkeys=y
    |displayname=Bucket
    |spritetype=item
    |nameid=bucket
    |id=360
    |aliasid=bucket / 0
    |form=item
    |foot=1}}
    
    == Video ==
    
    <div style="text-align:center">{{yt|0tVu5HYLQMw}}</div>
    
    == Achievements ==
    {{Load achievements|I am a Marine Biologist}}
    
    == Advancements ==
    {{Load advancements|Hot Stuff}}
    
    == History ==
    {{History|java infdev}}
    {{History||20100615|[[File:Bucket JE1 BE1.png|32px]] Added buckets.
    |Buckets can currently pick up only [[water]] and [[lava]].}}
    {{History||20100625-2|Buckets can now be found in the new [[dungeon]] [[chest]]s.}}
    {{History|java alpha}}
    {{History||v1.0.11|[[Cow]]s are now [[milk]]able by using buckets.}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease|Added [[mooshroom]]s, which can be milked like normal [[cow]]s.}}
    {{History|||snap=Beta 1.9 Prerelease 5|In [[Creative]] mode, buckets now remain empty when {{control|used}} to pick up [[water]] and [[lava]].}}
    {{History||1.2.1|snap=12w06a|Buckets are now [[renewable resource|renewable]], due to zombies having a chance to drop iron ingots.}}
    {{History||1.3.1|snap=12w21a|Buckets are now stackable up to 16.
    |[[Dispenser]]s can now use buckets to collect and dispense water and lava.}}
    {{History|||snap=12w22a|[[Smelting]] in a [[furnace]] with a [[lava bucket]] now leaves an empty bucket for the [[player]] to retrieve.}}
    {{History||1.8|snap=14w25b|An empty bucket in the [[fuel]] slot now fills and become a [[water bucket]] after a [[sponge|wet sponge]] is dried. This happens for empty buckets placed by the [[player]] while the furnace is still smelting, and for empty buckets left by lava buckets.
    |Stacked buckets in the fuel slot now become a single water bucket.}}
    {{History|||snap=14w26a|The [[player]] can now place only one bucket in the [[fuel]] slot, which fixes the bug above.}}
    {{History||1.9|snap=15w44a|A full [[cauldron]] can now be emptied with a bucket, filling the bucket with [[water]].
    |The average yield of buckets from [[dungeon]] [[chest]]s has been substantially decreased.}}
    {{History|||snap=15w46a|Buckets now replace single [[snow|snow layers]] when {{control|used}} on the top, instead of placing the [[water]] or [[lava]] in the [[air]] above the snow layer.}}
    {{History|||snap=15w50a|Added [[sound]]s for buckets: <code>item.bucket.fill</code>, <code>item.bucket.fill_lava</code>, <code>item.bucket.empty</code>, and <code>item.bucket.empty_lava</code>.}}
    {{History||1.11|snap=16w39a|Buckets are now found in the new [[woodland mansion]] [[chest]]s.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 325.}}
    {{History|||snap=November 18, 2017|slink=https://youtu.be/A_Z3AokMwWI?t=1h52m07s|Buckets were said to be able to pick up fish mobs.}}
    {{History|||snap=18w08b|Added [[fish bucket]]s, which turn into regular buckets when {{control|used}}.}}
    {{History||1.14|snap=18w43a|[[File:Bucket JE2 BE2.png|32px]] The texture of buckets has been changed.}}
    {{History|||snap=18w49a|Buckets can now be found in chests in [[savanna]] [[village]] houses.}}
    {{History||1.16|snap=Pre-release 1|Using a bucket on water or lava in Creative mode now provides the player with one water or lava bucket in the inventory.<ref>{{bug|MC-9856}}</ref> This is created in a new inventory slot rather than replacing the used bucket. A limit of one bucket per fluid can be obtained this way - attempting to fill a bucket where a filled one already exists in the inventory removes the fluid as expected but does not provide any new buckets.
    |Cows and mooshrooms can also now be milked in Creative mode,<ref>{{bug|MC-36322}}</ref> providing the player with limitless milk buckets.}}
    {{History|||snap=Pre-release 4|Milking cows now provides Creative players with only one bucket.<ref>{{bug|MC-188352}}</ref>}}
    {{History||1.17|snap=October 3, 2020|slink=https://youtu.be/DWZIfsaIgtE?t=2h04m58s|Buckets were revealed to be able to be used to collect [[axolotl]]s.}}
    {{History|||snap=21w13a|[[Goat]]s are now milkable by using buckets.}}
    {{History|||snap=20w46a|Added [[powder snow]], which can be collected with buckets.}}
    
    {{History|pocket alpha}}
    {{History||v0.7.0|[[File:Bucket JE1 BE1.png|32px]] Added buckets.}}
    {{History||v0.7.4|Filled buckets no longer stack.<ref>{{bug|MCPE-3960}}</ref>
    |Empty buckets no longer allow [[liquid]] sources to be targeted and broken like [[block]]s.<ref>{{bug|MCPE-3857}}</ref>}}
    {{History||unknown|The stack limit for empty buckets has been changed from 64 to 16.}}
    {{History||v0.14.0|snap=build 1|A full [[cauldron]] can now be emptied with a bucket, filling the bucket with [[water]].}} 
    {{History||v0.16.0|snap=build 1|Added [[sound]]s when using buckets.
    |An empty bucket in the [[fuel]] slot now fills and becomes a [[water bucket]] after a [[sponge|wet sponge]] is dried. This happens for empty buckets placed by the [[player]] while the [[furnace]] is still [[smelting]], and for empty buckets left by [[lava bucket]]s.}}
    {{History||?|Buckets no longer highlight fluid blocks when aiming at them.}}
    {{History|pocket}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Buckets now generate in [[woodland mansion]] [[chest]]s.}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.14.2|Added [[fish bucket]]s, which turn into regular buckets when used.
    |Empty buckets can now be used to catch [[fish]].
    |Moved all bucket items from the Equipment tab to the Items tab in the [[Creative inventory]].{{verify|type=update}}{{info needed}}<!---please check snapshots, only 1 major release version was checked each--->}}
    {{History||1.9.0|snap=beta 1.9.0.2|[[Cauldron]]s filled with [[lava]] can now be emptied by using a bucket, filling it with lava.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Bucket JE2 BE2.png|32px]] The texture of buckets has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Buckets can now be found in [[savanna]] [[village]] house [[chest]]s.}}
    {{History||1.16.200|snap=beta 1.16.200.52|[[Goat]]s are now milkable by using buckets.}}
    {{History||1.16.210|snap=beta 1.16.210.53|Added [[powder snow]], which can be used to turn bucket to powder snow bucket.}}
    {{History||1.17.0|snap=beta 1.16.230.52|Added [[axolotl]]s, which can be used to turn bucket to axolotl bucket.}}
    {{History||1.19.0|snap=?|Added [[tadpole]]s, which can be used to turn bucket to tadpole bucket.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Bucket JE1 BE1.png|32px]] Added buckets.}}
    {{History||xbox=TU9|Buckets are now stackable up to 16.}}
    {{History|PS4}}
    {{History||1.90|[[File:Bucket JE2 BE2.png|32px]] The texture of buckets has been changed.}}
    
    {{History|new 3DS}}
    {{History||0.1.0|[[File:Bucket JE1 BE1.png|32px]] Added buckets.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == Gallery ==
    <gallery>
    Bucket SDGP.png|Bucket in the [[Super Duper Graphics Pack]].
    </gallery>
    
    == See also ==
    *[[Cauldron]]
    *[[Bowl]]
    *[[Glass Bottle]]
    *[[Water]]
    
    == References ==
    {{reflist}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory-bucket Taking Inventory: Bucket] – Minecraft.net on December 14, 2018
    
    {{Items}}
    
    [[Category:Tools]]
    [[Category:Renewable resources]]
    
    [[cs:Kbelík]]
    [[de:Eimer]]
    [[es:Cubo]]
    [[fr:Seau]]
    [[hu:Vödör]]
    [[it:Secchio]]
    [[ja:バケツ]]
    [[ko:양동이]]
    [[nl:Emmer]]
    [[pl:Wiadro]]
    [[pt:Balde]]
    [[ru:Ведро]]
    [[th:ถัง]]
    [[uk:Відро]]
    [[zh:桶]]</li><li>[[Melon Seeds|Melon Seeds]]<br/>{{Block
    |image = <gallery>
    Melon Stem Age 0.png | Age 0
    Melon Stem Age 1.png | Age 1
    Melon Stem Age 2.png | Age 2
    Melon Stem Age 3.png | Age 3
    Melon Stem Age 4.png | Age 4
    Melon Stem Age 5.png | Age 5
    Melon Stem Age 6.png | Age 6
    Melon Stem Age 7.png | Age 7
    </gallery>
    | image2 = <gallery>
    Attached Melon Stem (N).png | North 
    Attached Melon Stem (E).png | East
    Attached Melon Stem (S).png | South
    Attached Melon Stem (W).png | West
    </gallery>
    | transparent = Yes
    | light = No
    | tool = none
    | renewable = Yes
    | stackable = Yes (64)
    | flammable = No
    | lavasusceptible = No
    }}'''Melon seeds''' are items obtained from [[Melon Slice|melon slices]] that can be used to grow melon stems.
    
    '''Melon stems''' are plants grown on [[farmland]] that, over time, grow [[melon]]s on dirt, mud and moss blocks adjacent to them.
    
    == Obtaining ==
    === Breaking ===
    When broken, a melon stem drops 0–3 melon seeds. The chance for melon seeds to drop increases with the stem's age.
    {| class="wikitable"
    ! rowspan="3" |[[Resource location]]
    ! rowspan="3" | Source
    ! colspan="4" | Default
    |-
    | colspan="1" rowspan="2" style="text-align:center" | Nothing || colspan="3" style="text-align:center" |{{ItemLink|Melon Seeds|Melon seeds}}
    |-
    | style="text-align:center" | 1 || style="text-align:center" | 2 || style="text-align:center" | 3
    |-
    | rowspan="8" |<code>blocks/melon_stem</code>
    |{{BlockLink|Melon Stem|Melon stem}} <code>age = 0</code>
    | style="text-align:center" |81.3%|| style="text-align:center" |17.42%|| style="text-align:center" |1.24%|| style="text-align:center" |0.03%
    |-
    |{{BlockLink|Melon Stem|Melon stem}} <code>age = 1</code>
    | style="text-align:center" |65.1%|| style="text-align:center" |30.04%|| style="text-align:center" |4.62%|| style="text-align:center" |0.24%
    |-
    |{{BlockLink|Melon Stem|Melon stem}} <code>age = 2</code>
    | style="text-align:center" |51.2%|| style="text-align:center" |38.4%|| style="text-align:center" |9.6%|| style="text-align:center" |0.8%
    |-
    |{{BlockLink|Melon Stem|Melon stem}} <code>age = 3</code>
    | style="text-align:center" |39.44%|| style="text-align:center" |43.02%|| style="text-align:center" |15.64%|| style="text-align:center" |1.9%
    |-
    |{{BlockLink|Melon Stem|Melon stem}} <code>age = 4</code>
    | style="text-align:center" |29.13%|| style="text-align:center" |44.44%|| style="text-align:center" |22.22%|| style="text-align:center" |3.7%
    |-
    |{{BlockLink|Melon Stem|Melon stem}} <code>age = 5</code>
    | style="text-align:center" |21.6%|| style="text-align:center" |43.2%|| style="text-align:center" |28.8%|| style="text-align:center" |6.4%
    |-
    |{{BlockLink|Melon Stem|Melon stem}} <code>age = 6</code>
    | style="text-align:center" |15.17%|| style="text-align:center" |39.82%|| style="text-align:center" |34.84%|| style="text-align:center" |10.16%
    |-
    |{{BlockLink|Melon Stem|Melon stem}} <code>age = 7</code>
    | style="text-align:center" |10.16%|| style="text-align:center" |34.84%|| style="text-align:center" |39.82%|| style="text-align:center" |15.17%
    |-
    | rowspan="1" |<code>blocks/attached_melon_stem</code>
    |{{BlockLink|Attached Melon Stem|Attached Melon stem}}
    | style="text-align:center" |10.16%|| style="text-align:center" |34.84%|| style="text-align:center" |39.82%|| style="text-align:center" |15.17%
    |}
    
    === Natural generation ===
    Melon stems generate naturally in stem farm inside [[woodland mansion]]s.
    
    Melon stems generate in 20% of the farm plots in [[savanna]] [[village]]s, and 10% of the farm plots in [[desert]] villages.
    
    === Chest loot ===
    {{LootChestItem|melon-seeds}}
    
    === Crafting ===
    {{Crafting
    |Melon Slice
    |Output= Melon Seeds
    |type= Material
    }}
    
    === Trading ===
    [[Wandering trader]]s sell melon seeds for 1 [[emerald]].
    
    == Usage ==
    === Farming ===
    {{see also|Tutorials/Pumpkin and melon farming}}
    Melon seeds can be planted only on [[farmland]], as stems. Over time, a stem grows through several stages<sup>[''[[Talk:Pumpkin Seeds|needs testing]]'']</sup> and, at its final growth stage, will produce [[melon]]s on any adjacent [[dirt]], [[Coarse Dirt|coarse dirt]], [[Rooted Dirt|rooted dirt]], [[Grass Block|grass block]], [[farmland]], [[podzol]], [[mycelium]], [[Moss Block|moss block]], [[mud]] or [[Muddy Mangrove Roots|muddy mangrove roots]]. If a melon is already occupying a spot adjacent to a stem it does not grow more melons until the melons is removed. A single stem can grow an unlimited number of melons. Melon stems need a minimum light level of 10 in the block above the stem to grow and give melons. Melon seeds are affected by [[bone meal]] only with respect to stem growth; bone meal does not help produce the actual melons.
    
    === Breeding ===
    Like other seeds, melon seeds can be used to [[breed]] [[chicken]]s, lead chickens around, and make baby chickens grow up faster by 10% of the remaining time.
    
    === Taming ===
    Like other seeds, melon seeds can be used to tame [[parrot]]s.
    
    === Composting ===
    Placing melon seeds into a [[composter]] has a 30% chance of raising the compost level by 1.
    
    == Melon Stem ==
    A '''melon stem''' is the block that is planted on [[farmland]] when melon seeds are used on it. It starts underground, and rises up as the plant grows. The stem is colored green when young, and then yellow once fully grown.
    
    The stem curves once a melon has grown from it. A fully-grown single stem connects to any [[melon]] in an adjacent square, thus there are 5 possible appearances to a stem. If there are multiple melons it can connect to, it favors the east, then west, north, and south. When the melon is removed, the stem returns to its straight shape.
    
    == Sounds ==
    {{Sound table/Block/Hard crop}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showblocktags=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Melon Stem
    |spritetype=block
    |nameid=melon_stem
    |blocktags=bee_growables, crops
    |form=block}}
    {{ID table
    |displayname=Attached Melon Stem
    |spritetype=block
    |nameid=attached_melon_stem
    |form=block}}
    {{ID table
    |displayname=Melon Seeds
    |spritetype=item
    |nameid=melon_seeds
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Melon Stem
    |spritetype=block
    |nameid=melon_stem
    |id=105
    |form=block
    |translationkey=-}}
    {{ID table
    |displayname=Melon Seeds
    |spritetype=item
    |nameid=melon_seeds
    |id=293
    |form=item
    |foot=1}}
    
    === Block states ===
    {{see also|Block states}}
    
    {{/BS}}
    
    == Advancements ==
    {{load advancements|A Seedy Place}}
    
    == History ==
    {{info needed section|check if stems floated above farmland upon initial implementation}}
    {{History|java beta}}
    {{History||1.8|snap=Pre-release|[[File:Melon Seeds JE1 BE1.png|32px]] Added melon seeds.
    |[[File:Melon Stem Age 0 JE1.png|32px]] [[File:Stem Age 1 JE1.png|32px]] [[File:Melon Stem Age 2 JE1.png|32px]] [[File:Melon Stem Age 3 JE1.png|32px]] [[File:Melon Stem Age 4 JE1.png|32px]] [[File:Melon Stem Age 5 JE1.png|32px]] [[File:Melon Stem Age 6 JE1.png|32px]] [[File:Melon Stem Age 7 JE1.png|32px]] Added the melon stem, with seven stages of growth.
    |Melon seeds can found in the new [[mineshaft]] [[chest]]s.
    |[[File:Attached Melon Stem (N) JE1.png|32px]] [[File:Attached Melon Stem (E) JE1.png|32px]] [[File:Attached Melon Stem (S) JE1.png|32px]] [[File:Attached Melon Stem (W) JE1.png|32px]] Melon stems have four slightly visually distinct appearances for each facing direction - the bent part of the stem rotates, but the other two planes do not.
    |[[File:Melon Stem Age 8 JE1.png|32px]] [[File:Melon Stem Age 9 JE1.png|32px]] [[File:Melon Stem Age 10 JE1.png|32px]] [[File:Melon Stem Age 11 JE1.png|32px]] [[File:Melon Stem Age 12 JE1.png|32px]] [[File:Melon Stem Age 13 JE1.png|32px]] [[File:Melon Stem Age 14 JE1.png|32px]] [[File:Melon Stem Age 15 JE1.png|32px]] Melon stem data values 8–15 now show a glitched formation, with a floating stem with an attached stem cross eventually emerging below.
    |[[File:Attached Stem Age 8 JE1.png|32px]] [[File:Attached Stem Age 9 JE1.png|32px]] [[File:Attached Stem Age 10 JE1.png|32px]] [[File:Attached Stem Age 11 JE1.png|32px]] [[File:Attached Stem Age 12 JE1.png|32px]] [[File:Attached Stem Age 13 JE1.png|32px]] [[File:Attached Stem Age 14 JE1.png|32px]] [[File:Attached Stem Age 15 JE1.png|32px]] Melon stem blocks with data values higher than 7 can now attach to adjacent fruits, which results in buggy stem textures with [[vines]] in the mix due to vines being below attached stems in [[terrain.png]].}}
    {{History|||snap=Pre-release 2 ;)|Melon stems can now be grown faster using [[bone meal]].}}
    {{History|java}}
    {{History||1.3.1|snap=1.3|The texture of melon stems has been moved one pixel to the left in [[terrain.png]].
    |[[File:Melon Stem Age 0 JE2.png|32px]] [[File:Melon Stem Age 1 JE2.png|32px]] [[File:Melon Stem Age 2 JE2.png|32px]] [[File:Melon Stem Age 3 JE2.png|32px]] [[File:Melon Stem Age 4 JE2.png|32px]] [[File:Melon Stem Age 5 JE2.png|32px]] [[File:Melon Stem Age 6 JE2.png|32px]] [[File:Melon Stem Age 7 JE2.png|32px]] Stems now appear slightly different.
    |[[File:Melon Stem Age 8 JE2.png|32px]] [[File:Melon Stem Age 9 JE2.png|32px]] [[File:Melon Stem Age 10 JE2.png|32px]] [[File:Melon Stem Age 11 JE2.png|32px]] [[File:Melon Stem Age 12 JE2.png|32px]] [[File:Melon Stem Age 13 JE2.png|32px]] [[File:Melon Stem Age 14 JE2.png|32px]] [[File:Melon Stem Age 15 JE2.png|32px]] Overgrown stems now appear slightly different.
    |[[File:Attached Melon Stem (N) JE2.png|32px]] [[File:Attached Melon Stem (E) JE2.png|32px]] [[File:Attached Melon Stem (S) JE2.png|32px]] [[File:Attached Melon Stem (W) JE2.png|32px]] Attached melon stems now appear slightly different.
    |[[File:Attached Stem Age 8 JE2.png|32px]] [[File:Attached Stem Age 9 JE2.png|32px]] [[File:Attached Stem Age 10 JE2.png|32px]] [[File:Attached Stem Age 11 JE2.png|32px]] [[File:Attached Stem Age 12 JE2.png|32px]] [[File:Attached Stem Age 13 JE2.png|32px]] [[File:Attached Stem Age 14 JE2.png|32px]] [[File:Attached Stem Age 15 JE2.png|32px]] Overgrown attached melon stems now appear slightly different.}}
    {{History||1.4.2|snap=12w36a|[[Chicken]]s now use [[wheat seeds]], melon seeds, and [[pumpkin seeds]], instead of [[wheat]] to breed.}}
    {{History||1.5|snap=13w02a|[[File:Melon Stem Age 0 JE3.png|32px]] [[File:Melon Stem Age 1 JE3.png|32px]] [[File:Melon Stem Age 2 JE3.png|32px]] [[File:Melon Stem Age 3 JE3.png|32px]] [[File:Melon Stem Age 4 JE3.png|32px]] [[File:Melon Stem Age 5 JE3.png|32px]] [[File:Melon Stem Age 6 JE3.png|32px]] Melon stems now use a squished version of their texture for immature stems, depending on age.
    |[[File:Melon Stem Age 8 JE3.png|32px]] [[File:Melon Stem Age 9 JE3.png|32px]] [[File:Melon Stem Age 10 JE3.png|32px]] [[File:Melon Stem Age 11 JE3.png|32px]] [[File:Melon Stem Age 12 JE3.png|32px]] [[File:Melon Stem Age 13 JE3.png|32px]] [[File:Melon Stem Age 14 JE3.png|32px]] [[File:Melon Stem Age 15 JE3.png|32px]] This also affects melon stems of ages 8–15, which are likewise stretched to accommodate its predicted size.
    |[[File:Attached Stem Age 8 JE3.png|32px]] [[File:Attached Stem Age 9 JE3.png|32px]] [[File:Attached Stem Age 10 JE3.png|32px]] [[File:Attached Stem Age 11 JE3.png|32px]] [[File:Attached Stem Age 12 JE3.png|32px]] [[File:Attached Stem Age 13 JE3.png|32px]] [[File:Attached Stem Age 14 JE3.png|32px]] [[File:Attached Stem Age 15 JE3.png|32px]] Melon stems of extreme ages, which are attached to adjacent fruits, now show a stretched and tinted stem appearance.}}
    {{History|||snap=13w03a|[[File:Melon Stem Age 0 JE4.png|32px]] [[File:Melon Stem Age 1 JE4.png|32px]] [[File:Melon Stem Age 2 JE4.png|32px]] [[File:Melon Stem Age 3 JE4.png|32px]] [[File:Melon Stem Age 4 JE4.png|32px]] [[File:Melon Stem Age 5 JE4.png|32px]] [[File:Melon Stem Age 6 JE4.png|32px]] [[File:Melon Stem Age 7 JE4.png|32px]] Melon stems are no longer squished or stretched to account for age.<ref>{{bug|MC-7111}}</ref>
    |[[File:Melon Stem Age 8 JE4.png|32px]] [[File:Melon Stem Age 9 JE4.png|32px]] [[File:Melon Stem Age 10 JE4.png|32px]] [[File:Melon Stem Age 11 JE4.png|32px]] [[File:Melon Stem Age 12 JE4.png|32px]] [[File:Melon Stem Age 13 JE4.png|32px]] [[File:Melon Stem Age 14 JE4.png|32px]] [[File:Melon Stem Age 15 JE4.png|32px]] Melon stems with age values 8 through 15 now show a tinted [[trapdoor]] texture.
    |From this version up until 14w08a, overgrown melon stems start to draw from the texture below them on the [[texture atlas]], in much the same way they previously did with terrain.png. However, as texture atlases are unstable and textures tend to change positions as new blocks and textures are added, overgrown stems change the texture they draw from every time new textures are added, which includes when textures added by [[mods]].}}
    {{History|||snap=13w09a|[[File:Melon Stem Age 8 JE5.png|32px]] [[File:Melon Stem Age 9 JE5.png|32px]] [[File:Melon Stem Age 10 JE5.png|32px]] [[File:Melon Stem Age 11 JE5.png|32px]] [[File:Melon Stem Age 12 JE5.png|32px]] [[File:Melon Stem Age 13 JE5.png|32px]] [[File:Melon Stem Age 14 JE5.png|32px]] [[File:Melon Stem Age 15 JE5.png|32px]] Melon stems with age values 8–15 now show a tinted [[birch wood]] texture.}}
    {{History||1.6.1|snap=13w24a|Melon and pumpkin stems have now been assigned separate textures.
    |[[File:Melon Stem Age 8 JE6.png|32px]] [[File:Melon Stem Age 9 JE6.png|32px]] [[File:Melon Stem Age 10 JE6.png|32px]] [[File:Melon Stem Age 11 JE6.png|32px]] [[File:Melon Stem Age 12 JE6.png|32px]] [[File:Melon Stem Age 13 JE6.png|32px]] [[File:Melon Stem Age 14 JE6.png|32px]] [[File:Melon Stem Age 15 JE6.png|32px]] Melon stems with age values 8–15 now show a tinted [[note block]] texture.}}
    {{History||1.7.2|snap=13w37a|Added the {{cmd|setblock}} [[commands|command]], allowing for invalid stem ages to be placed in the world without using external editors. This also allows them to be obtained in earlier versions via backdating.}}
    {{History|||snap=13w41a|[[File:Melon Stem Age 8 JE7.png|32px]] [[File:Melon Stem Age 9 JE7.png|32px]] [[File:Melon Stem Age 10 JE7.png|32px]] [[File:Melon Stem Age 11 JE7.png|32px]] [[File:Melon Stem Age 12 JE7.png|32px]] [[File:Melon Stem Age 13 JE7.png|32px]] [[File:Melon Stem Age 14 JE7.png|32px]] [[File:Melon Stem Age 15 JE7.png|32px]] Melon stems with age values 8–15 now show a tinted [[netherrack]] texture.}}
    {{History||1.8|snap=14w10a|[[File:Melon Stem Age 8 JE8.png|32px]] [[File:Melon Stem Age 9 JE8.png|32px]] [[File:Melon Stem Age 10 JE8.png|32px]] [[File:Melon Stem Age 11 JE8.png|32px]] Melon stems with data values 8–11 now display a tinted attached stem, with 8 facing west, 9 facing east, 10 facing north and 11 facing south.
    |Invalid melon stems with data values 12-15 now crash the game.}}
    {{History|||snap=14w25a|[[File:Melon Stem Age 0 JE5.png|32px]] [[File:Melon Stem Age 1 JE5.png|32px]] [[File:Melon Stem Age 2 JE5.png|32px]] [[File:Melon Stem Age 3 JE5.png|32px]] [[File:Melon Stem Age 4 JE5.png|32px]] [[File:Melon Stem Age 5 JE5.png|32px]] [[File:Melon Stem Age 6 JE5.png|32px]] [[File:Melon Stem Age 7 JE5.png|32px]] Melon stems now render as a single diagonal plane, or, in the case of attached stems, a diagonal and orthogonal plane.
    |[[File:Attached Melon Stem (N) JE3.png|32px]] [[File:Attached Melon Stem (E) JE3.png|32px]] [[File:Attached Melon Stem (S) JE3.png|32px]] [[File:Attached Melon Stem (W) JE3.png|32px]] The attached melon stem [[model]] now fully rotates to the direction the stem points. Prior to this update, the base of the melon stem would stay the same while the long attaching section would differ, resulting in four possible attached stem appearances.
    |Invalid overgrown melon stems have effectively been removed from the game, as attempting to place an out of range stem via {{cmd|setblock}} creates a stem of age 0 and loading a world with such stems existing causes a game crash.}}
    {{History|||snap=14w26a|[[File:Melon Stem Age 0 JE6.png|32px]] [[File:Melon Stem Age 1 JE6.png|32px]] [[File:Melon Stem Age 2 JE6.png|32px]] [[File:Melon Stem Age 3 JE6.png|32px]] [[File:Melon Stem Age 4 JE6.png|32px]] [[File:Melon Stem Age 5 JE6.png|32px]] [[File:Melon Stem Age 6 JE6.png|32px]] [[File:Melon Stem Age 7 JE6.png|32px]] [[File:Attached Melon Stem (N) JE4.png|32px]] [[File:Attached Melon Stem (E) JE4.png|32px]] [[File:Attached Melon Stem (S) JE4.png|32px]] [[File:Attached Melon Stem (W) JE4.png|32px]] Melon stems now correctly render as crosses again.<ref>{{bug|MC-58136}}</ref>}}
    {{History|||snap=14w27a|[[File:Attached Stem Age 0 14w27a.png|32px]] [[File:Attached Stem Age 1 14w27a.png|32px]] [[File:Attached Stem Age 2 14w27a.png|32px]] [[File:Attached Stem Age 3 14w27a.png|32px]] [[File:Attached Stem Age 4 14w27a.png|32px]] [[File:Attached Stem Age 5 14w27a.png|32px]] [[File:Attached Stem Age 6 14w27a.png|32px]] Due to a bug, all melon stems appear attached regardless of age or any actual attachment.<ref>{{bug|MC-60208}}</ref>}}
    {{History|||snap=14w28a|All melon stems appearing attached regardless of age or any actual attachment has been fixed. However, melon stems still appear attached to adjacent fruits regardless of age due to a similar bug.<ref>{{bug|MC-61716}}</ref>}}
    {{History|||snap=14w34d|Melon seeds can no longer be used for [[breeding]] [[chicken]]s.}}
    {{History||1.9|snap=15w31a|Chickens can now use melon seeds to breed again.}}
    {{History|||snap=15w44a|Melon seeds have been added to [[dungeon]] [[chest]]s.
    |The average yield of melon seeds from [[mineshaft]] chests has been decreased.}}
    {{History|||snap=15w45a|Melon stems must now be fully grown again to attach.}}
    {{History||1.11|snap=16w39a|Melon seeds can now be found inside chests in the new [[woodland mansion]]s.
    |Melon crops now generate inside woodland mansions.}}
    {{History||1.12|snap=17w18b|Placing a melon seeds in farmland now gives the player the "A Seedy Place" [[advancement]].{{verify}}}}
    {{History||1.13|snap=17w47a|The different block states for the <code>melon_stem</code> ID have been split up into their own IDs.
    |Prior to [[1.13/Flattening|''The Flattening'']], this [[block]]'s numeral ID was 105, and the [[item]]'s 362.}}
    {{History|||snap=17w48a|Attached melon stems no longer [[drops|drop]] seeds.}}
    {{History||1.14|snap=18w43a|[[File:Attached Melon Stem (N) JE5.png|32px]] [[File:Attached Melon Stem (E) JE5.png|32px]] [[File:Attached Melon Stem (S) JE5.png|32px]] [[File:Attached Melon Stem (W) JE5.png|32px]] The texture of attached melon stems has been changed.}}
    {{History|||snap=18w49a|Melon stems now generate in the updated [[savanna]] [[village]]s.}}
    {{History|||snap=18w50a|Melon stems now generate in the updated [[desert]] [[village]]s.}}
    {{History|||snap=19w03a|Placing melon seeds into the new [[composter]] has a 10% chance of raising the compost level by 1.}}
    {{History|||snap=19w05a|Melon seeds now have a 30% chance of increasing the compost level in a composter by 1.
    |Added [[Wandering Trader|wandering trader]]s, which sell melon seeds.}}
    {{History||1.15|snap=19w34a|[[Bee]]s can now pollinate melon stems.}}
    {{History|||snap=19w39a|Attached melon stems now [[drops|drop]] seeds again.<ref>{{bug|MC-136360}}</ref>}}
    {{History||1.18|snap=Pre-release 5|[[File:Melon Seeds JE2.png|32px]] The texture of melon seeds has been changed.}}
    
    {{History|pocket alpha}}
    {{History||v0.5.0|Added melon seeds.
    |[[File:Melon Stem Age 0 JE1.png|32px]] [[File:Stem Age 1 JE1.png|32px]] [[File:Melon Stem Age 2 JE1.png|32px]] [[File:Melon Stem Age 3 JE1.png|32px]] [[File:Melon Stem Age 4 JE1.png|32px]] [[File:Melon Stem Age 5 JE1.png|32px]] [[File:Melon Stem Age 6 JE1.png|32px]] [[File:Melon Stem Age 7 JE1.png|32px]] [[File:Attached Melon Stem (N) JE1.png|32px]] [[File:Attached Melon Stem (E) JE1.png|32px]] [[File:Attached Melon Stem (S) JE1.png|32px]] [[File:Attached Melon Stem (W) JE1.png|32px]]{{verify|Are these models correct?}} Added melon stems.}}
    {{History||v0.6.0|[[File:Melon Seeds JE1 BE1.png|32px]] Melon seeds no longer use the pumpkin seeds texture.}}
    {{History||v0.9.0|snap=?|Melon seeds can now be found in [[mineshaft]] chests.}}
    {{History||v0.12.1|snap=build 1|Melon seeds are no longer available from the [[Nether reactor]].}}
    {{History||v0.14.0|snap=build 1|Melon seeds can now be found in [[minecart with chest|minecarts with chests]] in [[mineshaft]]s.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Melon seeds now generate inside [[dungeon]] [[chest]]s.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Melon crops now generate inside [[woodland mansion]]s.
    |Melon seeds can now be found in woodland mansion chests.}}
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|Melon seeds can now be found inside [[bonus chest]]s.
    |Melon seeds are now used to tame [[parrot]]s.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Attached Melon Stem (W) JE5.png|32px]]{{info needed|More accurate image}} The texture of attached melon stems has been changed.
    |Melon stems now generate in [[savanna]] and [[desert]] [[village]] farms.
    |Added [[wandering trader]]s, who [[trading|sell]] melon seeds.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Melon seeds can now be used to fill up [[composter]]s.}}
    {{History||1.14.0|snap=beta 1.14.0.1|[[Bee]]s can now pollinate melon stems.}}
    
    {{History|console}}
    {{History||xbox=TU5|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Melon Seeds JE1 BE1.png|32px]] Added melon seeds.
    |[[File:Melon Stem Age 0 JE1.png|32px]] [[File:Stem Age 1 JE1.png|32px]] [[File:Melon Stem Age 2 JE1.png|32px]] [[File:Melon Stem Age 3 JE1.png|32px]] [[File:Melon Stem Age 4 JE1.png|32px]] [[File:Melon Stem Age 5 JE1.png|32px]] [[File:Melon Stem Age 6 JE1.png|32px]] [[File:Melon Stem Age 7 JE1.png|32px]] [[File:Attached Melon Stem (N) JE1.png|32px]] [[File:Attached Melon Stem (E) JE1.png|32px]] [[File:Attached Melon Stem (S) JE1.png|32px]] [[File:Attached Melon Stem (W) JE1.png|32px]]{{verify|Are these models correct?}} Added melon stems.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Attached Melon Stem (W) JE5.png|32px]]{{info needed|More accurate image}} The texture of attached melon stems has been changed.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Melon Stem Age 0 JE1.png|32px]] [[File:Stem Age 1 JE1.png|32px]] [[File:Melon Stem Age 2 JE1.png|32px]] [[File:Melon Stem Age 3 JE1.png|32px]] [[File:Melon Stem Age 4 JE1.png|32px]] [[File:Melon Stem Age 5 JE1.png|32px]] [[File:Melon Stem Age 6 JE1.png|32px]] [[File:Melon Stem Age 7 JE1.png|32px]] [[File:Attached Melon Stem (N) JE1.png|32px]] [[File:Attached Melon Stem (E) JE1.png|32px]] [[File:Attached Melon Stem (S) JE1.png|32px]] [[File:Attached Melon Stem (W) JE1.png|32px]]{{verify|Are these models correct?}} Added melon stems.}}
    {{History|foot}}
    
    <gallery>
    Melon Stem with data value 15.png|The final version of the melon stem with age 15, as seen in-game.
    Melonstems.png|Melon stems of ages 1–15 on a modded version of 1.7.2, hence the melon stems using the melon top texture.
    Stems of 13w02a.png|All 16 stem sizes in 13w02a, with accompanying data values.
    </gallery>
    
    === Melon stem "item" ===
    {{:Technical blocks/Melon Stem}}
    
    == Issues ==
    
    {{issue list}}
    
    == Gallery ==
    <gallery>
    Stem All Ages.png|All stages of growth.
    AllSeeds.png|All the [[seeds]] that exist in the game.
    </gallery>
    
    == See also ==
    
    * [[Melon]]
    * [[Pumpkin Seeds]]
    
    ==References==
    {{Reflist}}
    
    {{Blocks|vegetation}}
    {{Items}}
    
    [[Category:Plants]]
    [[Category:Food]]
    [[Category:Non-solid blocks]]
    [[Category:Generated structure blocks]]
    
    [[cs:Semínka melounu]]
    [[de:Melone]]
    [[es:Semillas de sandía]]
    [[fr:Graines de pastèque]]
    [[hu:Dinnyemagok]]
    [[it:Anguria]]
    [[ja:スイカの種]]
    [[ko:수박씨]]
    [[nl:Meloenzaden]]
    [[pl:Nasiona arbuza]]
    [[pt:Sementes de melancia]]
    [[ru:Семена арбуза]]
    [[th:เมล็ดแตงโม]]
    [[zh:西瓜种子]]</li></ul>
    Pre-release 1Zombie villagers no longer pick up glow ink sacs.
    1.18
    {{Extension DPL}}<ul><li>[[Pufferfish (item)|Pufferfish (item)]]<br/>{{DISPLAYTITLE:Pufferfish}}
    {{about|the food item|the mob|Pufferfish}}
    {{Item
    | title = Pufferfish
    | image = File:Pufferfish_(item)_JE5_BE2.png
    | renewable = Yes
    | heals = {{hunger|1}}
    | stackable = Yes (64)
    |effects=: {{EffectLink|link=Hunger (effect)|Hunger}} III (0:15)
    : {{EffectLink|Poison}} II (1:00)
    : {{EffectLink|Nausea}} I (0:15){{only|JE}}
    : {{EffectLink|Nausea}} II (0:15){{only|BE}}
    }}
    A '''pufferfish''' is a poisonous [[food]] item that is used to brew [[Potion of Water Breathing|Water Breathing potions]].
    
    == Obtaining ==
    === Fishing ===
    Pufferfish can be obtained through [[fishing]]. The pufferfish catch rate can be increased by [[Lure]], which reduces wait time generally.
    <!--1-6 exp-->
    
    {{IN|bedrock}}, pufferfish can be caught only when fishing outside [[jungle]] biomes and its variants (i.e. everywhere ''except'' in jungles).
    
    === Mob loot ===
    ==== Guardians and elder guardians ====
    [[Guardian]]s and [[elder guardian]]s have a 2.5% chance of dropping a random fish upon death. This has a 13% chance of being pufferfish (0.325% chance of dropping a pufferfish). The chance of getting a fish can be increased by 1% per level of [[Looting]], but the type of fish is not affected.
    
    ==== Pufferfish ====
    [[Pufferfish]] always drop 1 pufferfish in its item form when killed. This drop is not affected by the Looting enchantment.<ref>{{bug|MC-212795||Salmon & Fish mobs are not affected by Looting}}</ref>
    
    == Usage ==
    === Food ===
    Pufferfish restores {{hunger|1}} hunger and 0.2 [[Hunger#Mechanics|saturation]], but inflicts [[Hunger_(effect)|Hunger]] III for 15 seconds, [[Poison]] II for 1 minute, and [[Nausea]] I<sup>[''[[Java Edition|JE]] only'']</sup> or II<sup>[''[[Bedrock Edition|BE]] only'']</sup> for 15 seconds. Unlike [[rotten flesh]], it is not helpful to eat pufferfish while starving because they inflict more hunger than they earn.
    
    ===Brewing ingredient===
    {{brewing
    |Pufferfish
    |Potion of Water Breathing
    |head=1
    }}
    {{brewing
    |Pufferfish
    |Mundane Potion
    |ingredients=Pufferfish + [[Water Bottle]]
    |foot=1
    }}
    
    === Trading ===
    Master-level fisherman [[villager]]s buy 1~4{{only|bedrock|short=1}} or four{{only|java|short=1}} pufferfish for an [[emerald]].
    
    === Wolves ===
    {{IN|Bedrock}}, pufferfish can be used to feed a [[wolf]], healing it by {{hp|1|mob=1}}, but only when the wolf is not at full health. Unlike other wolf food, pufferfish cannot be used to speed up the growth of baby wolves, and cannot be used to breed them.
    
    == Sounds ==
    {{Sound table/Entity/Food}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showitemtags=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Pufferfish
    |spritetype=item
    |nameid=pufferfish
    |itemtags=fishes
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Pufferfish
    |spritetype=item
    |nameid=pufferfish
    |id=267
    |form=item
    |foot=1}}
    
    == Advancements ==
    {{load advancements|A Furious Cocktail;How did we get here;Husbandry;A Balanced Diet;Fishy Business}}
    
    == History ==
    {{History|java}}
    {{History||1.7.2|snap=13w36a|[[File:Pufferfish (item) JE1.png|32px]] Added pufferfish.
    |Added potions of [[Water Breathing]], which can be [[brewing|brewed]] by adding a pufferfish to an [[Awkward Potion]].}}
    {{History|||snap=13w43a|[[File:Pufferfish (item) JE2 BE1.png|32px]] The texture of pufferfish has been changed.}}
    {{History||1.8|snap=14w25a|Pufferfish is now obtainable as a rare drop from [[guardian]]s and [[elder guardian]]s.}}
    {{History||1.13|snap=17w47a|The different data values for the <code>fish</code> ID have now been split up into their own IDs.
    |Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 349.}}
    {{History|||snap=18w08b|[[Pufferfish]] (and other [[fish]] types) has been added as a [[mob]], which [[drops|drop]] its item form when killed.
    |[[File:Pufferfish (item) JE3 BE2.png|32px]] The texture of pufferfish has been changed.}}
    {{History||1.14|snap=18w43a|[[File:Pufferfish (item) JE4 BE1.png|32px]] The texture of pufferfish has accidentally been reverted.}}
    {{History|||snap=18w43b|[[File:Pufferfish (item) JE5 BE2.png|32px]] The correct texture of pufferfish has been restored.}}
    {{History|||snap=19w11a|Fisherman [[villager]]s now [[trading|buy]] pufferfish.}}
    {{History||1.16.2|snap=Pre-release 2|The level of [[Nausea]] given by pufferfish has been reduced from II to I.<ref>{{bug|MC-196473}}</ref>}}
    {{History||1.17|snap=20w46a|The level of [[Poison]] given by pufferfish has been reduced from IV to II.<ref>{{bug|MC-197276}}</ref>}}
    
    {{History|pocket alpha}}
    {{History||v0.11.0|snap=build 1|[[File:Pufferfish (item) JE2 BE1.png|32px]] Added pufferfish.}}
    {{History||v0.12.1|snap=build 1|Pufferfish now restore [[hunger]] instead of [[health]].
    |Pufferfish can now be used to make [[potion]] of Water Breathing.}}
    {{History||v0.16.0|snap=build 1|Pufferfish is now dropped by [[guardian]]s and [[elder guardian]]s.}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.14.2|[[Pufferfish]] has been added as a [[mob]], which [[drops|drop]] its [[item]] form when killed.
    |[[File:Pufferfish (item) JE5 BE2.png|32px]] The texture of pufferfish has been changed.}}
    {{History||1.8.0|snap=beta 1.8.0.8|Pufferfish can now be used to feed [[ocelot]]s to gain their trust.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Pufferfish can now be [[trading|sold]] to fisherman [[villager]]s.}}
    {{History||1.19.10|snap=beta 1.19.10.23|The strength of the [[poison]] effect has been decreased from IV to II.}}
    
    {{History|console}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|switch=1.0.1|[[File:Pufferfish (item) JE2 BE1.png|32px]] Added pufferfish.}}
    {{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|[[Pufferfish]] (and other [[fish]] types) has been added as a [[mob]], which [[drops|drop]] its [[item]] form when killed.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Pufferfish (item) JE5 BE2.png|32px]] The texture of pufferfish has been changed.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Trivia ==
    
    * The consumption of pufferfish inflicting the player with Nausea and Poison is based on reality. Real pufferfish contain the dangerous [[Wikipedia:Tetrodotoxin|tetrodotoxin]] within their organs, especially in the liver. Tetrodotoxin leads to quick death through respiratory paralysis. Muscle tissue and blood contain trace amounts. In East Asia, pufferfish are considered a delicacy known as [[Wikipedia:Fugu|fugu]], as small parts of the fish are actually edible. Any chef preparing fugu must have special licensing/certification to prepare this dish.
    
    == Gallery ==
    
    <gallery>
    File:Eat Pufferfish.png|The result of eating pufferfish.
    </gallery>
    
    == See also ==
    * [[Fishing]]
    
    == References ==
    {{Reflist}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--pufferfish Taking Inventory: Pufferfish] – Minecraft.net on October 14, 2020
    
    {{items}}
    
    [[cs:Čtverzubec]]
    [[de:Kugelfisch (Nahrung)]]
    [[es:Pez globo (objeto)]]
    [[fr:Poisson (nourriture)]]
    [[it:Pesce palla (oggetto)]]
    [[ja:フグ (アイテム)]]
    [[ko:복어 (아이템)]]
    [[nl:Kogelvis]]
    [[pl:Rozdymka]]
    [[pt:Baiacu (item)]]
    [[ru:Иглобрюх (предмет)]]
    [[th:ปลาปักเป้า (ไอเทม)]]
    [[tr:Kirpi balığı]]
    [[zh:河豚(物品)]]
    [[Category:Food]]
    [[Category:Brewing recipe]]
    [[Category:Renewable resources]]</li><li>[[Music Disc|Music Disc]]<br/>{{hatnote|"5" redirects here. For the versions, see [[1.5]] and [[Combat Test 5]].}}
    {{hatnote|"11" redirects here. For the versions, see [[1.1]] and [[1.11]].}}
    {{hatnote|"13" redirects here. For the versions, see [[1.3]] and [[1.13]].}}
    {{redirect|Far|the phenomenon in Bedrock Edition or Java Edition Beta|Far Lands}}
    {{distinguish|Disk}}
    {{Item
    | image = Music Disc 13.png
    | extratext = View [[#Gallery|all renders]]
    | renewable = 
    * '''Pigstep, otherside, 5, Relic''': No
    * '''All others''': Yes
    | stackable = No
    | rarity = Rare
    }}
    
    '''Music discs''' are a set of sixteen items that can be played in [[jukebox]]es.
    
    ==Obtaining==
    ===Crafting===
    Disc 5 is the only disc that can be crafted, unlike all other discs. This disc can be crafted with [[Disc Fragment|its fragments]].
    
    {{Crafting
    |A1=Disc Fragment 5 |B1=Disc Fragment 5 |C1=Disc Fragment 5
    |A2=Disc Fragment 5 |B2=Disc Fragment 5 |C2=Disc Fragment 5
    |A3=Disc Fragment 5 |B3=Disc Fragment 5 |C3=Disc Fragment 5
    |Output=Music Disc 5
    |type=Aesthetic
    }}
    
    === Chest loot===
    {{LootChestItem|disc-13,disc-cat,disc-mellohi,disc-wait,disc-otherside,disc-pigstep}}
    
    ===Archaeology===
    {{LootChestItem|disc-relic}}
    
    ===Mob loot===
    When killed by any [[skeleton]] or [[stray]] (or [[wither skeleton]] if given a [[bow]] using commands), a [[creeper]] drops a random music disc in addition to its normal drops, with the exceptions of Pigstep, otherside, 5, and Relic.
    
    Because [[TNT]] ignited by a flaming [[arrow]] attributes all resulting kills to the entity that fired the arrow, a skeleton igniting a TNT block due to holding a [[bow]] enchanted with [[Flame]], or shooting through [[lava]] or fire, also causes any creepers killed in the explosion to drop a disc.<ref>{{bug|MC-210303|||WAI}}</ref><ref>{{bug|MCPE-150884|||WAI}}</ref>
    
    ==Discs==
    {{missing information|the Relic music disc}}
    {{C418 agreement}}
    {| class="wikitable sortable" style="width:100%" data-description="Disc listing"
    !Item
    !<span class="nowrap">In-game</span> name
    ! class="unsortable" scope="col" style="width:150px" |Composer
    ! class="unsortable" scope="col" style="width:10000px" |Description
    ! class="unsortable" scope="col" style="width:200px" |Soundtrack title
    !Soundtrack
    ! class="unsortable" scope="col" style="width:150px" |Track preview
    ! class="unsortable" scope="col" style="width:50px" |Length
    |-
    |style="text-align:center"{{sort|1|{{InvSprite|Music Disc 13}}}}
    |13
    |C418
    |A somewhat unsettling, cave-themed ambient piece consisting mostly of echoed synthesized ambient sounds that closely resemble those that play in the game's caves, resonating metallic clinks, and quiet wind blowing. The entire track is wholly engulfed in reverb. At different points in the piece, muffled bow firings, a heavily reverbed hiss followed by a subsequent heavily reverbed explosion and echoed splashes can be heard in the background. The track goes silent for 13 seconds at the 1:30 mark.
    |"Thirteen"
    |''[[Minecraft - Volume Alpha]]'' No. 16
    |[[File:13.ogg|noicon]]
    |2:58
    |-
    |style="text-align:center"{{sort|2|{{InvSprite|Music Disc Cat}}}}
    | cat 
    |C418
    |A light, looping melody plays on a soft synth and is joined by a synth percussion beat. A toothlike synth plays a bass line and some harmonies throughout and is later accompanied by additional chiptune-like synths that provide more layers of harmony.
    
    At 1:46, what sounds like an interpolation of part of the melody from the track "Minecraft" plays.
    
    The four-note pattern at 2:04 can also be heard at the beginning of "far" and "dog".
    
    |"Cat"
    |''[[Minecraft - Volume Alpha]]'' No. 19
    |[[File:Cat.ogg|noicon]]
    |3:05
    |-
    |style="text-align:center"{{sort|3|{{InvSprite|Music Disc Blocks}}}}
    |blocks 
    |C418
    |An upbeat chiptune-style piece with a shuffling waltz rhythm.
    |"Blocks"
    |''[[Minecraft - Volume Beta]]'' No. 28
    |[[File:Blocks.ogg|noicon]]
    | 5:45
    |-
    |style="text-align:center"{{sort|4|{{InvSprite|Music Disc Chirp}}}}
    |chirp
    |C418
    |A retro tune with a sample from the 1970 MATTEL Bossa Nova Style Program Disc<ref name=":0">{{Ytl|G89vIy8Guj4|Optigan Program Disc: Bossa Nova Style|t=22}}</ref> playing in the background, along with a vaporwave-like version of Mall.
    |"Chirp"
    |''[[Minecraft - Volume Beta]]'' No. 20
    |[[File:Chirp.ogg|noicon]]
    |3:05
    |-
    |style="text-align:center"{{sort|5|{{InvSprite|Music Disc Far}}}}
    |far
    |C418
    |A calm, relaxing nature-like melody played on a watery echoing synth, accompanied by other synths playing chords.
    |"Far"
    |''[[Minecraft - Volume Beta]]'' No. 29
    |[[File:Far.ogg|noicon]]
    |2:54
    |-
    |style="text-align:center"{{sort|6|{{InvSprite|Music Disc Mall}}}}
    | mall
    |C418
    |Serene music played on a kalimba along with other instruments.
    |"Mall"
    |''[[Minecraft - Volume Beta]]'' No. 27
    |[[File:Mall.ogg|noicon]]
    |3:17
    |-
    |style="text-align:center"{{sort|7|{{InvSprite|Music Disc Mellohi}}}}
    |mellohi
    |C418
    |A slow, slightly melancholic waltz with a sample from a mellotron playing in the background.
    |"Mellohi"
    |''[[Minecraft - Volume Beta]]'' No. 22
    |[[File:Mellohi.ogg|noicon]]
    |1:36
    |-
    |style="text-align:center"{{sort|8|{{InvSprite|Music Disc Stal}}}}
    |stal 
    |C418
    |A moderate jazz-like piece played on a piano, saxophone, and double bass, with recorder interludes.
    |"Stal"
    |''[[Minecraft - Volume Beta]]'' No. 23 
    |[[File:Stal.ogg|noicon]]
    |2:30
    |-
    |style="text-align:center"{{sort|9|{{InvSprite|Music Disc Strad}}}}
    |strad
    |C418
    |A tropical-sounding piece with the main melody being played on a {{w|steelpan}}, accompanied by a layered mix of strings, woodwinds, and soft synths, and supported by a glitchy electronic tribal percussion beat, ending on some melancholy {{w|melodica}} chords. Bits and pieces of the melody from "Minecraft" can be heard throughout, sometimes played on bells in the background.
    |"Strad"
    |''[[Minecraft - Volume Beta]]'' No. 24
    |[[File:Strad.ogg|noicon]]
    |3:08
    |-
    |style="text-align:center"{{sort|10|{{InvSprite|Music Disc Ward}}}}
    |ward
    |C418
    |Starts off with an excerpt from Chopin's Funeral March<ref>{{w|File:Frederic_Chopin_Piano_Sonata_No.2_in_B_flat_minor_Op35_-_III_Marche_Funebre.ogg|Frédéric Chopin - Piano Sonata No.2 - III ''Marche Funèbre''}}</ref> played on a synth organ, but it is interrupted by vinyl static and switches to an electronic, upbeat tune with a dark undertone.
    |"Ward"
    |''[[Minecraft - Volume Beta]]'' No. 26
    |[[File:Ward.ogg|noicon]]
    |4:11 
    |-
    |style="text-align:center"{{sort|11|{{InvSprite|Music Disc 11}}}}
    |11
    |C418
    |A recording that begins with vinyl static, followed by the sounds of someone walking on or breaking [[stone]] blocks, heavy breathing, and rustling. Haunting background noises are heard throughout the recording, resembling the ambient sound effects that play in the game's caves (and by extension, the sounds of the disc "13"). After the background noises quiet down for a moment, metallic clicking or scraping noises can be heard, followed by coughing, sounds of page-turning, then more clicking or scraping. The background noises resume more loudly, and the sounds of faster footsteps or breaking [[stone]] blocks can be heard, which accelerate until they are replaced with [[dirt]] sounds as the background noises approach. A loud, distorted noise is heard roughly a second before the recording abruptly stops. At this point, one hears only quiet beeping, vinyl static, and a hissing noise, and the track ends.
    |"Eleven"
    |''[[Minecraft - Volume Beta]]'' No. 25
    |[[File:11.ogg|noicon]]
    |1:11
    |-
    |style="text-align:center"{{sort|12|{{InvSprite|Music Disc Wait}}}}
    |wait
    |C418
    |An upbeat remix of "Minecraft". It starts out with some quiet synth Latin percussion and some soft synths playing a melody, and then expands into a chiptune-esque song. This disc was originally named "where are we now".<ref name=":1">{{tweet|notch|119412635828629504|I had trouble getting Where Are We Now to play because of the spaces in the name. Working on it. :)|Sep 29, 2011}}</ref><ref name=":2">{{bug|MC-894}}</ref>
    |"Wait"
    |''[[Minecraft - Volume Beta]]'' No. 21
    |[[File:where are we now.ogg|noicon]]
    |3:58 (Fades at 3:51)
    |-
    |style="text-align:center"{{sort|14|{{InvSprite|Music Disc Otherside}}}}
    | otherside
    |Lena Raine
    |Starts off as an uplifting and happy retro-style ostinato in a major key. Upon reaching the second half, the song changes to a minor key and progresses into a darker melody, eventually cutting off abruptly. A clock can be heard ticking quickly at the end.
    |"otherside"
    |''[[Minecraft: Caves & Cliffs (Original Game Soundtrack)]]'' No. 7 
    |[[File:Otherside.ogg|noicon]]
    |3:15
    |-
    |style="text-align:center"{{sort|15|{{InvSprite|Music Disc 5}}}}
    |5
    |Samuel Åberg
    | A recording that begins with static and a warped noise. After a moment of silence, there is the sound of a [[Flint and Steel|flint and steel]] lighting, [[fire]], a [[bat]], and then walking. The walking becomes heavier and metallic. The sound stops with sounds of breathing followed by a roar which warps into soft, relaxing music. The music soon transitions back, to the sound of footsteps, [[lava]] bubbling, and  [[Block of Amethyst|amethyst]]. A warped noise and a [[sculk shrieker]] can be heard activating. Then a coughing sound, something metallic and stone and sand sounds followed by another warped noise can be heard. Then, after a moment of silence, a heartbeat begins and a rising static can be heard in the background. Sounds of [[deepslate]] can then be heard, along with strange noises building up and abruptly stopping. A crescendo of overlapping warped sounds is followed then dies down. The footsteps begin again, much quieter now. A [[sculk sensor]] clicks, and a [[warden]] roars. The wardens roar warps and slows down, and then the disc ends.
    |"Five"
    |''[[Minecraft: The Wild Update (Original Game Soundtrack)]]'' No.4 
    |[[File:Five.ogg|noicon]]
    |2:58
    |-
    |style="text-align:center"{{sort|13|{{InvSprite|Music Disc Pigstep}}}}
    |Pigstep
    |Lena Raine
    |An intense, somewhat hip-hop-style beat beginning with a repeating tuba-like tune and dubstep-style drop, along with more mellow parts reminiscent of a radio.
    |"Pigstep - Mono Mix"
    |''[[Minecraft: Nether Update (Original Game Soundtrack)]]'' No. 4
    |[[File:Pigstep.ogg|noicon]]
    |2:28
    |-
    |style="text-align:center"{{sort|16|{{InvSprite|Music Disc Relic}}}}
    |Relic 
    |Aaron Cherof
    |The recording begins with vinyl static and record grain before abruptly bursting out into an upbeat 8-bit tune of low audio quality. The main melody of "A Time of Legends" and "The Well of Fate" from the [[Minecraft Legends:Original Game Soundtrack|original soundtrack]] of [[Minecraft Legends]] is heard later, played on the same 8-bit synthesizer. Later in the song a bass is added to the noise. Slight record grain and warbled pitches can be heard throughout the song.
    |"Relic"
    |''[[Minecraft: Trails & Tales (Original Game Soundtrack)]]'' No. 5
    |[[File:Relic.ogg|noicon]]
    |3:38
    |}
    
    ==Usage==
    The music discs resemble older 78-{{tooltip|rpm|Revolutions per minute}} {{w|phonograph records}} from the early 20th century, which were often played in jukeboxes from that era. They are used in ''Minecraft'' in a similar fashion: A music disc can be played on a [[jukebox]] by holding the disc and right-clicking on the jukebox.
    
    The in-game music disc tracks are all {{w|Monaural|monaural}} recordings. Tracks released for listening outside of the game are in {{w|Stereophonic_sound|stereo}}.
    
    If the [[player]] places a [[Redstone Comparator|comparator]] besides a jukebox, the intensity of the redstone signal depends on the disc currently played, with the following values:
    {| class="wikitable"
    !Disc
    ! Intensity
    |-
    |(no disc)||{{BlockSprite|redstone-dust-dot-off}} 0
    |-
    |{{ItemSprite|music-disc-13}} ''13''||{{BlockSprite|redstone-dust-dot-on}} 1
    |-
    |{{ItemSprite|music-disc-cat}} ''cat''||{{BlockSprite|redstone-dust-dot-on}} 2
    |-
    |{{ItemSprite|music-disc-blocks}} ''blocks''||{{BlockSprite|redstone-dust-dot-on}} 3
    |-
    |{{ItemSprite|music-disc-chirp}} ''chirp''||{{BlockSprite|redstone-dust-dot-on}} 4
    |-
    |{{ItemSprite|music-disc-far}} ''far''||{{BlockSprite|redstone-dust-dot-on}} 5
    |-
    |{{ItemSprite|music-disc-mall}} ''mall''||{{BlockSprite|redstone-dust-dot-on}} 6
    |-
    |{{ItemSprite|music-disc-mellohi}} ''mellohi''||{{BlockSprite|redstone-dust-dot-on}} 7
    |-
    |{{ItemSprite|music-disc-stal}} ''stal''||{{BlockSprite|redstone-dust-dot-on}} 8
    |-
    |{{ItemSprite|music-disc-strad}} ''strad''||{{BlockSprite|redstone-dust-dot-on}} 9
    |-
    |{{ItemSprite|music-disc-ward}} ''ward''||{{BlockSprite|redstone-dust-dot-on}} 10
    |-
    |{{ItemSprite|music-disc-11}} ''11''||{{BlockSprite|redstone-dust-dot-on}} 11
    |-
    |{{ItemSprite|music-disc-wait}} ''wait''||{{BlockSprite|redstone-dust-dot-on}} 12
    |-
    |{{ItemSprite|music-disc-pigstep}} ''Pigstep''||{{BlockSprite|redstone-dust-dot-on}} 13
    |-
    |{{ItemSprite|music-disc-otherside}} ''otherside''<br>{{ItemSprite|music-disc-relic}} ''Relic''||{{BlockSprite|redstone-dust-dot-on}} 14
    |-
    |{{ItemSprite|music-disc-5}} ''5''||{{BlockSprite|redstone-dust-dot-on}} 15
    |}
    
    ==Data values==
    ===ID===
    {{JE}}:
    {{ID table
    |edition=java
    |showitemtags=y
    |showforms=y
    |firstcolumnname=Track
    |generatetranslationkeys=y
    |displayname=C418 - 13
    |spritename=music-disc-13
    |spritetype=item
    |nameid=music_disc_13
    |itemtags=creeper_drop_music_discs, music_discs
    |form=item}}
    {{ID table
    |displayname=C418 - cat
    |spritename=music-disc-cat
    |spritetype=item
    |nameid=music_disc_cat
    |itemtags=creeper_drop_music_discs, music_discs
    |form=item}}
    {{ID table
    |displayname=C418 - blocks
    |spritename=music-disc-blocks
    |spritetype=item
    |nameid=music_disc_blocks
    |itemtags=creeper_drop_music_discs, music_discs
    |form=item}}
    {{ID table
    |displayname=C418 - chirp
    |spritename=music-disc-chirp
    |spritetype=item
    |nameid=music_disc_chirp
    |itemtags=creeper_drop_music_discs, music_discs
    |form=item}}
    {{ID table
    |displayname=C418 - far
    |spritename=music-disc-far
    |spritetype=item
    |nameid=music_disc_far
    |itemtags=creeper_drop_music_discs, music_discs
    |form=item}}
    {{ID table
    |displayname=C418 - mall
    |spritename=music-disc-mall
    |spritetype=item
    |nameid=music_disc_mall
    |itemtags=creeper_drop_music_discs, music_discs
    |form=item}}
    {{ID table
    |displayname=C418 - mellohi
    |spritename=music-disc-mellohi
    |spritetype=item
    |nameid=music_disc_mellohi
    |itemtags=creeper_drop_music_discs, music_discs
    |form=item}}
    {{ID table
    |displayname=C418 - stal
    |spritename=music-disc-stal
    |spritetype=item
    |nameid=music_disc_stal
    |itemtags=creeper_drop_music_discs, music_discs
    |form=item}}
    {{ID table
    |displayname=C418 - strad
    |spritename=music-disc-strad
    |spritetype=item
    |nameid=music_disc_strad
    |itemtags=creeper_drop_music_discs, music_discs
    |form=item}}
    {{ID table
    |displayname=C418 - ward
    |spritename=music-disc-ward
    |spritetype=item
    |nameid=music_disc_ward
    |itemtags=creeper_drop_music_discs, music_discs
    |form=item}}
    {{ID table
    |displayname=C418 - 11
    |spritename=music-disc-11
    |spritetype=item
    |nameid=music_disc_11
    |itemtags=creeper_drop_music_discs, music_discs
    |form=item}}
    {{ID table
    |displayname=C418 - wait
    |spritename=music-disc-wait
    |spritetype=item
    |nameid=music_disc_wait
    |itemtags=creeper_drop_music_discs, music_discs
    |form=item}}
    {{ID table
    |displayname=Lena Raine - otherside
    |spritename=music-disc-otherside
    |spritetype=item
    |nameid=music_disc_otherside
    |itemtags=music_discs
    |form=item}}
    {{ID table
    |displayname=Samuel Åberg - 5
    |spritename=music-disc-5
    |spritetype=item
    |nameid=music_disc_5
    |itemtags=music_discs
    |form=item}}
    {{ID table
    |displayname=Lena Raine - Pigstep
    |spritename=music-disc-pigstep
    |spritetype=item
    |nameid=music_disc_pigstep
    |itemtags=music_discs
    |form=item}}
    {{ID table
    |displayname=Aaron Cherof - Relic
    |spritename=music-disc-relic
    |spritetype=item
    |nameid=music_disc_relic
    |itemtags=music_discs
    |form=item
    |foot=1}}
    
    {{BE}}:
    {{ID table
    |edition=bedrock
    |firstcolumnname=Track
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=C418 - 13
    |spritename=music-disc-13
    |spritetype=item
    |nameid=music_disc_13
    |aliasid=record_13
    |id=541
    |form=item
    |translationkey=item.record.name}}
    {{ID table
    |displayname=C418 - cat
    |spritename=music-disc-cat
    |spritetype=item
    |nameid=music_disc_cat
    |aliasid=record_cat
    |id=542
    |form=item
    |translationkey=item.record.name}}
    {{ID table
    |displayname=C418 - blocks
    |spritename=music-disc-blocks
    |spritetype=item
    |nameid=music_disc_blocks
    |aliasid=record_blocks
    |id=543
    |form=item
    |translationkey=item.record.name}}
    {{ID table
    |displayname=C418 - chirp
    |spritename=music-disc-chirp
    |spritetype=item
    |nameid=music_disc_chirp
    |aliasid=record_chirp
    |id=544
    |form=item
    |translationkey=item.record.name}}
    {{ID table
    |displayname=C418 - far
    |spritename=music-disc-far
    |spritetype=item
    |nameid=music_disc_far
    |aliasid=record_far
    |id=545
    |form=item
    |translationkey=item.record.name}}
    {{ID table
    |displayname=C418 - mall
    |spritename=music-disc-mall
    |spritetype=item
    |nameid=music_disc_mall
    |aliasid=record_mall
    |id=546
    |form=item
    |translationkey=item.record.name}}
    {{ID table
    |displayname=C418 - mellohi
    |spritename=music-disc-mellohi
    |spritetype=item
    |nameid=music_disc_mellohi
    |aliasid=record_mellohi
    |id=547
    |form=item
    |translationkey=item.record.name}}
    {{ID table
    |displayname=C418 - stal
    |spritename=music-disc-stal
    |spritetype=item
    |nameid=music_disc_stal
    |aliasid=record_stal
    |id=548
    |form=item
    |translationkey=item.record.name}}
    {{ID table
    |displayname=C418 - strad
    |spritename=music-disc-strad
    |spritetype=item
    |nameid=music_disc_strad
    |aliasid=record_strad
    |id=549
    |form=item
    |translationkey=item.record.name}}
    {{ID table
    |displayname=C418 - ward
    |spritename=music-disc-ward
    |spritetype=item
    |nameid=music_disc_ward
    |aliasid=record_ward
    |id=550
    |form=item
    |translationkey=item.record.name}}
    {{ID table
    |displayname=C418 - 11
    |spritename=music-disc-11
    |spritetype=item
    |nameid=music_disc_11
    |aliasid=record_11
    |id=551
    |form=item
    |translationkey=item.record.name}}
    {{ID table
    |displayname=C418 - wait
    |spritename=music-disc-wait
    |spritetype=item
    |nameid=music_disc_wait
    |aliasid=record_wait
    |id=552
    |form=item
    |translationkey=item.record.name}}
    {{ID table
    |displayname=Lena Raine - otherside
    |spritename=music-disc-otherside
    |spritetype=item
    |nameid=music_disc_otherside
    |aliasid=record_otherside
    |id=634
    |form=item
    |translationkey=item.record.name}}
    {{ID table
    |displayname=Samuel Åberg - 5
    |spritename=music-disc-5
    |spritetype=item
    |nameid=music_disc_5
    |aliasid=record_5
    |id=644
    |form=item
    |translationkey=item.record.name}}
    {{ID table
    |displayname=Lena Raine - Pigstep
    |spritename=music-disc-pigstep
    |spritetype=item
    |nameid=music_disc_pigstep
    |aliasid=record_pigstep
    |id=628
    |form=item
    |translationkey=item.record.name}}
    {{ID table
    |displayname=Aaron Cherof - Relic
    |spritename=music-disc-relic
    |spritetype=item
    |nameid=music_disc_relic
    |aliasid=record_relic
    |id=702
    |form=item
    |translationkey=item.record.name
    |foot=1}}
    
    ===Raw music files===
    {{in|je}}, the music disc files can be found in {{code|[[.minecraft]]/assets/objects}}.{{fn|The files in the <samp>objects</samp> folder are hashed. To locate the music disc files, see [[Tutorials/Sound directory]].}}
    
    {{in|be}}, it can be found in:
    
    *Mobile versions: {{code|[[com.mojang]]/resource_packs/music/vanilla_music/sounds/music/game/records/}}
    *Windows: {{code|%PROGRAMFILES%\WindowsApps\Microsoft.MinecraftUWP_''<version>''_x64_8wekyb3d8bbwe\data\resource_packs\vanilla_music\sounds\music\game\records}}
    
    All music disc files are in {{w|Vorbis|Ogg Vorbis}}.
    
    {{fnlist}}
    
    ==Achievements==
    {{load achievements|sound of music}}
    
    ==Advancements==
    {{load advancements|sound of music}}
    
    ==History==
    {{History|java alpha}}
    {{History||April 2010|link={{ytl|3Sthf0u94Cs}}|[[Daniel Rosenfeld|C418]] uploaded a video to {{w|YouTube}}, containing previews of many music tracks that were later added as records. (This video is no longer available.)}}
    {{History||v1.0.14|[[File:Music Disc 13.png|32px]] "13" and [[File:Music Disc Cat.png|32px]] "cat" are the first records to be added to ''Minecraft''.
    |Records are officially named "music discs". 
    |"13" was an ambient track before this update.{{info needed|so did it play randomly like other music?}}
    |Music discs have been added to [[dungeon]] chests.
    |Music discs can also be [[drops|dropped]] by [[creeper]]s shot by [[skeleton]]s.}}
    {{History|java beta}}
    {{History||1.2_02|Before this update, gold "13" music discs were noticeably more common than green "cat" ones. Now, green "cat" discs are more often [[drops|dropped]].}}
    {{History||August 1, 2011|link=https://twitter.com/C418/status/98174571756265473|C418 announces new music discs.}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease 2|[[File:Music Disc Blocks.png|32px]] [[File:Music Disc Chirp.png|32px]] [[File:Music Disc Far.png|32px]] [[File:Music Disc Mall.png|32px]] [[File:Music Disc Mellohi.png|32px]] [[File:Music Disc Stal.png|32px]] [[File:Music Disc Strad.png|32px]] [[File:Music Disc Ward.png|32px]] [[File:Music Disc 11 JE1 BE1.png|32px]] 9 new music discs have been implemented, adding up to a total of 11 discs, although they are not [[drops|dropped]] by any [[creeper]]s. These are stored along with the first discs, 13.mus and cat.mus, (which have been decoded as 13.ogg and cat.ogg respectively). Before this update, there were 10 unused music files, now only one remains unused, which is the song "where are we now". "Where are we now" was not added with the rest of the new 9 music discs because of problems with the spaces in the name.<ref name=":1"></ref><ref name=":2"></ref>}}
    {{History||1.1|snap=11w50a|All of the music discs, except for "11", can now be dropped by creepers killed by [[skeleton]]s.
    |All music discs now have the same probability of being [[drops|dropped]].}}
    {{History||1.4.4|snap=1.4.3|[[File:Music Disc Wait.png|32px]] The disc "where are we now" has been renamed to "wait" and made available in game.<ref name=":1"></ref><ref name=":2"></ref>
    |The music disc "11" is now available in survival. It is dropped by [[creeper]]s in the same way as other discs.}}
    {{History||1.5|snap=13w04a|Active [[jukebox]]es now give off a redstone signal when a [[Redstone Comparator|redstone comparator]] is placed behind it; its strength depends on the ID of the inserted disc.}}
    {{History||1.6.1|snap=13w24a|Custom music discs can now be made using [[Resource Pack|resource pack]]s.
    |Before this version, "cat" and "13" were the only discs in .ogg format, all the other discs were in .mus format, which was decrypted by ''Minecraft'' on-the-fly.}}
    {{History||1.9|snap=15w44a|The average yield of music discs from [[dungeon]] chests has been decreased.}}
    {{History||1.11|snap=16w39a|Music discs "cat" and "13" are now found in the new [[Woodland Mansion|woodland mansion]] chests.}}
    {{History||1.13|snap=17w47a|The IDs have been changed from {{code|record_$song}} to {{code|music_disc_$song}}.
    |Prior to [[Java Edition 1.13/Flattening|''The Flattening'']], these [[item]]s' numeral IDs were 2256 through 2267.}}
    {{History||1.14|snap=18w43a|[[File:Music Disc 11.png|32px]] The texture of music disc "11" has been changed.
    |Music discs are now also [[drops|dropped]] by [[creeper]]s killed by [[stray]]s.}}
    {{History||1.16|snap=20w16a|[[File:Music Disc Pigstep.png|32px]] Added a new music disc called "Pigstep". 
    |The "Pigstep" music disc cannot be dropped by creepers, and can be obtained only from [[Bastion Remnant|bastion remnant]]s. }}
    {{History||1.16.2|snap=20w30a|The chance of finding the "Pigstep" music disc in bastion remnant chests has been increased from 3.3% to 5.6%.}}
    {{History||1.18|snap=21w42a|[[File:Music Disc Otherside.png|32px]] Added a new music disc called "otherside". 
    |The "otherside" music disc cannot be dropped by creepers, and can be rarely obtained only from [[stronghold]] corridor chests or even more rarely from [[dungeon]] chests.}}
    {{History||1.19|snap=22w13a|Music Disc "13", "cat" and "otherside" may now be found in [[ancient city]] [[chest]]s.}}
    {{History|||snap=22w16a|[[File:Music Disc 5 JE1.png|32px]] Added a new music disc called "5".}}
    {{History||1.19.1|snap=22w24a|Music discs are now essential to duplicate [[allay]]s.}}
    {{History||1.20|snap=23w17a|[[File:Music Disc Relic JE1.png|32px]] Added a new music disc called "Relic".}}
    
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|[[File:Music Disc 13.png|32px]] [[File:Music Disc Cat.png|32px]] [[File:Music Disc Blocks.png|32px]] [[File:Music Disc Chirp.png|32px]] [[File:Music Disc Far.png|32px]] [[File:Music Disc Mall.png|32px]] [[File:Music Disc Mellohi.png|32px]] [[File:Music Disc Stal.png|32px]] [[File:Music Disc Strad.png|32px]] [[File:Music Disc Ward.png|32px]] [[File:Music Disc 11 JE1 BE1.png|32px]] [[File:Music Disc Wait.png|32px]] Added music discs.
    |All of the music discs, except for "11", can be [[drops|dropped]] by [[creeper]]s killed by [[skeleton]]s.}}
    {{History||?|The music disc "11" can now be dropped by creepers.}}
    {{History||1.4.0|snap=beta 1.2.14.2|As a version exclusive, the music discs "mellohi" and "wait" can now be found inside [[Buried Treasure|buried treasure]] chests.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Music Disc 11.png|32px]] The texture of music disc "11" has been changed.
    |Music discs now are [[drops|dropped]] by [[creeper]]s killed by [[stray]]s.}}
    {{History||1.16.0|snap=beta 1.16.0.57|[[File:Music Disc Pigstep.png|32px]] Added a new music disc called "Pigstep".}}
    {{History||1.16.100|snap=beta 1.16.100.56|The IDs of music discs has been changed from {{code|record_<track>}} to {{code|music_disc_<track>}}.}}
    {{History||1.18.0|snap=beta 1.18.0.22|[[File:Music Disc Otherside.png|32px]] Added a new music disc called "otherside". 
    |The "otherside" music disc cannot be dropped by creepers, and can be rarely obtained only from [[stronghold]] corridor chests or even more rarely from [[dungeon]] chests.}}
    {{History||1.19.0|snap=beta 1.19.0.28|[[File:Music Disc 5 JE1.png|32px]] Added a new music disc called "5".}}
    {{History||1.19.10|snap=beta 1.19.10.22|Music discs are now essential to duplicate [[allay]]s.}}
    {{History||1.20.0|snap=beta 1.20.0.22|[[File:Music Disc Relic JE1.png|32px]] Added a new music disc called "Relic".}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.00|wiiu=Patch 1|switch=1.0.1|[[File:Music Disc 13.png|32px]] [[File:Music Disc Cat.png|32px]] Added "13" and "cat" as music discs.}}
    {{History||xbox=TU5|[[File:Music Disc Blocks.png|32px]] [[File:Music Disc Chirp.png|32px]] [[File:Music Disc Far.png|32px]] [[File:Music Disc Mall.png|32px]] [[File:Music Disc Mellohi.png|32px]] [[File:Music Disc Stal.png|32px]] [[File:Music Disc Strad.png|32px]] [[File:Music Disc Ward.png|32px]] [[File:Music Disc 11 JE1 BE1.png|32px]] [[File:Music Disc Cat.png|32px]] Added the remaining 10 music discs.}}
    {{History||xbox=TU12|[[File:Music Disc Wait.png|32px]] The "where are we now" music disc now uses the blue texture used in the [[Java Edition|PC]] version, opposed to the green "cat" texture it used to use.}}
    {{History||xbox=TU22|xbone=CU10|ps=1.15|The "where are we now" music disc has been added to survival.}}
    {{History||?|The "where are we now" music disc has been renamed to "wait".}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Music Disc 11.png|32px]] The texture of music disc "11" has been changed.}}
    {{History|foot}}
    
    ==Gallery==
    <gallery>
    Music Disc 13.png|Music Disc<br>C418 - 13
    Music Disc Cat.png|Music Disc<br>C418 - cat
    Music Disc Blocks.png|Music Disc<br>C418 - blocks
    Music Disc Chirp.png|Music Disc<br>C418 - chirp
    Music Disc Far.png|Music Disc<br>C418 - far
    Music Disc Mall.png|Music Disc<br>C418 - mall
    Music Disc Mellohi.png|Music Disc<br>C418 - mellohi
    Music Disc Stal.png|Music Disc<br>C418 - stal
    Music Disc Strad.png|Music Disc<br>C418 - strad
    Music Disc Ward.png|Music Disc<br>C418 - ward
    Music Disc 11.png|Music Disc<br>C418 - 11
    Music Disc Wait.png|Music Disc<br>C418 - wait
    Music Disc Otherside.png|Music Disc<br>Lena Raine - otherside
    Music Disc 5.png|Music Disc<br>Samuel Åberg - 5
    Music Disc Pigstep.png|Music Disc<br>Lena Raine - Pigstep
    Music Disc Relic.png|Music Disc<br>Aaron Cherof - Relic
    </gallery>
    
    ==Issues==
    {{issue list}}
    
    ==Trivia==
    
    * Before [[Java Edition 1.13/Flattening|''The Flattening'']], data values used by music discs ranged from 2256 to 2267, while all other blocks/items used the first free data value available.
    * The title "13" is a reference to the 13 cave ambience sounds that existed when the disc was added. Similar sounds can be heard throughout the track.  
    ** Because "13" was created in 2010, it actually uses older sound effects from earlier versions of the game for bow firing{{sound||Bow_Shooting_Old.ogg}}, arrow impacts{{sound||Arrow_Old.ogg}}, explosions{{sound||Explosion_Old.ogg}}, and water splashing{{sound||Water_Splash_Old.ogg}}, which have since been replaced. 
    ***The background noise also bears resemblance to a deeper version of the unused and removed [[Java_Edition_removed_features#Audio_loops|cave chimes]]{{sound||Cave_chimes.ogg}}. Before the explosion, there was also the sound of a creeper fuse{{sound||Creeper_fuse.ogg}} which is still used.
    **C418 initially wanted the music disc to be found deep underground in a cave in-game, being played by some device.<ref>https://c418.org/albums/minecraft-volume-alpha/</ref>
    *Exclusively on {{el|lce}}, an extra track called "dog" is appended to the "cat" music disc. Once "cat" is done playing and fades out, "dog" begins playing for another two minutes or so, making this version of "cat" the longest music disc in the game.
    *"chirp" uses the same accompaniment samples as "The Orb of Dreamers" from the ''[[w:c:littlebigplanet:LittleBigPlanet (series)|LittleBigPlanet]]'' series.<ref>{{ytl|3Jnubcn2G-Y|Daniel Pemberton - The Orb Of Dreamers}}</ref> The samples come from the {{w|Optigan}} disc "Bossa Nova Style".<ref>{{ytl|G89vIy8Guj4|Optigan Program Disc: Bossa Nova Style|t=22}}</ref> C418 stated that it was coincidental.<ref>{{tweet|1=c418|2=314472205109043200|3=Remember when people thought I plagiarized LittleBigPlanet music? Yeah, the Optigan is a lovely instrument that I will never utilize again.|4=March 20, 2013}}</ref>
    *The texture used for the music disc "chirp" was previously used for the [[camera]] tripod texture prior to [[Pocket Edition v0.9.0 alpha]].
    *The title "stal" is a Swedish word meaning ''stole'' in English and a Polish word meaning ''steel''.
    *The music disc "11" is the only visibly damaged music disc. 
    **If the .ogg file for "11" is turned into a {{w|spectrogram}} in an audio editor, the static at the end displays what seems to be [[Player|Steve]]'s face and the numbers 12418. The numbers are a visual signature, where "C" is hexadecimal for "12", and combined with "418" creates "[[Daniel Rosenfeld|C418]]", the name of the producer of all of the music disc tracks except for "Pigstep", "otherside", "5" and "Relic".
    **Within the disc are sounds, in order of appearance, of stone{{sound||Stone_dig4.ogg}}{{sound||Stone_dig1.ogg}}{{sound||Stone_dig3.ogg}}{{sound||Stone_dig2.ogg}} and dirt or gravel{{sound||Gravel_dig1.ogg}}{{sound||Gravel_dig4.ogg}}{{sound||Gravel_dig3.ogg}}{{sound||Gravel_dig2.ogg}}. At the time disc "11" was made, footstep sounds, placing sounds, and breaking sounds were the same for the respecive block. It is unknown exactly what the character was doing when these sounds were played.
    **There is a track that is exclusive to the album ''[[Minecraft - Volume Beta]]'' called "Eleven", which has the same length of 1:11 and begins with the same vinyl static sound before being abruptly interrupted by a record scratching sound and switching to a new, calm piano piece.
    ** C418 once imagined that the "monster" chasing the person in "11" is himself "being a weird monster that occasionally records songs from strangers and then dies in '11'".<ref>{{tweet|c418|119413441793495040|Yes! I now imagine C418 being a weird monster that occasionally records songs from strangers. And then dies in 11|September 29, 2011}}</ref>
    ** "11" causes jukeboxes to output a redstone signal strength of 11.
    ** Before [[Java Edition 1.13]], the [[data value]] of "11" was 11.
    **[[Brandon Pearce]] stated that the [[warden]] mob is based on the "monster" heard at the end of "11".<ref>{{ytl|pH_6-ZVOUAk|Ask Mojang #11: All About Caves & Cliffs|Minecraft|OCtober 30, 2020}}</ref>
    *The music disc "wait", originally titled "where are we now", was finally added to [[Java Edition 1.4.3]] after existing solely in the game's files for an unspecified amount of time.
    **"wait" used the original title "where are we now" in older versions of the Legacy Console Edition.
    *"Pigstep" is the only disc to have its name capitalized in-game, and it can only be found in [[Bastion Remnant|bastion remnant]]s. It is also the music disc with the fastest beat.
    *"Pigstep" is a {{w|portmanteau}} of "piglin" and "dubstep".<ref>{{tweet|kuraine|1277309336532840448|I don't have any cool insight on the title, it's just dubstep for piglins.|June 26, 2020}} </ref>
    *“5” is the only music disc that is crafted, as it requires 9 disc fragments in a 3×3 formation to craft.
    **In disc “5”, there are some sounds taken from [[Minecraft Dungeons]] of the [[MCD:Endersent|Endersent]] {{sound||D6 sfx mob endersentIdleVocal-001.ogg}}, the [[Minecraft Dungeons:Vengeful Heart of Ender|Vengeful Heart of Ender]]{{Sound||D6 sfx mob finalFormMagicChimes-004.ogg}}, and relating to an [[MCD:Enderman|enderman]] {{sound||Sfx_mob_eventEnderman2D-001.ogg}}.
    ***Other sounds can be heard. In order of appearance, these are: flint and steel clicking {{sound||Flint_and_steel_click.ogg}}, a bat{{sound||Bat_idle4.ogg}}{{sound||Bat_takeoff.ogg}}{{sound||Bat_loop.ogg}}, lava bubbling{{sound||Lava.ogg}}, [[amethyst cluster]] breaking{{sound||Amethyst_Cluster_break1.ogg}}, a [[sculk shrieker]]{{sound||Sculk shrieker shriek1.ogg}}, stone{{sound||Stone_hit6.ogg}}{{sound||Stone_hit5.ogg}}{{sound||Stone_hit4.ogg}}, sand{{sound||Sand_hit1.ogg}}{{sound||Sand_hit5.ogg}}, a sculk shrieker{{sound||Sculk shrieker shriek1.ogg}} overlaying a warden{{sound||Warden_ambient1.ogg}}, [[sculk sensor]] clicking{{sound||Sculk Sensor sculk clicking2.ogg}}, and a [[warden]] roaring{{sound||Warden_roar5.ogg}}.
    
    ==See also== 
    *[[Music]]
    
    *[[Daniel Rosenfeld|C418]]
    **''[[Minecraft - Volume Alpha]]''
    **''[[Minecraft - Volume Beta]]''
    *[[Lena Raine]] 
    **''[[Minecraft: Nether Update (Original Game Soundtrack)]]''
    **''[[Minecraft: Caves & Cliffs (Original Game Soundtrack)]]''
    **''[[Minecraft: The Wild Update (Original Game Soundtrack)]]''
    *[[Samuel Åberg]]
    *[[Aaron Cherof]]
    
    ==References==
    {{reflist}}
    
    ==External Links== 
    *[https://www.minecraft.net/en-us/article/taking-inventory--music-disc Taking Inventory: Music Disc] – Minecraft.net on January 14, 2021
    
    {{Items}}
    {{Soundtrack}}
    
    [[de:Schallplatte]]
    [[es:Disco de música]]
    [[fr:Disque de musique]]
    [[ja:レコード]]
    [[ko:음반]]
    [[nl:Muziekplaat]]
    [[pl:Płyta muzyczna]]
    [[pt:Disco musical]]
    [[ru:Пластинка]]
    [[tr:Müzik Diski]]
    [[zh:音乐唱片]]</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>[[Brick|Brick]]<br/>{{about|the item|the crafted block|Bricks|other uses}}
    {{Item
    | image = [[File:Brick JE2 BE2.png|32px]]
    | stackable = Yes (64)
    | renewable = Yes 
    }}
    
    A '''brick''' is an item used to craft [[bricks|brick]] blocks, [[flower pot]]s, and [[decorated pot]]s.
    
    == Obtaining ==
    
    === Smelting ===
    A brick can be obtained by smelting a [[clay ball]].
    {{Smelting
    |Clay Ball
    |Brick
    |0,3
    }}
    
    === Mining ===
    
    When [[breaking]] a [[decorated pot]] with a tool without [[Silk Touch]] on the main hand, the decorated pot can drops 0-4 brick(s) depend on the material that the decorated pot make of.
    
    === Loot ===
    
    {{LootChestItem|brick}}
    
    === Trading ===
    
    Novice-level stone mason [[villager]]s sell 16{{only|bedrock}} or 10{{only|java}} bricks for one [[emerald]].
    
    == Usage ==
    Brick can be used to craft [[bricks]], [[flower pot]]s, and [[decorated pot]]s.
    === Crafting ingredient ===
    
    {{crafting usage}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Brick
    |spritetype=item
    |nameid=brick
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Brick
    |spritetype=item
    |nameid=brick
    |id=383
    |form=item
    |foot=1}}
    
    == History ==
    
    {{History|java alpha}}
    {{History||v1.0.11|[[File:Brick JE1 BE1.png|32px]] Added bricks as an item.}}
    {{History|java}}
    {{History||1.4.2|snap=12w34a|Bricks are now used for [[flower pot]]s.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this item's numeral ID was 336.}}
    {{History||1.14|snap=18w43a|[[File:Brick JE2 BE2.png|32px]] The texture of bricks has been changed.}}
    {{History|||snap=19w11a|Bricks are now [[trading|sold]] by [[villager]]s of the new mason profession, making them [[renewable resource|renewable]].}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|Bricks can now be used for crafting [[decorated pot]]s.|Bricks now drop when brushing [[suspicious sand]] in [[desert well]]s.|Bricks now drop when mining [[decorated pot]] with a tool on the main hand.}}
    {{History||1.20|snap=23w12a|The probability for the brick to generate in the [[suspicious sand]] in [[desert well]] has been changed from 1/7 to 1/8.|Brick can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}
    {{History|||snap=23w16a|Brick 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]]; brick now is in the common loot.}}
    
    {{History|pocket alpha}}
    {{History||v0.2.0|[[File:Brick JE1 BE1.png|32px]] Added bricks as an item. They are currently unobtainable and serve no purpose.}}
    {{History||v0.3.2|Bricks can now be obtained by smelting clay balls.
    |Bricks are now used to craft [[brick block]]s.}}
    {{History||v0.12.1|snap=build 1|Bricks are now used to craft [[flower pot]]s.}}
    {{History||v0.16.0|snap=build 5|Added bricks to the [[Creative]] [[inventory]].<ref name="missing brick">{{Bug|MCPE-16556}}</ref>}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|16 bricks can now be obtained via trading with stone mason [[villager]]s for 1-2 [[emerald]]s.
    |[[File:Brick JE2 BE2.png|32px]] The texture of bricks has now been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Trading has been changed; bricks sold by stone mason villagers now cost only one emerald.}}
    {{History||1.20.0<br>(Experimental)|link=Bedrock Edition 1.19.70|snap=beta 1.19.70.23|Bricks now drop when brushing [[suspicious sand]] in [[desert well]]s and can be used to craft decorated pots.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Brick JE1 BE1.png|32px]] Added bricks.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Brick JE2 BE2.png|32px]] The texture of bricks has been changed.}}
    {{History|3ds}}
    {{History||0.1.0|[[File:Brick JE1 BE1.png|32px]] Added bricks.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == References ==
    
    {{reflist}}
    
    {{Items}}
    
    [[Category:Renewable resources]]
    
    [[cs:Cihla]]
    [[de:Ziegel]]
    [[es:Ladrillo]]
    [[fr:Brique]]
    [[hu:Tégla]]
    [[it:Mattone]]
    [[ja:レンガ]]
    [[ko:벽돌 (아이템)]]
    [[nl:Baksteen]]
    [[pl:Cegła]]
    [[pt:Tijolo]]
    [[ru:Кирпич]]
    [[th:อิฐ]]
    [[uk:Цеглина]]
    [[zh:红砖]]</li><li>[[Raw Porkchop|Raw Porkchop]]<br/>{{Item
    | title = Raw Porkchop
    | image = Raw Porkchop.png
    | renewable = Yes
    | heals = {{hunger|3}}
    | stackable = Yes (64)
    }}
    A '''raw porkchop''' is a [[food]] item that can be eaten by the [[player]] or cooked to make a [[cooked porkchop]].
    
    == Obtaining ==
    
    === Mob loot ===
    
    ==== Pigs ====
    
    Adult [[pig]]s drop 1–3 raw porkchop when killed. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 1-6 with Looting III. If killed while on fire, they drop [[cooked porkchop]] instead.
    
    ==== Hoglins ====
    
    Adult [[hoglin]]s drop 2–4 raw porkchop when killed. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 7 with Looting III. If killed while on fire, they drop [[cooked porkchop]] instead.
    
    === Chest loot ===
    
    {{LootChestItem|raw-porkchop}}
    
    == Usage ==
    
    === Food ===
    
    To eat raw porkchop, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|3}} [[hunger]] and 0.6 [[Hunger#Mechanics|saturation]].
    
    === Smelting ingredient ===
    
    {{Smelting
    |showname=1
    |Raw Porkchop
    |Cooked Porkchop
    |0.35
    }}
    
    === Trading ===
    
    {{IN|bedrock}}, novice-level butcher [[villager]]s have a {{frac|1|3}} chance to [[trading|buy]] 7 raw porkchop for an [[emerald]] as part of their [[trading|trades]].
    
    {{IN|java}}, novice-level butcher villagers have a 40% chance to buy 7 raw porkchop for an emerald.
    
    === Wolves ===
    
    Raw porkchops can be used to [[breed]] and heal tamed [[wolves]], lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time.
    
    === Piglins ===
    [[Piglin|Piglins]] instantly pick up raw or [[Cooked Porkchop|cooked porkchops]] that are within 1 block of them, unless they have already picked up one within the last 10 seconds. Porkchops picked up are not dropped upon the piglin's death.
    
    ==Sounds==
    {{Sound table/Entity/Food}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showitemtags=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Raw Porkchop
    |spritetype=item
    |nameid=porkchop
    |itemtags=piglin_food
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Raw Porkchop
    |spritetype=item
    |nameid=porkchop
    |id=262
    |form=item
    |foot=1}}
    
    == Achievements ==
    {{load achievements|Pork Chop}}
    
    == Advancements ==
    {{load advancements|Husbandry;A Balanced Diet}}
    
    == History ==
    
    {{History|java indev}}
    {{History||20100219|[[File:Raw Porkchop JE1 BE1.png|32px]] Added raw porkchops. 
    |Raw porkchops restore {{hp|3}} and do not stack in the [[inventory]].
    |Raw porkchops are [[drops|dropped]] by [[pig]]s.}}
    {{History|java beta}}
    {{History||1.4|Raw porkchops can now be given to [[wolf|wolves]].}}
    {{History||1.8|snap=Pre-release|Raw porkchops can now be stacked to 64.<ref>{{Tweet|jeb|103408168356421632|Some Minecraft food changes...}}</ref> 
    |Raw porkchops now restore {{hunger|3}} to the [[Hunger|food bar]].}}
    {{History|java}}
    {{History||1.2.1|snap=12w03a|Raw porkchops can now be used to breed wolves.}}
    {{History||1.3.1|snap=12w21a|Raw porkchops can now be [[trading|sold]] to butcher [[villager]]s, at 14–17 pork chops for 1 [[emerald]].}}
    {{History|||snap=12w25a|[[Pig]]s now [[drops|drop]] 1–3 porkchops instead of 0–2.}}
    {{History||1.4.2|snap=12w37a|[[File:Raw Porkchop JE2 BE2.png|32px]] The texture of raw porkchops has been changed, so that it no longer has a dark outline.}}
    {{History||1.8|snap=14w02a|[[Trading]] has been changed; butcher villagers now [[trading|buy]] 14–18 porkchops for 1 emerald.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 319.}}
    {{History||1.14|snap=18w43a|[[File:Raw Porkchop.png|32px]] The texture of raw porkchops has been changed.}}
    {{History|||snap=18w49a|Raw porkchops can now be found in [[chest]]s in [[village]] butcher shops.}}
    {{History||1.16|snap=20w07a|Raw porkchops are dropped by the new [[hoglin]]s.
    |Raw porkchops have a {{frac|5|109}} (~4.59%) chance of being given by the new [[piglin]]s when [[bartering]], in a stack size of 2–5.}}
    {{History|||snap=20w09a|Raw porkchops can no longer be obtained by bartering with piglins.}}
    {{History|||snap=20w16a|Raw porkchops now generate in [[bastion remnants]] chests.}}
    
    {{History|pocket alpha}}
    {{History||v0.4.0|[[File:Raw Porkchop JE1 BE1.png|32px]] Added raw porkchops.}}
    {{History||v0.5.0|Raw porkchops now restore {{hp|3}} instead of {{hp|1}}.}}
    {{History||v0.8.0|snap=build 1|[[File:Raw Porkchop JE2 BE2.png|32px]] The texture of raw porkchops has been changed, so that it no longer has that dark outline.}}
    {{History||v0.12.1|snap=build 1|Raw porkchops now restore [[hunger]] instead of [[health]].}}
    {{History||v0.16.2|[[Pig]]s now [[drops|drop]] 1–3 raw porkchops rather than 0–2.}}
    {{History|pocket}}
    {{History||1.0.4|snap=alpha 1.0.4.0|14–18 raw porkchops can now be [[trading|sold]] to butcher [[villager]]s for an [[emerald]].}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Raw Porkchop.png|32px]] The texture of raw porkchops has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.3|Raw porkchops can now be found in [[village]] butcher [[chest]]s.}}
    {{History|||snap=beta 1.11.0.4|Butcher [[villager]]s now have {{frac|1|3}} chance to [[trading|buy]] 7 raw porkchops.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Raw Porkchop JE1 BE1.png|32px]] Added raw porkchops.}}
    {{History||xbox=TU5|Raw porkchops are now stackable to 64 and fills [[hunger]] instead of [[health]].}}
    {{History||xbox=TU12|[[File:Raw Porkchop JE2 BE2.png|32px]] The texture of raw porkchops has been changed, so that it no longer has a dark outline.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Raw Porkchop.png|32px]] The texture of raw porkchops has been changed.}}
    
    {{History|new3DS}}
    {{History||0.1.0|[[File:Raw Porkchop JE2 BE2.png|32px]] Added raw porkchops.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Gallery ==
    <gallery>
    I Porkchop Minecraft JINX.jpg|Official T-shirt artwork "I Porkchop Minecraft" sold by [https://www.jinx.com JINX].
    I Brake for Porkchop Bumper Sticker JINX.jpg|An official bumper sticker featuring a raw porkchop sold by JINX.
    </gallery>
    
    == References ==
    {{reflist}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--porkchop Taking Inventory: Porkchop] – Minecraft.net on February 13, 2020
    
    {{Items}}
    
    [[Category:Food]]
    
    [[cs:Syrová kotleta]]
    [[de:Rohes Schweinefleisch]]
    [[es:Chuleta de cerdo cruda]]
    [[fr:Côtelette de porc crue]]
    [[hu:Nyers disznóhús]]
    [[ja:生の豚肉]]
    [[nl:Rauw varkensvlees]]
    [[pl:Surowy schab]]
    [[pt:Costeleta de porco crua]]
    [[ru:Сырая свинина]]
    [[uk:Сира свинина]]
    [[zh:生猪排]]
    [[Category:Renewable resources]]</li></ul>
    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>[[Phantom Membrane|Phantom Membrane]]<br/>{{Item
    | title = Phantom Membrane
    | image = Phantom Membrane.png
    | renewable = Yes
    | stackable = Yes (64)
    }}
    
    '''Phantom membranes''' are items obtained from killing [[phantom]]s. They are used to repair [[elytra]] and brew [[Potion of Slow Falling|potions of Slow Falling]].
    
    == Obtaining ==
    
    === Mob loot ===
    [[Phantom]]s drop 0–1 phantom membrane when killed by a [[player]] or tamed [[wolf]]. [[Looting]] increases the maximum drops by 1 per level, for a maximum of 4 with Looting III.
    
    === Cat gifts ===
    {{main|Cat#Gifts}}
    
    Tamed [[cat]]s have a 70% chance to bring the player a gift when they wake up from a [[bed]], and the gift has a 3.22% chance to be a phantom membrane.
    
    == Usage ==
    === Repairing ===
    
    Phantom membranes can be used in an [[anvil]] to repair [[elytra]], restoring 108 durability points (25% of the pair's total durability) per membrane while preserving their [[enchantments]].
    
    {| class="wikitable" data-description="Repairing elytra"
    ! scope="col" style="width:64px;" | Name
    ! Ingredients
    ! [[Anvil]] usage
    |-
    ! scope="row" style="text-align: center;" | '''Elytra'''
    | [[Elytra]] +<br>[[Phantom Membrane]]
    | style="width: 260px; padding: 1px;" | {{Anvil| title = Elytra|Input1=Damaged Elytra|Input2=Phantom Membrane, 2|Output=Elytra}}
    |-
    |}
    
    === Brewing ingredient ===
    
    Phantom membranes are used to [[brewing|brew]] [[Potion of Slow Falling|slow falling potions]] from an [[awkward potion]].
    
    {{Brewing
     |Phantom Membrane
     |Potion of Slow Falling
     |showname=3
    }}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Phantom Membrane
    |spritetype=item
    |nameid=phantom_membrane
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Phantom Membrane
    |spritetype=item
    |nameid=phantom_membrane
    |id=574
    |form=item
    |foot=1}}
    
    == History ==
    
    {{History|java}}
    {{History||1.13|snap=18w14a|[[File:Phantom Membrane JE1 BE1.png|32px]] Added phantom membranes.}}
    {{History||1.14|snap=18w44a|Tamed [[cat]]s now have a chance to give the [[player]] phantom membranes as [[Cat#Gifts|gifts]].}}
    {{History|||snap=19w08a|[[File:Phantom Membrane JE2 BE2.png|32px]] The texture of phantom membranes has now been changed.}}
    
    {{History|bedrock}}
    {{History||1.6.0|snap=beta 1.6.0.5|[[File:Phantom Membrane JE1 BE1.png|32px]] Added phantom membranes.}}
    {{History||1.8.0|snap=beta 1.8.0.8|Tamed [[cat]]s now have a chance to give the [[player]] phantom membranes as gifts.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Phantom Membrane JE2 BE2.png|32px]] The texture of phantom membranes has now been changed.}}
    
    {{History|console}}
    {{History||xbox=TU69|ps=1.76|wiiu=Patch 38|[[File:Phantom Membrane JE1 BE1.png|32px]] Added phantom membranes.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Phantom Membrane JE2 BE2.png|32px]] The texture of phantom membranes has now been changed.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == References ==
    {{reflist}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--phantom-membrane Taking Inventory: Phantom Membrane] – Minecraft.net on August 2, 2019
    
    {{items}}
    
    [[de:Phantomhaut]]
    [[fr:Membrane de Phantom]]
    [[ja:ファントムの皮膜]]
    [[ko:팬텀 막]]
    [[pl:Błona fantoma]]
    [[pt:Membrana de phantom]]
    [[ru:Мембрана фантома]]
    [[th:เนื้อเยื่อแฟนท่อม]]
    [[uk:Перетинка фантома]]
    [[zh:幻翼膜]]
    [[Category:Renewable resources]]
    [[Category:Brewing recipe]]</li><li>[[Sugar|Sugar]]<br/>{{Item
    | image = Sugar.png
    | renewable = Yes
    | stackable = Yes (64)
    }}
    '''Sugar''' is a [[food]] ingredient and [[brewing]] ingredient made from [[sugar canes]].
    
    == Obtaining ==
    
    === Mob loot ===
    
    [[Witch]]es have a chance of dropping 0–2 sugar upon death. This is increased by 1 per level of [[Looting]], for a maximum of 0–5 sugar.
    
    === Crafting ===
    {{Crafting
     |head= 1
     |Sugar Cane
     |Output= Sugar
     |type= Material
    
    }}
    {{Crafting
     |Honey Bottle
     |Output= Sugar, 3
     |type= Material
     |foot= 1
    }}
    
    === Compound creation ===
    
    Sugar can be created from its base [[element]]s, using the [[compound creator]].{{only|bedrock|education}}
    
    {| class="wikitable"
    !Name
    !Elements
    !Example recipe
    |- <!-- Temporarily using crafting grid as a substitute for the compound creator (template not yet available), since the layout is the same, even if the appearance is different -->
    !Sugar
    |6 Carbon<br>12 Hydrogen<br>6 Oxygen
    |{{Crafting Table
    |shapeless= 1
    |A2=Carbon,6 |B2=Hydrogen,12 |C2=Oxygen,6
    |Output=Sugar}}
    |}
    
    == Usage ==
    
    === Crafting ingredient ===
    
    {{crafting usage}}
    
    === Brewing ingredient ===
    
    {{Brewing
      |head=1
      |Sugar
      |Mundane Potion
      |base=Water Bottle
    }}
    {{brewing
      |foot=1
      |showname=1
      |Sugar
      |Potion of Swiftness
    }}
    
    === Horses ===
    
    Sugar can be fed to [[horse]]s to heal {{hp|1}}, speed growth by 30 seconds, and increase taming probability by 3%.
    
    == Achievements ==
    {{load achievements|The Lie}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Sugar
    |spritetype=item
    |nameid=sugar
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |notshowbeitemforms=y
    |shownumericids=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Sugar
    |spritetype=item
    |nameid=sugar
    |id=416
    |form=item
    |foot=1}}
    
    == Video ==
    
    <div style="text-align:center">{{yt|DnMFkmC7BxE}}</div>
    
    == History ==
    
    {{History|java beta}}
    {{History||1.2|[[File:Sugar JE1 BE1.png|32px]] Sugar has been introduced as an ingredient for [[cake]].}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease 2|Sugar is now used to craft [[fermented spider eye]]s.}}
    {{History|||snap=Beta 1.9 Prerelease 3|Sugar can now be [[brewing|brewed]] in a [[water bottle]] to create a [[Mundane Potion]], or in an [[Awkward Potion]] to create a [[Potion of Swiftness]].}}
    {{History||1.4.2|snap=12w37a|Sugar is now used to make [[pumpkin pie]].}}
    {{History|||snap=12w38b|[[Witch]]es can now [[drops|drop]] sugar.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 353.}}
    {{History||1.14|snap=18w43a|[[File:Sugar JE2 BE2.png|32px]] The texture of sugar has been changed.}}
    {{History||1.15|snap=19w34a|Sugar can now can be created using 1 [[honey bottle]].}}
    
    {{History|pocket alpha}}
    {{History||v0.2.0|[[File:Sugar JE1 BE1.png|32px]] Added sugar. It is currently unobtainable and serves no purpose.}}
    {{History||v0.3.0|Sugar is now [[craft]]able using [[sugar cane]].}}
    {{History||v0.7.0|Sugar is now used to craft [[cake]].}}
    {{History||v0.8.0|snap=build 1|Sugar is now used to craft [[pumpkin pie]].}}
    {{History||v0.12.1|snap=build 1|Sugar has been added to the [[creative]] [[inventory]].|Sugar is now used to craft [[fermented spider eye]]s.
    |Sugar can now be used for [[brewing]], to get mundane [[potion]]s and potions of [[Swiftness]].}}
    {{History||v0.14.0|snap=build 1|Added [[witch]]es, which can [[drops|drop]] sugar upon [[death]].}}
    {{History||v0.15.0|snap=build 1|Sugar can now be used to feed [[horse]]s, which can increase their temper, heal them, and speed up the growth of foals.}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.20.1|Sugar can now be created using 6 Carbon, 12 Hydrogen, and 6 Oxygen in the [[compound creator]].}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Sugar JE2 BE2.png|32px]] The texture of sugar has been changed.}}
    {{History||1.14.0|snap=beta 1.14.0.1|Sugar can now be created using 1 [[honey bottle]].}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Sugar JE1 BE1.png|32px]] Added sugar.
    |Sugar is used to craft [[cake]].}}
    {{History||xbox=TU7|Sugar is now used to craft [[fermented spider eye]]s.|Sugar can now be [[brewing|brewed]] in a [[water bottle]] to create a [[Mundane Potion]], or in an [[Awkward Potion]] to create a [[Potion of Swiftness]].}}
    {{History||xbox=TU14|ps=1.04|Sugar is now used to make [[pumpkin pie]].}}
    {{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|switch=1.0.1|[[Witch]]es can now [[drops|drop]] sugar.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Sugar JE2 BE2.png|32px]] The texture of sugar has been changed.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Sugar JE1 BE1.png|32px]] Added sugar.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--sugar Taking Inventory: Sugar] – Minecraft.net on January 27, 2022
    
    {{Items}}
    
    [[cs:Cukr]]
    [[de:Zucker]]
    [[es:Azúcar]]
    [[fr:Sucre]]
    [[hu:Cukor]]
    [[it:Zucchero]]
    [[ja:砂糖]]
    [[ko:설탕]]
    [[nl:Suiker]]
    [[pl:Cukier]]
    [[pt:Açúcar]]
    [[ru:Сахар]]
    [[th:น้ำตาล]]
    [[uk:Цукор]]
    [[zh:糖]]
    [[Category:Renewable resources]]
    [[Category:Brewing recipe]]</li></ul>
    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>[[Rabbit Hide|Rabbit Hide]]<br/>{{Item
    | title = Rabbit Hide
    | image = Rabbit Hide.png
    | renewable = Yes
    | stackable = Yes (64)
    }}
    '''Rabbit hide''' is an [[item]] dropped by [[rabbit]]s.
    
    == Obtaining ==
    
    ===Mob loot===
    [[Rabbit]]s drop 0–1 rabbit hide upon death. The maximum number of drops can be increased by 1 per level of [[Looting]] used, for a maximum of 0–4 rabbit hides with Looting III.
    
    Some [[foxes]] spawn holding rabbit hides, which always drop upon death. Alternatively, the player can drop a food item, which causes the fox to drop the rabbit hide.
    
    === Cat gifts ===
    {{main|Cat#Gifts}}
    
    Tamed [[cat]]s have a 70% chance of giving the [[player]] a gift when they wake up from a [[bed]], and the gift has a 16.13% chance to be a rabbit hide.
    
    == Usage ==
    
    Rabbit hide can be crafted into leather, or into bundles to store stacks of items.
    
    === Crafting ingredient ===
    
    {{crafting usage}}
    
    === Trading ===
    
    Journeyman-level leatherworker [[villager]]s buy 9 rabbit hide for an [[emerald]] as part of their trades.
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Rabbit Hide
    |spritetype=item
    |nameid=rabbit_hide
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Rabbit Hide
    |spritetype=item
    |nameid=rabbit_hide
    |id=529
    |form=item
    |foot=1}}
    
    == History ==
    
    {{History|java}}
    {{History||1.8|snap=June 30, 2014|slink={{tweet|TheMogMiner|483636993780232192}}|[[Ryan Holtz]] tweeted images of rabbit hide and some other new [[item]]s.}}
    {{History|||snap=14w27a|[[File:Rabbit Hide JE1.png|32px]]  Added rabbit hide.}}
    {{History|||snap=14w33b|[[File:Rabbit Hide JE2 BE1.png|32px]] The texture of rabbit hide has been changed.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 415.}}
    {{History||1.14|snap=18w43a|[[File:Rabbit Hide JE3 BE2.png|32px]] The texture of rabbit hide has been changed.}}
    {{History|||snap=18w44a|Cats now offer rabbit hides as [[Cat#Gifts|gifts]].}}
    {{History|||snap=19w07a|Added [[fox]]es, which sometimes spawn with rabbit hides in their mouths.}}
    {{History|||snap=19w11a|Leatherworker [[villager]]s now [[trading|buy]] rabbit hides.}}
    {{History||1.17|snap=20w45a|Rabbit hide can now be used to craft [[bundle]]s.}}
    {{History|||snap=21w18a|Rabbit hide can no longer be used to craft bundles.}}
    {{History||1.18|snap=Experimental Snapshot 1|Rabbit hide can now once again be used to craft bundles.}}
    {{History|||snap=21w37a|Rabbit hide once again can no longer be used to craft bundles.}}
    {{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Rabbit hide can now once again be used to craft bundles.}}
    
    {{History|pocket alpha}}
    {{History||v0.13.0|snap=build 1|[[File:Rabbit Hide JE2 BE1.png|32px]] Added rabbit hide.}}
    {{History|bedrock}}
    {{History||1.8.0|snap=beta 1.8.0.8|Tamed [[cat]]s can now give [[player]]s rabbit hide as a gift.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Rabbit Hide JE3 BE2.png|32px]] The texture of rabbit hide has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Rabbit hide can be [[trading|sold]] to leatherworker [[villager]]s.}}
    {{History||1.13.0|snap=beta 1.13.0.1|Added [[fox]]es, which can [[drops|drop]] rabbit hide.}}
    
    {{History|console}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|switch=1.0.1|[[File:Rabbit Hide JE2 BE1.png|32px]] Added rabbit hide.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Rabbit Hide JE3 BE2.png|32px]] The texture of rabbit hide has been changed.}}
    
    {{History|new 3ds}}
    {{History||0.1.0|[[File:Rabbit Hide JE2 BE1.png|32px]] Added rabbit hide.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Gallery ==
    <gallery>
    File:Rabbit Items 1 Ryan Holtz.png|First image of the item by [[Ryan Holtz]].
    </gallery>
    
    
    
    {{items}}
    
    [[de:Kaninchenfell]]
    [[es:Piel de conejo]]
    [[fr:Peau de lapin]]
    [[hu:Nyúlbőr]]
    [[it:Pelle di coniglio]]
    [[ja:ウサギの皮]]
    [[ko:토끼 가죽]]
    [[nl:Konijnenhuid]]
    [[pl:Królicza skóra]]
    [[pt:Pele de coelho]]
    [[ru:Кроличья шкурка]]
    [[zh:兔子皮]]
    [[Category:Renewable resources]]</li><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></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>[[Brush|Brush]]<br/>{{Item
    |image=Brush.png
    |rarity=Common
    |renewable=Yes
    |durability=64
    |stackable=No
    }}
    A '''brush''' is a [[tool]] used in [[archaeology]] to excavate [[suspicious block]]s for different items.
    
    ==Obtaining==
    ===Crafting===
    {{Crafting
    |head=1
    |showname=0
    |showdescription=1
    |B1=Feather
    |B2=Copper Ingot
    |B3=Stick
    |Output=Brush
    |type=Tool
    }}
    {{crafting
    |foot=1
    |ignoreusage=1
    |Damaged Brush
    |Damaged Brush
    |Output=Brush
    |description=The durability of the two brushes is added together, plus an extra 5% durability.
    |type=Tool
    }}
    
    ==Usage==
    {{Main|Suspicious Block}}
    {{Control|Using}} the brush on any block displays a brushing animation, slowing down the player and creating breaking [[particles]], but not actually damaging the block or brush. When continuously brushing a [[suspicious block]], a random item slowly emerges from it until it drops out, and the block turns into regular [[sand]] or regular [[gravel]], depleting 1 [[durability]] point on the brush. It takes 96 [[game tick]]s (4.8 seconds) to brush a single suspicious block. 
    
    === Enchantments ===
    A brush can receive the following [[enchantment]]s:
    {|class="wikitable col-2-center col-3-right"
    |+
    !Name
    !Max Level
    ![[Enchanting|Method]]
    |-
    |[[Unbreaking]]
    |III
    |{{Inventory slot|Anvil}}   
    |-
    |[[Mending]]
    |I
    |{{Inventory slot|Anvil}}   
    |-
    |[[Curse of Vanishing]]
    |I
    |{{Inventory slot|Anvil}}   
    |}
    
    == Sounds ==
    {{Edition|Java}}:
    {{Sound table
    <!--All of these sounds are, in fact, different-->
    |sound=Brushing sand1.ogg
    |sound2=Brushing sand2.ogg
    |sound3=Brushing sand3.ogg
    |sound4=Brushing sand4.ogg
    |subtitle=Brushing Sand
    |source=block
    |description=While a brush is brushing suspicious sand
    |id=item.brush.brushing.sand
    |translationkey=subtitles.item.brush.brushing.sand
    |volume=0.6
    |pitch=0.6
    |distance=16}}
    {{Sound table
    |sound=Brushing gravel1.ogg
    |sound2=Brushing gravel2.ogg
    |sound3=Brushing gravel3.ogg
    |sound4=Brushing gravel4.ogg
    |subtitle=Brushing Gravel
    |source=block
    |description=While a brush is brushing suspicious gravel
    |id=item.brush.brushing.gravel
    |translationkey=subtitles.item.brush.brushing.gravel
    |volume=0.6
    |pitch=0.6
    |distance=16}}
    {{Sound table
    |sound=Brushing generic1.ogg
    |sound2=Brushing generic2.ogg
    |sound3=Brushing generic3.ogg
    |sound4=Brushing generic4.ogg
    |subtitle=Brushing
    |source=block
    |description=While a brush is brushing any other block
    |id=item.brush.brushing.generic
    |translationkey=subtitles.item.brush.brushing.generic
    |volume=0.6
    |pitch=0.6
    |distance=16}}
    {{Sound table
    |sound=Brushing sand completed1.ogg
    |sound2=Brushing sand completed2.ogg
    |sound3=Brushing sand completed3.ogg
    |sound4=Brushing sand completed4.ogg
    |sound5=Brushing sand completed5.ogg
    |subtitle=Brushing Sand completed
    |source=Players<ref group=sound name=badsource>{{Bug|MC-260202}}</ref>|overridesource=1
    |description=When a brush finishes brushing suspicious sand
    |id=item.brush.brushing.sand.complete
    |translationkey=subtitles.item.brush.brushing.sand.complete
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Brushing gravel completed1.ogg
    |sound2=Brushing gravel completed2.ogg
    |sound3=Brushing gravel completed3.ogg
    |sound4=Brushing gravel completed4.ogg
    |subtitle=Brushing Gravel completed
    |source=Players<ref group=sound name=badsource/>|overridesource=1
    |description=When a brush finishes brushing suspicious gravel
    |id=item.brush.brushing.gravel.complete
    |translationkey=subtitles.item.brush.brushing.gravel.complete
    |volume=1.0
    |pitch=1.0
    |distance=16
    |foot=1}}
    
    {{Edition|Bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Brushing sand1.ogg
    |sound2=Brushing sand2.ogg
    |sound3=Brushing sand3.ogg
    |sound4=Brushing sand4.ogg
    |source=player
    |description=While a brush is brushing suspicious sand
    |id=brush.suspicious_sand
    |volume=1.0
    |pitch=0.8-1.0}}
    {{Sound table
    |sound=Brushing gravel1.ogg
    |sound2=Brushing gravel2.ogg
    |sound3=Brushing gravel3.ogg
    |sound4=Brushing gravel4.ogg
    |source=player
    |description=While a brush is brushing suspicious gravel
    |id=brush.suspicious_gravel
    |volume=1.0
    |pitch=0.8-1.0}}
    {{Sound table
    |sound=Brushing generic1.ogg
    |sound2=Brushing generic2.ogg
    |sound3=Brushing generic3.ogg
    |sound4=Brushing generic4.ogg
    |source=player
    |description=While a brush is brushing any other block
    |id=brush.generic
    |volume=1.0
    |pitch=0.8-1.0}}
    {{Sound table
    |sound=Brushing sand completed1.ogg
    |sound2=Brushing sand completed2.ogg
    |sound3=Brushing sand completed3.ogg
    |sound4=Brushing sand completed4.ogg
    |sound5=Brushing sand completed5.ogg
    |source=player
    |description=When a brush finishes brushing suspicious sand
    |id=brush_completed.suspicious_sand
    |volume=1.0
    |pitch=0.8-1.0}}
    {{Sound table
    |sound=Brushing gravel completed1.ogg
    |sound2=Brushing gravel completed2.ogg
    |sound3=Brushing gravel completed3.ogg
    |sound4=Brushing gravel completed4.ogg
    |source=player
    |description=When a brush finishes brushing suspicious gravel
    |id=brush_completed.suspicious_gravel
    |volume=1.0
    |pitch=0.8-1.0
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Brush
    |spritetype=item
    |nameid=brush
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Brush
    |spritetype=item
    |nameid=brush
    |id=684
    |form=item
    |foot=1}}
    
    == Advancements ==
    {{load advancements|Respecting the Remnants}}
    
    == History ==
    {{History||October 3, 2020|link=https://youtu.be/DBvZ2Iqmm3M?t=2178|[[File:Brush (pre-release 1).png|32px]][[File:Brush 2.png|32px]] Brushes were announced at [[Minecraft Live 2020]] with two variants.}}
    {{History||?|link=https://youtu.be/klP9SrJFDU8?t=206|[[File:Brush (pre-release 2).png|32px]] Changed the brush's item texture.}}
    {{History||February 10, 2023|[[File:Brush JE1 BE1.png|32px]] [[Sofia Dankis]] posted an article about upcoming archaeology features, including brushes.|link=https://www.minecraft.net/en-us/article/archeology-coming-minecraft-120}}
    {{History|java}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[File:Brush JE1 BE1.png|32px]] Added brushes with an updated texture behind the [[Java Edition 1.20|Update 1.20 experimental datapack]].|The crafting recipe was originally three [[string]] and two [[stick]]s.
    {{{!}} class{{=}}"collapsible collapsed" data-description{{=}}"Recipe"
    ! Recipe
    {{!}}-
    {{!}}{{Crafting Table
    |A1 = String
    |B1 = String
    |C1 = String
    |B2 = Stick
    |B3 = Stick
    |Output = Brush
    |type = Tool
    |ignoreusage=1}}
    {{!}}}
    }}
    {{History|||snap=1.19.4 Pre-release 1|The crafting recipe for brushes has been changed:
    {{{!}} class{{=}}"collapsible collapsed" data-description{{=}}"Recipe"
    ! Recipe
    {{!}}-
    {{!}}{{Crafting Table
    |B1 = Feather
    |B2 = Copper Ingot
    |B3 = Stick
    |Output = Brush
    |type = Tool
    |ignoreusage=1}}
    {{!}}}
    }}
    {{History||1.20|snap=23w12a|Brushes are now available without using the "Update 1.20" experimental data pack.
    |Brushes can now brush [[suspicious gravel]].}}
    {{History|||snap=23w14a|The brushing sound of brush is now controlled by the "Blocks" sound slider instead of the "Players" sound slider.}}
    {{History|||snap=23w17a|The player now gets the [[advancement]] "Respecting the Remnants" when they use a brush on a [[suspicious block]] to obtain a [[pottery sherd]].}}
    
    {{History|bedrock}}
    {{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.70|snap=beta 1.19.70.23|[[File:Brush JE1 BE1.png|32px]] Added brushes behind the "[[Bedrock Edition 1.20.0|Next Major Update]]" [[experimental]] toggle.
    |The crafting recipe is originally three [[string]] and two [[stick]]s.
    {{{!}} class{{=}}"collapsible collapsed" data-description{{=}}"Recipe"
    ! Recipe
    {{!}}-
    {{!}}{{Crafting Table
    |A1 = String
    |B1 = String
    |C1 = String
    |B2 = Stick
    |B3 = Stick
    |Output = Brush
    |type = Tool
    |ignoreusage=1}}
    {{!}}}
    }}
    {{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.80|snap=beta 1.19.80.20|The crafting recipe for brushes has been changed:
    {{{!}} class{{=}}"collapsible collapsed" data-description{{=}}"Recipe"
    ! Recipe
    {{!}}-
    {{!}}{{Crafting Table
    |B1 = Feather
    |B2 = Copper Ingot
    |B3 = Stick
    |Output = Brush
    |type = Tool
    |ignoreusage=1}}
    {{!}}}
    }}
    {{History||1.20.0|snap=beta 1.20.0.21|Brushes are now available without using the "Next Major Update" experimental toggle.}}
    {{History|foot}}
    
    == Issues ==
    {{Issue list}}
    
    == References ==
    {{Reflist}}
    
    ==External Links==
    *[https://www.minecraft.net/en-us/article/brush Taking Inventory: Brush] – Minecraft.net on July 6, 2023
    
    {{Items}}
    
    [[Category:Renewable resources]]
    
    [[de:Pinsel]]
    [[es:Pincel]]
    [[ja:ブラシ]]
    [[pt:Pincel]]
    [[pl:Pędzel]]
    [[uk:Щітка]]
    [[zh:刷子]]</li><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>
    build 1Baby zombie villagers can now mount adult husks and horse variants.
    Pocket Edition
    1.1.0
    {{Extension DPL}}<ul><li>[[Cooked Chicken|Cooked Chicken]]<br/>{{about|a food item|other uses of the word "chicken"|Chicken (disambiguation)}}
    {{Item
    | title = Cooked Chicken
    | image = Cooked Chicken.png
    | renewable = Yes
    | heals = {{hunger|6}}
    | stackable = Yes (64)
    }}
    
    '''Cooked chicken''' is a [[food]] item that can be eaten by the [[player]].
    
    == Obtaining ==
    
    === Mob loot ===
    
    When a chicken dies while on fire, it drops one cooked chicken. The maximum is increased by 1 per level of [[Looting]], for a maximum of 1–4 cooked chicken with Looting III.
    
    === Cooking ===
    
    [[Raw chicken]] can be cooked in a [[furnace]], [[smoker]], or [[campfire]]. Each piece of cooked chicken removed from a furnace output slot gives 0.35 [[experience]] (22.4 experience per stack).
    {{Smelting
    |Raw Chicken
    |Cooked Chicken
    |0,35
    }}
    
    === Trading ===
    {{IN|java}}, apprentice-level butcher [[villager]]s have a {{frac|2|3}} chance to sell 8 cooked chicken for an [[emerald]]. 
    
    Butcher villagers may give cooked chicken to players with the [[Hero of the Village]] effect.{{only|java}}
    
    {{IN|bedrock}}, apprentice-level butcher villagers have a 25% chance to sell 8 cooked chicken for an emerald as part of their trades.
    
    == Usage ==
    === Food ===
    
    To eat cooked chicken, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|6}} [[hunger]] and 7.2 hunger [[Hunger#Mechanics|saturation]].
    
    === Wolves ===
    
    Cooked chicken 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 Chicken
    |spritetype=item
    |nameid=cooked_chicken
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Cooked Chicken
    |spritetype=item
    |nameid=cooked_chicken
    |id=276
    |form=item
    |foot=1}}
    
    == Advancements ==
    {{load advancements|Husbandry;A Balanced Diet}}
    
    == Video ==
    
    <div style="text-align:center">{{yt|ux362Ae8Llc}}</div>
    
    == History ==
    
    {{History|java beta}}
    {{History||July 19, 2011|link=https://twitter.com/jeb_/status/93330811608240128|[[File:Cooked Chicken (pre-release).png|32px]] A teaser image for cooked chicken is revealed by [[Jeb]].}}
    {{History||July 19, 2011|link=https://twitter.com/jeb_/status/93946593748852736|[[File:Cooked Chicken (pre-release 2).png|32px]] Jens changes the texture based on feedback, saying "the chicken may be too smooth compared to other MC [[item]]s."<ref>https://twitter.com/jeb_/status/93335976298033152</ref>}}
    {{History||1.8|snap=Pre-release|[[File:Cooked Chicken JE1 BE1.png|32px]] Added cooked chicken.}}
    {{History|java}}
    {{History||1.2.1|snap=12w03a|Cooked chicken can now be used to breed wolves.}}
    {{History||1.3.1|snap=12w21a|Farmer [[villager]]s now [[trading|sell]] 7–8 cooked chicken for 1 [[emerald]].}}
    {{History||1.4.2|snap=12w37a|[[File:Cooked Chicken JE2 BE2.png|32px]] The texture of cooked chicken has been changed so that it no longer has a dark outline.}}{{History||1.8|snap=14w02a|Butcher villagers now [[trading|sell]] 6–8 cooked chicken for 1 [[emerald]]. Farmer [[villager]]s no longer sell cooked chicken.}}
    {{History||1.9|snap=15w43a|[[Chicken]]s can now [[drops|drop]] several cooked chickens if killed with a [[Looting]]-enchanted [[weapons|weapon]].}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 366.}}
    {{History||1.14|snap=18w43a|[[File:Cooked Chicken JE3 BE3.png|32px]] The texture of cooked chicken has been changed.}}
    {{History|||snap=19w13a|Butcher villagers now give cooked chicken to players under the [[Hero of the Village]] effect.}}
    
    {{History|pocket alpha}}
    {{History||v0.4.0|[[File:Cooked Chicken JE1 BE1.png|32px]] Added cooked chicken.}}
    {{History||v0.5.0|Cooked chicken now restores {{hp|6}} instead of {{hp|3}}.}}
    {{History||v0.8.0|snap=build 1|[[File:Cooked Chicken JE2 BE2.png|32px]] The texture of cooked chicken has been changed so that it no longer has a dark outline.}}
    {{History||v0.12.1|snap=build 1|Cooked chicken now restores [[hunger]] instead of [[health]].}}
    {{History|pocket}}
    {{History||1.0.4|snap=alpha 1.0.4.0|Butcher villagers now [[trading|sell]] 6–8 cooked chicken for 1 [[emerald]].}}
    {{History||?|[[Chicken]]s can now [[drops|drop]] several cooked chickens if killed with a [[Looting]]-enchanted [[weapons|weapon]].}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Cooked Chicken JE3 BE3.png|32px]] The texture of cooked chicken 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 chicken 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]] 8 cooked chicken instead of 4.}}
    
    {{History|console}}
    {{History||xbox=TU5|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Cooked Chicken JE1 BE1.png|32px]] Added cooked chicken.}}
    {{History||xbox=TU12|[[File:Cooked Chicken JE2 BE2.png|32px]] The texture of cooked chicken has been changed so that it no longer has a dark outline.}}
    {{History|PS4}}
    {{History||1.90|[[File:Cooked Chicken JE3 BE3.png|32px]] The texture of cooked chicken has been changed.}}
    
    {{History|new3DS}}
    {{History||0.1.0|[[File:Cooked Chicken JE2 BE2.png|32px]] Added cooked chicken.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Gallery ==
    <gallery>
    Beta 1.8 Dev Chicken.png|First image of cooked chicken.
    Beta 1.8 Dev Chicken 2.png|Second image of cooked chicken.
    </gallery>
    
    == References ==
    {{reflist}}
    
    {{Items}}
    
    [[Category:Food]]
    [[Category:Renewable resources]]
    
    [[cs:Pečené kuře]]
    [[de:Gebratenes Hühnchen]]
    [[es:Pollo asado]]
    [[fr:Poulet rôti]]
    [[hu:Sültcsirke]]
    [[it:Pollo cotto]]
    [[ja:焼き鳥]]
    [[ko:익힌 닭고기]]
    [[nl:Gebraden kip]]
    [[pl:Pieczony kurczak]]
    [[pt:Frango assado]]
    [[ru:Жареная курятина]]
    [[zh:熟鸡肉]]</li><li>[[Flint and Steel|Flint and Steel]]<br/>{{Item
    | image = Flint and Steel.png
    | rarity = Common
    | renewable = Yes
    | durability = 64
    | stackable = No
    }}
    
    '''Flint and steel''' is a [[tool]] used to create [[fire]] or to ignite certain blocks, structures and mobs.
    
    == Obtaining ==
    
    === Crafting ===
    
    {{Crafting
    |head=1
    |showname=0
    |showdescription=1
    |Iron Ingot
    |Flint
    |Output=Flint and Steel
    |type=Tool
    }}
    {{crafting
    |foot=1
    |ignoreusage=1
    |Damaged Flint and Steel
    |Damaged Flint and Steel
    |Output= Flint and Steel
    |description= The durability of the two tools is added together, plus an extra 5% durability.
    |type= Tool
    }}
    
    === Chest loot ===
    
    {{LootChestItem|flint-and-steel}}
    
    == Usage ==
    === Igniting ===
    
    When {{control|use|text=used}} on the space above any solid top surface, on any side of any flammable block or any side of any [[obsidian]] block within a valid unlit [[nether portal]] frame regardless of if there is a solid top surface available, the flint and steel places a [[fire]] there.
    
    Flint and steel can be used to light unlit [[campfire]]s, [[candle]]s and [[cake|cakes with candles]].
    
    Flint and steel can be used to light [[nether portal]]s, as any fire existing within an appropriate [[obsidian]] frame will instantly be replaced with [[Nether Portal (block)|nether portal blocks]] that occupy the entirety of the frame.
    
    Using flint and steel on [[TNT]] ignites it. The explosion damage dealt by TNT ignited with flint and steel in this specific way counts as the player's attack. If the player is {{Control|sneak|text=sneaking}} a fire is instead placed on the side of the TNT the flint and steel was used on.
    
    A flint and steel can be used on a [[creeper]] to force it to explode. Explosions initiated in this way cannot be cancelled.
    
    When powered, a [[dispenser]] containing flint and steel can place fires or ignite relevant blocks such as TNT or campfires in the space directly in front of it. This reduces the flint and steel's durability. A dispenser containing a flint and steel cannot detonate creepers.
    
    === Enchantments ===
    
    Flint and steel can receive the following [[enchantment]]s:
    {|class="wikitable col-2-center col-3-right"
    |+
    !Name
    !Max Level
    ![[Enchanting|Method]]
    |-
    |[[Unbreaking]]
    |III
    |{{Inventory slot|Anvil}}   
    |-
    |[[Mending]]
    |I
    |{{Inventory slot|Anvil}}   
    |-
    |[[Curse of Vanishing]]
    |I
    |{{Inventory slot|Anvil}}   
    |}
    
    == Sounds ==
    {{edition|java}}:
    {{Sound table
    |rowspan=2
    |sound=Flint and steel click.ogg
    |subtitle=Flint and Steel click
    |source=block
    |description=When a flint and steel is used to place fire
    |id=item.flintandsteel.use|idnote=<ref name=incorrecteventnames group=sound>{{Cite bug|MC|177457|Fire charge and flint and steel sound event names do not follow item IDs|date=April 5, 2020}}</ref>
    |translationkey=subtitles.item.flintandsteel.use|translationkeynote=<ref name=incorrecteventnames group=sound/>
    |volume=1.0
    |pitch=0.8-1.2
    |distance=16}}
    {{Sound table
    |subtitle=Flint and Steel click
    |source=hostile
    |description=When a flint and steel is used to light a creeper
    |id=item.flintandsteel.use|idnote=<ref name=incorrecteventnames group=sound/>
    |translationkey=subtitles.item.flintandsteel.use|translationkeynote=<ref name=incorrecteventnames group=sound/>
    |volume=1.0
    |pitch=0.8-1.2
    |distance=16}}
    {{Sound table
    |sound=Random break.ogg
    |subtitle=Item breaks
    |source=player
    |description=When a flint and steel'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=Flint and steel click.ogg
    |source=block
    |description=When a flint and steel is used to place fire
    |id=fire.ignite
    |volume=1.0
    |pitch=0.8-1.2}}
    {{Sound table
    |sound=Random break.ogg
    |source=player
    |description=When a flint and steel'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=Flint and Steel
    |spritetype=item
    |nameid=flint_and_steel
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Flint and Steel
    |spritetype=item
    |nameid=flint_and_steel
    |id=299
    |form=item
    |foot=1}}
    
    == Achievements ==
    {{Load achievements|Into the Nether}}
    
    == Advancements ==
    {{load advancements|We Need To Go Deeper}}
    
    == Video ==
    
    <div style="text-align:center">{{yt|caz8BBG48VU}}</div>
    
    == History ==
    {{more sounds|type=old|There is within the possible realm a different use sound from 2015-era Pocket Edition, can this be uploaded?}}
    {{History|java indev}}
    {{History||0.31|snap=20100110|[[File:Flint and Steel JE1.png|32px]] Added flint and steel.
    |Flint and steel can be used to set [[fire]].}}
    {{History|||snap=20100129|[[File:Flint and Steel JE2.png|32px]] The steel part of the texture has been brightened.
    |Flint and steel can be used alongside [[lava]] to [[smelting|smelt]] [[ores]] and cook [[food]].<ref>http://www.youtube.com/watch?v=OpmK7rDU5bA</ref>}}
    {{History|||snap=20100201-2|Flint and steel can now sometimes be dropped as loot from killing [[mobs]].}}
    {{History||20100219|[[File:Flint and Steel JE3 BE1.png|32px]] The texture of flint and steel has been changed, due to its new crafting recipe.
    |Flint and steel can no longer drop from mobs.
    |Flint and steel can now be crafted from an [[iron ingot]] and the newly added [[flint]].
    |[[Furnace]]s have been added to replace the cooking and [[smelting]] function of flint and steel.}}
    {{History|java beta}}
    {{History||1.7|Flint and steel, along with [[fire]] itself, [[explosion]]s and [[Mechanics/Redstone/Circuit|redstone]] are now the only ways to activate [[TNT]].<ref>{{tweet|jeb_|78154891637436416}}</ref>}}
    {{History|java}}
    {{History||1.3.1|snap=12w21a|The [[player]] can now [[trading|buy]] 1 flint and steel from farmer [[villager]]s for 3 [[emerald]]s, making flint and steel [[renewable]].}}
    {{History||1.4.2|snap=12w38a|The [[sound]] when using flint and steel has been changed.}}
    {{History||1.5|snap=13w04a|[[Dispenser]]s are now able to use flint and steel on the [[block]] in front of them.}}
    {{History||1.6.1|snap=13w18a|Flint and steel can now be found in the new [[chest]]s in [[nether fortress]]es.}}
    {{History|||snap=13w25a|Flint and steel now loses [[durability]] when igniting [[TNT]].}}
    {{History||1.7.2|snap=13w36a|Flint and steel now has a shapeless crafting recipe.
    {{{!}} class{{=}}"collapsible collapsed" data-description{{=}}"Old recipe"
    ! Old recipe
    {{!}}-
    {{!}}
    {{Crafting
    |A1=Iron Ingot
    |B2=Flint
    |Output=Flint and Steel
    |ignoreusage=1
    }}
    {{!}}}
    |Using flint and steel on a [[creeper]] now causes it to [[explosion|explode]].}}
    {{History||1.8|snap=14w02a|[[Villager]]s no longer [[trading|sell]] flint and steel, making it no longer renewable. However, if a villager selling flint and steel already exists in the world, it can be continuously traded with to obtain flint and steel renewably.}}
    {{History||1.9|snap=15w43a|The average yield of flint and steel in [[nether fortress]] [[chest]]s has been slightly reduced.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 259.}}
    {{History||1.14|snap=18w43a|[[File:Flint and Steel JE4 BE2.png|32px]] The texture of flint and steel has been changed.}}
    {{History||1.16|snap=20w07a|[[Gravel]] now can be given by the [[piglin]]s when [[bartering]], making flint and steel renewable again.}}
    {{History|||snap=20w16a|Flint and steel can now be found inside [[ruined portal]] chests.}}
    
    {{History|pocket alpha}}
    {{History||v0.4.0|[[File:Flint and Steel JE3 BE1.png|32px]] Added flint and steel.}}
    {{History||v0.7.0|Flint and steel can now be used to set [[fire]].}}
    {{History||v0.7.4|Using flint and steel on a [[creeper]] now causes it to [[explosion|explode]].}}
    {{History||v0.8.0|snap=build 1|Added flint and steel to the [[creative]] [[inventory]].}}
    {{History||v0.12.1|snap=build 1|Flint and steel can now be used to activate a [[nether portal]].
    |Flint and steel can now be found in [[nether fortress]]es.
    |Flint and steel can now be [[enchanted]] in [[anvil]]s.}}
    {{History||v0.14.0|snap=build 1|Flint and steel can now be used inside [[dispenser]]s when powered.}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Flint and Steel JE4 BE2.png|32px]] The texture of flint and steel has been changed.}}
    {{History||1.16.0|snap=beta 1.16.0.51|Flint and steel can now be obtained by [[bartering]] with [[piglin]]s.|Flint and steel can now be enchanted with [[Curse of Vanishing]] through an [[anvil]].}}
    {{History|||snap=beta 1.16.0.57|Flint and steel are no longer obtainable from [[bartering]].
    |Flint and steel 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:Flint and Steel JE3 BE1.png|32px]] Added flint and steel.}}
    {{History||xbox=TU3|Flint and steel, along with [[fire]] itself, [[explosion]]s and [[redstone (disambiguation)|redstone]] are now the only ways to activate [[TNT]].}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|Flint and steel now makes [[sound]]s when igniting [[block]]s.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Flint and Steel JE4 BE2.png|32px]] The texture of flint and steel has been changed.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Flint and Steel JE3 BE1.png|32px]] Added flint and steel.}}
    {{History|foot}}
    
    Historical sounds:
    
    {| class="wikitable"
    ! Sound
    ! From
    ! to
    ! Pitch
    |-
    | {{sound||Flint and Steel old.ogg}}
    | ?
    | ?
    | ?
    |}
    
    == Issues ==
    {{issue list}}
    
    == Trivia ==
    
    * In [[Adventure mode]], flint and steel cannot light fires, nor can it ignite nether portals (unless it has the tag {{cd|CanPlaceOn:obsidian}}). However, it can still ignite TNT and creepers.
    * The name "Flint and Steel" may be misleading and is inaccurate considering the game doesn’t have and possibly will have [[Java Edition mentioned features#Steel|steel]] in the game and it's crafted with iron instead. This is similar to the [[Old Growth Taiga|Old Growth Pine Taiga]], as there are no pines in the game and they have [[Spruce|Spruce Trees]] instead.
    **In real life, Iron can’t be used as a fire striker, so Mojang had to rename it to Flint and Steel so it makes more sense. This explains why it is called Flint and Steel, but there is no steel in the game.
    **Steel was mentioned by Mojang, as a “stronger” iron, but shortly rejected, and there are no currently no plans to add it to the game.
    * Flint and steel cannot light end portals.
    * Flint and Steel is the first item to mention another item that is not in the game.
    *In the April Fools Snapshot, [[Java Edition 23w13a or b]], one of the possible voted was “Flint and Steel can ignite any block”.
    
    
    ==References==
    
    {{Reflist}}
    
    {{Items}}
    
    [[Category:Renewable resources]]
    
    [[cs:Křesadlo]]
    [[de:Feuerzeug]]
    [[es:Mechero]]
    [[fr:Briquet]]
    [[hu:Kovakő acéllal]]
    [[ja:火打石と打ち金]]
    [[ko:부싯돌과 부시]]
    [[nl:Vuursteen en staal]]
    [[pl:Krzesiwo]]
    [[pt:Pederneira]]
    [[ru:Огниво]]
    [[zh:打火石]]</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>[[Amethyst Shard|Amethyst Shard]]<br/>{{Item
    | title = Amethyst Shard
    | image = Amethyst Shard.png
    | renewable = Yes
    | stackable = Yes (64)
    }}
    
    An '''amethyst shard''' is a crystal ore obtained from mining a fully grown [[amethyst cluster]] or can be obtained from chests in [[Ancient City|ancient cities]].
    
    == Obtaining ==
    
    === Mining ===
    An [[amethyst cluster]] mined using a non-[[Silk Touch]], non-[[Fortune]] [[pickaxe]] drops 4 amethyst shards. When mined using any other tool, [[item]] or mechanism (such as [[explosion]]s or [[piston]]s) it drops 2 shards. The maximum amount of amethyst shards dropped can be increased with Fortune. Fortune I gives a {{frac|1|3}} chance for eight shards, averaging 5.33 shards; Fortune II gives a 25% chance (each) to give eight or 12 shards, averaging 7 shards, and Fortune III gives a 20% chance (each) to give 8, 12, or 16 shards, averaging 8.8 shards.
    
    If the amethyst cluster in any of its growth stages is mined using a pickaxe enchanted with [[Silk Touch]], it drops itself rather than amethyst shards.
    
    === Chest loot ===
    {{LootChestItem|amethyst-shard}} 
    
    == Usage ==
    === Crafting ingredient ===
    {{Crafting usage}}
    === Smithing ingredient ===
    {{Smithing
    |head=1
    |ingredients=Any Armor Trim +<br/>Any Armor Piece + <br/>Amethyst Shard
    |Any Armor Trim Smithing Template
    |Netherite Chestplate
    |Amethyst Shard
    |Amethyst Trim Netherite Chestplate
    |showdescription=1
    |description = All armor types can be used in this recipe;<br/>a netherite chestplate is shown as an example.<br/>
    |tail=1
    }}
    
    ;Trim color palette
    The following color palette is shown on the designs on trimmed armor:
    *{{TrimPalette|amethyst shard}}
    
    === Allay duplication ===
    If an amethyst shard is given to an [[allay]] that is currently dancing to an active [[jukebox]], the allay emits heart particles, consumes the amethyst shard and duplicates into another allay. After this, there is a 5 minute cool down until both allays can be duplicated like this again.
    
    
    
    == Sounds ==
    {{Edition|Java}}:
    {{Sound table
    |sound=Amethyst shimmer.ogg
    |subtitle=Amethyst chimes
    |source=neutral
    |description=When an amethyst shard duplicates an allay
    |id=block.amethyst_block.chime
    |translationkey=subtitles.block.amethyst_block.chime
    |volume=0.4
    |pitch=1.0
    |distance=16
    |foot=1}}
    
    {{Edition|Bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Amethyst shimmer.ogg
    |source=block
    |description=When an amethyst shard duplicates an allay
    |id=chime.amethyst_block
    |volume=1.0
    |pitch=0.5-1.7
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Amethyst Shard
    |spritetype=item
    |nameid=amethyst_shard
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Amethyst Shard
    |spritetype=item
    |nameid=amethyst_shard
    |form=item
    |id=625
    |foot=1}}
    
    ==History==
    {{History||October 3, 2020|link={{ytl|DBvZ2Iqmm3M|t=23m14s}}|Amethyst shards are mentioned, but not shown at [[Minecraft Live 2020]].}}
    {{History|java}}
    {{History||1.17|snap=20w45a|[[File:Amethyst Shard JE1.png|32px]] Added amethyst shards.}}
    {{History|||snap=20w46a|[[File:Amethyst Shard JE2 BE1.png|32px]] The texture for amethyst shards has changed.}}
    {{History||1.19|snap=22w13a|Amethyst shards can now be found in [[ancient city]] [[chest]]s.}}
    {{History||1.19.1|snap=22w24a|Amethyst shards can now be used to duplicate [[allay]]s.}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Amethyst shards can now be used as an armor trim material.}}
    {{History||1.20|snap=23w12a|Amethyst shards can now be used to craft [[calibrated sculk sensor]]s.}}
    
    {{History|bedrock}}
    {{History||1.17.0|snap=beta 1.17.0.50|[[File:Amethyst Shard JE2 BE1.png|32px]] Added amethyst shards.}}
    {{History|||snap=beta 1.17.0.52|Amethyst shards are now available without enabling [[Experimental Gameplay]].}}
    {{History||1.19.0|snap=beta 1.19.0.26|Amethyst shards can now be found in [[ancient city]] [[chest]]s.}}
    {{History||1.19.10|snap=beta 1.19.10.22|Amethyst shards can now be used to duplicate allays.}}
    {{History||1.20.0<br>(Experimental)|link=Bedrock Edition 1.19.80|snap=beta 1.19.80.21|Amethyst shards can now be used as an armor trim material.}}
    {{History|||snap=beta 1.19.80.22|Amethyst shards can now be used to craft calibrated sculk sensors.}}
    {{History|foot}}
    
    ==Issues==
    {{issue list}}
    
    ==Trivia==
    * Although in real life {{w|amethyst}} is a variety of {{w|quartz}} like [[Nether Quartz|nether quartz]], the two resources are not interchangeable.
    * besides netherite, amethyst is the only or to be attempted not from an ore in caves
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--amethyst-shard Taking Inventory: Amethyst Shard] – Minecraft.net on May 20, 2021
    
    {{Items}}
    
    [[Category:Renewable resources]]
    
    [[de:Amethystscherbe]]
    [[es:Fragmento de amatista]]
    [[fr:Éclat d'améthyste]]
    [[it:Scheggia di ametista]]
    [[ja:アメジストの欠片]]
    [[lzh:紫水玉片]]
    [[pl:Odłamek ametystu]]
    [[pt:Fragmento de ametista]]
    [[ru:Осколок аметиста]]
    [[uk:Уламок аметисту]]
    [[zh:紫水晶碎片]]
    [[Category:Ore]]</li><li>[[Rotten Flesh|Rotten Flesh]]<br/>{{Item
    | title = Rotten Flesh
    | image = Rotten Flesh.png
    | renewable = Yes
    | heals = {{hunger|4}}
    |effects={{EffectLink|link=Hunger (status effect)|Hunger}} (0:30) (80% chance) 
    | stackable = Yes (64)
    }}
    
    '''Rotten flesh''' is a [[food]] item that can be eaten by the [[player]], with high risk of inflicting [[Hunger (status effect)|Hunger]] and low [[Saturation]].
    
    == Obtaining ==
    
    === Mob loot ===
    
    ==== Zombies ====
    [[Zombie]]s, [[zombie villager]]s, [[zombie horse]]s, [[husk]]s, and [[drowned]] drop from 0 to 2 units of rotten flesh. [[Looting]] can increase this by one per level, for a maximum of 5 rotten flesh.
    
    ==== Zoglins ====
    [[Zoglin]]s drop 1-3. Looting III grants a maximum of 6.
    
    ==== Zombified piglins ====
    [[Zombified Piglin|Zombified piglins]] drop 0-1. Looting III grants a maximum of 4.
    
    === Fishing ===
    Rotten flesh can be obtained as a "junk" item while [[fishing]].
    
    === Chest loot ===
    
    {{LootChestItem|rotten-flesh}}
    
    === Cat gifts ===
    {{main|Cat#Gifts}}
    
    Tamed [[cat]]s have a 70% chance of giving the [[player]] a gift when they wake up from a [[bed]], and the gift has a 16.13% chance to be a rotten flesh.
    
    == Usage ==
    
    === Food ===
    {{see also|Tutorials/Hunger management}}
    
    To eat rotten flesh, press and hold {{control|use}} while rotten flesh is selected in the hotbar.
    
    Eating rotten flesh restores {{hunger|4}} [[hunger]] and 0.8 hunger [[Hunger#Mechanics|saturation]], but has an 80% chance of inflicting {{EffectLink|Hunger (effect)|id=Hunger}} for 30 seconds. Note that the duration does ''not'' accumulate when eating multiple pieces. However, if more is consumed and the [[Hunger (effect)|Hunger]] status effect is inflicted, the duration resets to 30 seconds.
    
    === Wolves ===
    Rotten flesh 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.
    
    Wolves are immune to the Hunger effect.
    
    === Trading ===
    Novice-level [[Trading#Cleric|cleric villagers]] buy 32 rotten flesh for 1 [[emerald]] as part of their trades.
    
    ==Sounds==
    {{Sound table/Entity/Food}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Rotten Flesh
    |spritetype=item
    |nameid=rotten_flesh
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Rotten Flesh
    |spritetype=item
    |nameid=rotten_flesh
    |id=277
    |form=item
    |foot=1}}
    
    == Achievements ==
    
    {{load achievements|Iron Belly}}
    
    == Advancements ==
    {{load advancements|Husbandry;A Balanced Diet}}
    
    == Video ==
    {{Video note|The video is outdated, as rotten flesh can now be also gained from [[fishing]], [[trading]], or loot chests.}}
    
    <div style="text-align:center">{{yt|xTrUEVoe9Tw}}</div>
    
    == History ==
    
    {{History|java beta}}
    {{History||1.8|snap=Pre-release|[[File:Rotten Flesh JE1.png|32px]] Added rotten flesh. 
    |[[Zombie]]s and [[zombie pigmen]] now drop rotten flesh instead of [[feather]]s and [[cooked porkchop]]s respectively.}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease 2|Food poisoning can now be stopped by drinking [[milk]].}}
    {{History||1.2.1|snap=12w03a|Rotten flesh can now be used to [[Breeding|breed]] wolves. When a wolf eats rotten flesh, it will not receive the [[Hunger (effect)|Hunger]] effect.}}
    {{History||1.3.1|snap=12w21a|Rotten flesh can now be found in [[desert temple]] [[chest]]s.
    |Priest [[villager]]s now [[trading|buy]] rotten flesh.}}
    {{History|||snap=1.3|[[File:Rotten Flesh JE2 BE1.png|32px]] The texture of rotten flesh has been changed.}}
    {{History|||snap=12w22a|Rotten flesh now generates in [[jungle temple]] chests.
    |Priest [[villager]]s no longer [[trading|buy]] rotten flesh.}}
    {{History||1.7.2|snap=13w36a|Rotten flesh can now be obtained as one of the "junk" [[item]]s from [[fishing]].}}
    {{History||1.8|snap=14w02a|Cleric [[villager]]s now [[trading|buy]] 36–40 rotten flesh for 1 [[emerald]], as their tier I trade.}}
    {{history||1.9|snap=15w43a|Rotten flesh may now be found in [[igloo]] basement [[chest]]s.}}
    {{history|||snap=15w44a|Rotten flesh now generates in [[dungeon]] chests.
    |The average yield of rotten flesh has been decreased in [[desert temple]] chests.}}
    {{History||1.11|snap=16w39a|Rotten flesh can now be found in [[woodland mansion]] [[chest]]s.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 367.}}
    {{History|||snap=18w09a|Rotten flesh now generates in the loot [[chest]]s of [[underwater ruins]].}}
    {{History|||snap=18w11a|[[Drowned]] may now [[drops|drop]] rotten flesh upon death.
    |Rotten flesh now sometimes generates in [[shipwreck]] [[chest]]s.}}
    {{History||1.14|snap=18w43a|[[File:Rotten Flesh JE3 BE2.png|32px]] The texture of rotten flesh has been changed.}}
    {{History|||snap=18w44a|[[Cat]]s now offer rotten flesh as [[Cat#Gifts|gift]]s.}}
    {{History|||snap=18w50a|Rotten flesh can now be found in [[village]] temple chests.}}
    {{History||1.16|snap=20w06a|Added [[hoglin]]s, which can drop rotten flesh if killed.}}
    {{History|||snap=20w07a|Rotten flesh has a {{frac|10|109}} (~9.17%) chance of being given by the new [[piglin]]s when [[bartering]], in a stack size of 4–12.
    |[[Hoglin]]s no longer drop rotten flesh.}}
    {{History|||snap=20w09a|Rotten flesh can no longer be obtained by bartering with piglins.}}
    {{History|||snap=20w14a|Added [[zoglin]]s, which drop rotten flesh when killed.}}
    
    {{History|pocket alpha}}
    {{History||v0.11.0|snap=build 1|[[File:Rotten Flesh JE2 BE1.png|32px]] Added rotten flesh. 
    |As the hunger bar has not yet been added, rotten flesh inflicts [[poison]] rather than [[hunger]].
    |[[Zombie]]s and [[zombie pigmen]] now [[drops|drop]] rotten flesh.}}
    {{History|||snap=build 11|Rotten flesh can now be used to feed [[wolves]].}}
    {{History||v0.12.1|snap=build 1|Eating rotten flesh now gives the [[player]] the [[Hunger]] status effect.
    |Rotten flesh now restores [[hunger]] instead of [[health]].
    |Added [[zombie villager]]s, which [[drops|drop]] rotten flesh when killed.}}
    {{History||v0.13.0|snap=build 1|Rotten flesh can now be found inside [[desert temple]] [[chest]]s.}}
    {{History||v0.15.0|snap=build 1|Added [[husk]]s and [[zombie horse]]s, both of which drop rotten flesh when killed.
    |Rotten flesh can now be found inside [[jungle temple]] chests.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Rotten flesh can now be found inside the basement [[chest]]s of [[igloo]]s.}}
    {{History||1.0.4|snap=alpha 1.0.4.0|36-40 rotten flesh can now be [[trading|sold]] to cleric [[villager]]s.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Rotten flesh can now be found in [[woodland mansion]] chests.}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.13.8|Added [[drowned]], which [[drops|drop]] rotten flesh when killed.}}
    {{History|||snap=beta 1.2.14.2|Rotten flesh can now be found in some [[shipwreck]] [[chest]]s.}}
    {{History|||snap=beta 1.2.20.1|Rotten flesh can now be found inside [[underwater ruins]] chests.}}
    {{History||1.8.0|snap=beta 1.8.0.8|Tamed [[cat]]s can now give the [[player]] rotten flesh as a gift.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Rotten Flesh JE3 BE2.png|32px]] The texture of rotten flesh has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Rotten flesh can now be found in [[desert]] [[village]] temple [[chest]]s.}}
    {{History|||snap=beta 1.11.0.4|[[Trading]] has been changed, cleric [[villager]]s now [[trading|buy]] 32 rotten flesh for an [[emerald]].}}
    
    {{History|console}}
    {{History||xbox=TU5|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Rotten Flesh JE2 BE1.png|32px]] Added rotten flesh.}}	
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Rotten Flesh JE3 BE2.png|32px]] The texture of rotten flesh has been changed.}}
    
    {{History|new3ds}}
    {{History||0.1.0|[[File:Rotten Flesh JE2 BE1.png|32px]] Added rotten flesh.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--rotten-flesh Taking Inventory: Rotten Flesh] – Minecraft.net on June 8, 2020
    
    {{Items}}
    
    [[cs:Shnilé maso]]
    [[de:Verrottetes Fleisch]]
    [[es:Carne podrida]]
    [[fr:Chair putréfiée]]
    [[hu:Rohadt hús]]
    [[it:Carne marcia]]
    [[ja:腐った肉]]
    [[ko:썩은 살점]]
    [[nl:Bedorven vlees]]
    [[pl:Zgniłe mięso]]
    [[pt:Carne podre]]
    [[ru:Гнилая плоть]]
    [[uk:Гнила плоть]]
    [[zh:腐肉]]
    [[Category:Renewable resources]]
    [[Category:Food]]</li></ul>
    beta 1.2.20.1Baby zombie villagers now burn in daylight.
    1.5.0
    {{Extension DPL}}<ul><li>[[Camera|Camera]]<br/>{{about|the entity|the command|commands/camera}}
    {{exclusive|edu}} 
    {{unobtainable|edition=be}}
    {{ItemEntity
    |imagesize=80px
    |renewable=No
    |stackable=Yes (64)
    |health={{hp|4}}
    |image=Camera.png}}
    {{Block
    | title = Camera Block
    | image = Camera (block).png
    | invimage = none
    | transparent = No
    | light = 0
    | tool = any
    | stackable = Yes (64)
    | flammable = No
    | lavasusceptible = No
    | renewable = No
    }}
    
    The '''camera''' is an [[entity]] that is capable of capturing and storing images. {{IN|edu}}, it works together with the [[portfolio]] item to create collections of [[photo]]s.<ref>https://education.minecraft.net/support/knowledge-base/using-cameras-portfolios/</ref>
    
    == Obtaining ==
    The camera can be obtained in the [[Creative inventory]] in ''Minecraft Education''. It can be obtained either by NBT editors, inventory editors, or glitches in Bedrock Edition.
    
    To get the block form of the camera in Bedrock Edition using an NBT editor, you need to set the item name of the block in the inventory slot (<code>name:</code> ) to <code>item.camera</code>, then you need to add a compound tag called <code>Block</code> and inside of that put the int tag <code>version: 18040335</code> and the text tag <code>name: minecraft:camera</code> into the block compound tag. For the usable "[[spawn egg]]" form of the camera, you only need to set the item name of the block in the inventory slot (<code>name:</code> ) to <code>camera</code>; you do not need to add the block compound for this form of the camera. 
    
    == Usage ==
    Using a camera from the [[inventory]] captures a first-person screenshot. It can also be placed, creating a camera [[entity]] that can track the user, and take pictures from the camera's perspective. Photos that are taken using the camera appear in the [[portfolio]].
    
    Close-up snapshots of an [[item]] on the ground can be taken by holding the Shift key while right-clicking.
    
    Photos that are taken with the camera block are stored in <code>%localappdata%\Packages\MinecraftUWP_8wekyb3d8bbwe\LocalState\screenshots</code>.
    
    == Sounds ==
    === Generic ===
    {{Sound table/Block/Normal/BE}}
    === Unique ===
    {{Sound table
    |sound=Camera1.ogg
    |sound2=Camera2.ogg
    |sound3=Camera3.ogg
    |type=bedrock
    |description=When a picture is taken with a camera
    |source=Players
    |id=camera.take_picture
    |volume=1.0
    |pitch=1.0
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{ID table
    |edition=bedrock
    |firstcolumnname=Camera
    |shownumericids=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Block
    |spritename=camera
    |spritetype=block
    |nameid=camera
    |id=242
    |form=block
    |itemform=item.camera}}
    {{ID table
    |displayname=Item
    |spritename=camera
    |spritetype=item
    |translationtype=item
    |nameid=camera
    |id=593
    |form=item
    |foot=1}}
    {{ID table
    |edition=bedrock
    |firstcolumnname=Camera
    |shownumericids=y
    |generatetranslationkeys=y
    |displayname=Entity
    |spritename=camera
    |spritetype=entity
    |nameid=tripod_camera
    |id=62
    |foot=1}}
    
    === Entity data ===
    
    See [[Bedrock Edition level format/Entity format]].
    
    == Video ==
    {{yt|1XLRGFibFNQ}}
    
    == History ==
    {{History|pocket alpha}}
    {{History||v0.1.0|[[File:Camera BE1.png|50px]] [[File:Camera (item texture) BE1.png|32px]] The textures and model of the camera can be found in the game apk file.<ref name="found">[{{Reddit|jkkmr/found_image_file_for_camera_in_minecraft_portable}} Reddit - Found image file for camera in Minecraft Portable Edition Demo APK file.]</ref><ref>https://web.archive.org/web/20160604161800/https://twitter.com/Kappische/status/103548954368679936</ref>}}
    {{History||v0.2.0|[[File:Camera BE2.png|50px]] [[File:Music Disc Blocks JE1 BE1.png|32px]] Added cameras
    |Changed item and tripod textures.
    |To use a camera, equip it in the [[player]]'s hand, then look in the direction the player wants the picture to be taken. Long-press the screen, and a camera [[drops]] to the ground where the player are standing. Step back, then press on the camera until it starts emitting smoke [[particles]]. The smoke means a picture has been taken, and the camera may disappear immediately afterward.
    |Cameras have infinite uses.
    |Entity id 62 and item id 456.<ref>https://www.minecraftforum.net/topic/1233138-i-found-the-camera-id/</ref>}}
    {{History||v0.5.0|The camera is now invisible and makes the standard player [[damage]] [[sound]].}}
    {{History||v0.7.0|Added the "F1" feature (Hide GUI), which has now made the camera obsolete.}}
    {{History||v0.8.0|snap=build 2|[[File:Egg JE1 BE1.png|32px]] Item form now uses [[egg]] texture.}}
    {{History||v0.9.0|snap=build 1|The camera [[entity]] has been removed. [[Tommaso]] also stated: ''"It doesn't mean that it's dead forever, in fact I have a lot of ideas for it! I think it will be back when have [[shader]]s, sharing and [[redstone]]."''<ref>{{Reddit|sub=MCPE|281sep/camera|ci6znr8}}</ref>}}
    {{History||v0.14.0|snap=build 1|[[File:Camera BE3.png|32px]] [[File:Camera (item) BE2.png|32px]] Re-added the camera. It is accessible only with [[inventory]] editors.
    |In this version, if the player spawns a camera, leaves the [[world]] and joins back, it summons [[lightning]].}}
    {{History||v0.14.2|The camera [[item]] ID has been changed to 498, but it cannot be used at the moment. The [[entity]] can now be spawned with a [[spawn egg]] with a [[damage]] value of 62.
    |According to the language files of the game, the empty label that shows up whenever hovering a finger to a camera would now say "Take Picture". However, the button doesn't do anything.}}
    {{History||v0.15.0|snap=build 1|The previous empty label on the camera mentioned above now displays the words "Take Picture".
    |The [[health]] of the camera [[entity]] is now {{hp|2}} instead {{hp|4}}.
    |The camera no longer summons [[lightning]].}}
    {{History||v0.16.0|snap=build 1|The camera now has a [[block]] form in [[inventory]], but still spawns the entity. However, the block can be placed only with [[commands]] and editing.
    |"Take picture" button on the camera works now, but no image files are created.
    |The oldest ID for camera (456) now refers to [[portfolio]].}}
    {{History|||snap=build 2|[[File:Camera Block.png|32px]] The camera now has an [[item]] form and the [[block]] has been removed. However, it is still obtainable in servers.
    |[[Portfolio]], which works together with the camera to create collections of pictures, has been removed.}}
    {{History|||snap=build 4|Camera item form has been removed, and the camera can no longer be obtained or placed using any [[commands|command]].}}
    {{History|bedrock}}
    {{History||1.8.0|snap=beta 1.8.0.8|[[File:Camera BE3.png|32px]] [[File:Camera Block.png|32px]] The camera has been reimplemented.
    |The camera [[entity]] can now be spawned with a [[spawn egg]] with [[damage]] value 258.}}
    {{History||1.12.0|snap=beta 1.12.0.2|The camera can now be obtained with the {{cmd|give}} [[commands|command]].}}
    {{History||1.13.0|snap=beta 1.13.0.1|The camera can no longer be obtained with the {{cmd|give}} command.
    |Functionality has been added to the camera. Screenshots that are taken by the camera can now be saved into the {{cd|screenshots}} folder.
    |Cameras are now a part of the {{el|ee}} toggle as a hidden feature.
    |Cameras no longer have a [[death]] animation when killed by the [[player]] and instead, instantly emit smoke [[particles]].}}
    {{History||1.16.100|snap=beta 1.16.100.50|The camera can now be obtained with the {{cmd|give}} [[commands|command]] once again.}}
    {{History|||snap=beta 1.16.100.55|The camera can no longer be obtained with the {{cmd|give}} command.}}
    {{History|education}}
    {{History||1.0|[[File:Camera BE3.png|32px]] [[File:Camera Block.png|32px]] Added cameras.}}
    {{History||1.4.0|Cameras no longer have a [[death]] animation when killed by the [[player]] and instead instantly emit smoke [[particles]].}}
    {{History|foot}}
    
    === Future ===
    At the Minecraft [[Pocket Edition]] panel at [[MineCon 2012]], as well as one of [[Johan Bernhardsson|Jbernhardsson]]'s livestreams, it was stated that future plans include trying to have a proper use for cameras, perhaps an easier way to take screenshots and share them with others.<ref>{{ytl|YMhyX_lKWV4}}</ref> In the BlockTalk Q&A, the camera was briefly mentioned as part of a broader "sharing" theme planned for {{el|be}} in the future.<ref>{{ytl|Ruf6tvqsD84}}</ref>
    It later got implemented into {{el|ee}}, using the camera to make screenshots and share them in a special book.
    
    == Issues ==
    {{Issue list}}
    
    == Trivia ==
    * A camera prevents a [[Book and Quill]] from working. Attempting to craft it or obtain it by commands gives a regular book instead, due to non-implementation of photo attaching to written books.
    * The camera can take a screenshot, which appears a bit smaller with a thick paper outline having cuts on its edges, making it look like an old photograph.
    * This feature is hidden from the Creative inventory and from the /give command item menu.
    
    == Gallery ==
    <gallery>
    PEcameras030.jpg|A row of cameras, as seen in [[Pocket Edition v0.3.0 alpha|v0.3.0]].
    PEcameraphoto.jpg|Example image taken by the camera [[entity]].
    CameraUse-1.png|The first method of using cameras.
    CameraUse-2.png|The second method of using cameras.
    Dinnerbone Camera.png|A camera spawned using a [[spawn egg]] named "[[Dinnerbone]]" in the v0.15.0 beta.
    Cam2.png|A camera falling from a [[tree]]. This shows that cameras are entities.
    Education Edition Exclusive Features.png|The camera and camera block placed in a world along with other Education Edition features.
    Screenshot by camera.jpg|An example of the screenshot taken by a camera in [[Bedrock Edition beta 1.13.0.1|beta 1.13.0.1]].
    File:Say Cheese.jpeg|[[Steve]], [[Alex]], [[Jesse]], and an [[Agent]] getting their picture taken.
    </gallery>
    
    == See also ==
    * [[Portfolio]]
    * [[Screenshot]]
    
    == References ==
    {{Reflist}}
    
    {{Items}}
    {{Entities}}
    {{Education Edition}}
    
    [[Category:Education Edition entities]]
    [[Category:Education Edition items]]
    [[Category:Tools]]
    
    [[cs:Kamera]]
    [[de:Kamera]]
    [[el:Camera]]
    [[es:Cámara]]
    [[fr:Appareil photo]]
    [[hu:Kamera]]
    [[ja:カメラ]]
    [[ko:카메라]]
    [[nl:Camera]]
    [[pl:Kamera]]
    [[pt:Câmera]]
    [[ru:Камера]]
    [[uk:Камера]]
    [[zh:相机]]</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>
    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>[[Ink Sac|Ink Sac]]<br/>{{For|the variant dropped by Glow squids|Glow Ink Sac}}
    {{Item
    | image = Ink Sac.png
    | renewable = Yes
    | stackable = Yes (64)
    }}
    
    An '''ink sac''' is an [[item]] dropped by a [[squid]] upon death used to create [[black dye]], [[dark prismarine]]{{only|BE|short=1}}, and [[Book and Quill|books and quills]].
    
    == Obtaining ==
    
    === Mob loot ===
    
    ==== Squid ====
    {{see also|Tutorials/Squid farming|title1=Squid farming}}
    
    A [[squid]] drops one to three ink sacs upon death. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 1 to 6 with Looting III.
    
    === Fishing ===
    Ink sacs can be obtained as a "junk" item from [[fishing]]. The [[Luck of the Sea]] [[enchantment]] decreases the chance.
    
    === Trading ===
    [[Wandering trader]]s sometimes sell 3 ink sacs for an [[emerald]] {{in|bedrock}}. Apprentice level [[Trading#Librarian|librarians]] also buy 5 ink sacs for one [[emerald]].
    
    === Natural generation ===
    
    {{LootChestItem|ink-sac}}
    
    == Usage ==
    
    === Crafting ingredient ===
    
    {{crafting usage}}
    
    {{IN|bedrock}}, ink sacs can be also used in banner patterns:
    {{banner crafting usage}}
    
    === Loom ingredient === 
    {{Banner loom usage|Ink Sac}}
    
    === Dye ===
    {{Dye usage}}
    * Each type of [[Prismarine#Dark Prismarine|dark prismarine]] can be crafted using varying amounts of 8 [[Prismarine Shard#prismarine shards|prismarine shards]].
    
    === Trading ===
    Journeyman-level librarian [[villager]]s have a {{frac|2|3}} chance to buy five ink sacs for an [[emerald]]. They always offer the trade {{in|bedrock|lc=}}.
    
    === Signs ===
    Ink sacs can be applied to [[sign]]s or [[hanging sign]]s to revert glowing text back to default.
    
    == Sounds ==
    {{edition|java}}:
    {{Sound table
    |sound=Ink sac1.ogg
    |sound2=Ink sac2.ogg
    |sound3=Ink sac3.ogg
    |subtitle=Ink Sac splotches
    |source=block
    |description=When an ink sac is used on a sign
    |id=item.ink_sac.use
    |translationkey=subtitles.item.ink_sac.use
    |volume=1.0
    |pitch=''varies'' <ref group=sound>Each sound can be 0.85, 0.88, or 0.9</ref>
    |distance=16
    |foot=1}}
    
    {{edition|bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Ink sac1.ogg
    |sound2=Ink sac2.ogg
    |sound3=Ink sac3.ogg
    |source=sound
    |description=When an ink sac is used on a sign
    |id=sign.ink_sac.use
    |volume=1.0
    |pitch=1.0
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Ink Sac
    |spritetype=item
    |nameid=ink_sac
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Ink Sac
    |spritetype=item
    |nameid=ink_sac
    |aliasid=dye / 0
    |id=413
    |form=item
    |translationkey=item.dye.black.name
    |foot=1}}
    
    == Video ==
    {{video note|Ink sacs can no longer be used as a dye in Java Edition.}}
    <div style="text-align:center">{{yt|ABYCZfawO60}}</div>
    
    == History ==
    {{History|java beta}}
    {{History||1.2|[[File:Ink Sac JE1 BE1.png|32px]] Added ink sacks, together with all other dyes.}}
    {{History||1.2_02|"Ink Sack" has been renamed to "Ink Sac".}}
    {{History|java}}
    {{History||1.3.1|snap=12w17a|Ink sacs are now used to craft [[book and quill]]s.}}
    {{History||1.4.2|snap=12w34a|Added the ability to [[Armor#Dyeing|dye]] leather [[armor]] and [[wolf]] collars.}}
    {{History||1.4.6|snap=12w49a|Ink sacs can now be crafted with [[gunpowder]] to create a [[firework star]].}} 
    {{History||1.6.1|snap=13w19a|[[Stained clay]] can now be [[crafting|crafted]].}}
    {{History||1.7.2|snap=13w41a|[[Stained glass]] can now be crafted.}}
    {{History||1.8|snap=14w25a|Ink sacs are now used to craft [[dark prismarine]].}}
    {{History|||snap=14w30a|Added [[banner]]s, which can be [[dye]]d with ink sacs.}}
    {{History||1.11|snap=16w39a|Ink sacs can now be used to dye [[shulker box]]es.}}
    {{History||1.12|snap=17w06a|Ink sacs are now used to craft black [[concrete powder]].}}
    {{History|||snap=17w15a|Ink sacs can now be used 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||1.14|snap=18w43a|Ink sacs can now be used to craft [[black dye]].
    |Ink sacs can no longer be used as a [[dye]].
    |All of the dye-related functions and crafting recipes of ink sac (except books and quills and dark prismarine) have been transferred to black dye.
    |[[File:Ink Sac JE2 BE2.png|32px]] The texture of ink sacs has been changed.}}
    {{History|||snap=19w11a|Librarian [[villager]]s now [[trading|buy]] ink sacs.}}
    {{History||1.15|snap=Pre-release 1|Ink sacs are no longer used to craft [[dark prismarine]].}}
    {{History||1.17|snap=21w03a|Ink sacs can now be used to remove the text's glowing effect of a [[sign]].}}
    {{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Ink sacs can now be used to remove the text's glowing effect of a [[hanging sign]].}}
    
    {{History|pocket alpha}}
    {{History||v0.3.0|[[File:Ink Sac JE1 BE1.png|32px]] Added ink sacs. They are currently unobtainable and serve no purpose.}}
    {{History||v0.8.0|snap=build 1|Ink sacs can now be used to craft [[cocoa beans]].}}
    {{History|||snap=build 3|Ink sacs are now available in [[creative]].}}
    {{History||v0.9.0|snap=build 1|Ink sacs now generate in [[village]] and [[stronghold]] [[chest]]s.}}
    {{History||v0.11.0|snap=build 1|Ink sacs can now be obtained from [[squid]].
    |Ink sacs can now be obtained as a junk [[item]] from [[fishing]].}}
    {{History||v0.14.0|snap=build 1|Ink sacs now can now be used to dye water in [[cauldron]]s.}}
    {{History||v0.16.0|snap=build 1|Ink sacs are no longer used to craft [[cocoa beans]].
    |Ink sacs can now be used to craft [[dark prismarine]].}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Ink sacs can now be used to dye [[shulker]]s.}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Ink sacs are now used to re-dye [[bed]]s.
    |Ink sacs can now be used to dye [[shulker box]]es.}}
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|Ink sacs can now be used to craft [[book and quill]]s.
    |Added [[banner]]s, which can be [[dye]]d with ink sacs.
    |Ink sacs can now be crafted with [[gunpowder]] to create [[firework star]]s.
    |Ink sacs can now be used to craft black [[concrete powder]].
    |[[Stained glass]] can now be [[crafting|crafted]].}}
    {{History||1.4.0|snap=beta 1.2.20.1|Ink sacs can now be crafted from iron, sulfur, and 4 oxygen in the [[compound creator]]s.
    |Ink sacs can now be used to craft [[balloon]]s and [[glow stick]]s.}}
    {{History||1.8.0|snap=beta 1.8.0.10|Ink sacs can now be used to craft [[black dye]].}}
    {{History||1.10.0|snap=beta 1.10.0.3|Ink sacs can now be bought from [[wandering trader]]s.
    |[[File:Ink Sac JE2 BE2.png|32px]] The texture of ink sacs has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Ink sacs can now be [[trading|sold]] to librarian [[villager]]s.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of ink sacs has been changed from {{cd|dye/0}} to {{cd|ink_sac}}.}}
    {{History||1.16.210|snap=beta 1.16.210.59|Ink sacs can now be used to revert glowing text on signs to normal.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.00|switch=1.0.1|wiiu=Patch 1|[[File:Ink Sac JE1 BE1.png|32px]] Added ink sacs.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Ink Sac JE2 BE2.png|32px]] The texture of ink sacs has been changed.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Ink Sac JE1 BE1.png|32px]] Added ink sacs.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == References ==
    {{reflist}}
    
    {{Items}}
    
    [[Category:Bedrock Edition specific information]]
    [[Category:Items]]
    [[Category:Dyes]]
    [[Category:Renewable resources]]
    
    [[cs:Váček inkoustu]]
    [[de:Tintenbeutel]]
    [[es:Saco de tinta]]
    [[fr:Poche d'encre]]
    [[hu:Tintazsák]]
    [[ja:イカスミ]]
    [[ko:먹물 주머니]]
    [[nl:Inktzak]]
    [[pl:Torbiel z atramentem]]
    [[pt:Bolsa de tinta]]
    [[ru:Чернильный мешок]]
    [[uk:Чорнильний мішок]]
    [[zh:墨囊]]</li><li>[[Boat with Chest|Boat with Chest]]<br/>{{ItemEntity
    |image=Oak Boat with Chest.png
    |extratext = View [[#Gallery|all renders]]
    |stackable=No
    |renewable=Yes
    |flammable=Yes
    |size='''{{IN|Java}}:'''<br>
    Height: 0.5625 Blocks<br>Width: 1.375 Blocks<br>
    '''{{IN|Bedrock}}:'''<br>
    Height: 0.455 Blocks<br>Width: 1.4 Blocks
    
    |networkid='''[[JE]]''': 1
    }}
    {{for|other kinds of boats|Boat (disambiguation)}}
    
    A '''boat with chest''' is a single [[chest]] occupying the passenger seat of a [[boat]], and functions as such. As it can still be driven it can be used to transport [[item]]s over bodies of water.
    
    == Obtaining ==
    A boat with chest can be directly retrieved by attacking it, as it drops itself in item form, along with its contents.
    
    [[Tool]]s and [[weapon]]s with damage above 4 can instantly destroy a boat with chest in one hit.{{only|Java}}
    
    === Crafting ===
    {{Crafting
    |head= 1
    |Chest
    |Matching Boat
    |Output= Matching Boat with Chest
    |type= Transportation
    |foot= 1
    }}
    
    == Usage ==
    A boat with chest can be used for the transportation of players, mobs and items, or as fuel when [[smelting]].
    
    === Fuel ===
    A boat with chest can be used as fuel in a [[furnace]], it lasts 60 seconds, smelting up to 6 items.
    
    === Transportation ===
    {{main|Boat#Transportation}}
    
    Boats with chests can carry only one entity while regular boats can carry up to two.
    
    == Behavior ==
    [[File:All boats with chests.png|alt=This photo shows all the types of boats with chests.|thumb|240px|All types of boats with chests.]]
    {{main|Boat#Behavior}}
    Boats with chests share most behaviors with boats.
    
    === Item storage ===
    [[File:Boat with Chest GUI.png|thumb|176px|The GUI of a boat with chest.]]
    The inventory of the boat with chest has the same amount of slots as a single chest. Its inventory can be accessed by {{Control|Sneak|text=sneaking}} and {{Control|interact|text=interacting}} with the boat with chest, {{control|interact|text=interacting}} with the part of the boat with chest that actually contains the chest while another player or entity is inside the boat, or by opening the player's {{Control|inventory}} while inside the boat. This means that the player cannot access armor slots without exiting the boat.
    
    When a boat with chest moves above, underneath, or beside a [[hopper]], its inventory is filled or drained accordingly. Due to the size of its hitbox, a boat with chest can be placed above up to 9 hoppers, allowing it to evenly split its items nine ways.
    
    === Naming ===
    {{IN|java}}, unlike most other storage devices, a boat with chest renamed in an [[anvil]] does not display the custom name in its GUI.<ref>{{bug|MC-249408||Boats with Chests lose their name when placed}}</ref>
    
    === Piglin ===
    As with other chests, opening or breaking a boat with chest causes nearby piglin(s) to attack the player.
    
    == Sounds ==
    {{Edition|Java}}:
    Boats with chests use the Friendly Creatures sound category for entity-dependent sound events.
    {{Sound table
    |sound=Boat paddle land1.ogg
    |sound2=Boat paddle land2.ogg
    |sound3=Boat paddle land3.ogg
    |sound4=Boat paddle land4.ogg
    |sound5=Boat paddle land5.ogg
    |sound6=Boat paddle land6.ogg
    |subtitle=Rowing
    |source=neutral
    |description=While a boat with chest is rowed on land
    |id=entity.boat.paddle_land
    |translationkey=subtitles.entity.boat.paddle_land
    |volume=1.0
    |pitch=0.8-1.2
    |distance=16}}
    {{Sound table
    |sound=Boat paddle water1.ogg
    |sound2=Boat paddle water2.ogg
    |sound3=Boat paddle water3.ogg
    |sound4=Boat paddle water4.ogg
    |sound5=Boat paddle water5.ogg
    |sound6=Boat paddle water6.ogg
    |sound7=Boat paddle water7.ogg
    |sound8=Boat paddle water8.ogg
    |subtitle=Rowing
    |source=neutral
    |description=While a boat with chest is rowed in water
    |id=entity.boat.paddle_water
    |translationkey=subtitles.entity.boat.paddle_water
    |volume=0.8
    |pitch=0.8-1.2
    |distance=16
    |foot=1}}
    
    {{Edition|Bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Swim1.ogg
    |sound2=Swim2.ogg
    |sound3=Swim3.ogg
    |sound4=Swim4.ogg
    |source=player
    |description=While a boat with chest is rowed in water
    |id=random.swim
    |pitch=0.6-1.4
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showitemtags=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Oak Boat with Chest
    |spritetype=item
    |spritename=oak-boat with chest
    |nameid=oak_chest_boat
    |itemtags=chest_boats
    |form=item}}
    {{ID table
    |displayname=Spruce Boat with Chest
    |spritetype=item
    |spritename=spruce-boat with chest
    |nameid=spruce_chest_boat
    |itemtags=chest_boats
    |form=item}}
    {{ID table
    |displayname=Birch Boat with Chest
    |spritetype=item
    |spritename=birch-boat with chest
    |nameid=birch_chest_boat
    |itemtags=chest_boats
    |form=item}}
    {{ID table
    |displayname=Jungle Boat with Chest
    |spritetype=item
    |spritename=jungle-boat with chest
    |nameid=jungle_chest_boat
    |itemtags=chest_boats
    |form=item}}
    {{ID table
    |displayname=Acacia Boat with Chest
    |spritetype=item
    |spritename=acacia-boat with chest
    |nameid=acacia_chest_boat
    |itemtags=chest_boats
    |form=item}}
    {{ID table
    |displayname=Dark Oak Boat with Chest
    |spritetype=item
    |spritename=dark-oak-boat with chest
    |nameid=dark_oak_chest_boat
    |itemtags=chest_boats
    |form=item}}
    {{ID table
    |displayname=Mangrove Boat with Chest
    |spritetype=item
    |spritename=mangrove-boat with chest
    |nameid=mangrove_chest_boat
    |itemtags=chest_boats
    |form=item}}
    {{ID table
    |displayname=Cherry Boat with Chest
    |spritetype=item
    |spritename=cherry-boat with chest
    |nameid=cherry_chest_boat
    |itemtags=chest_boats
    |form=item}}
    {{ID table
    |displayname=Bamboo Raft with Chest
    |spritetype=item
    |spritename=bamboo-raft with chest
    |nameid=bamboo_chest_raft
    |itemtags=chest_boats
    |form=item
    |foot=1}}
    {{ID table
    |edition=java
    |firstcolumnname=Boat with Chest
    |generatetranslationkeys=y
    |displayname=Entity
    |spritetype=entity
    |spritename=boat-with-chest
    |nameid=chest_boat
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showitemtags=y
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Oak Boat with Chest
    |spritetype=item
    |nameid=oak_chest_boat
    |aliasid=chest_boat / 0
    |id=646
    |form=item
    |itemtags=minecraft:chest_boat
    |translationkey=item.chest_boat.oak.name}}
    {{ID table
    |displayname=Spruce Boat with Chest
    |spritetype=item
    |nameid=spruce_chest_boat
    |aliasid=chest_boat / 1
    |id=649
    |form=item
    |itemtags=minecraft:chest_boat
    |translationkey=item.chest_boat.spruce.name}}
    {{ID table
    |displayname=Birch Boat with Chest
    |spritetype=item
    |nameid=birch_chest_boat
    |aliasid=chest_boat / 2
    |id=647
    |form=item
    |itemtags=minecraft:chest_boat
    |translationkey=item.chest_boat.birch.name}}
    {{ID table
    |displayname=Jungle Boat with Chest
    |spritetype=item
    |nameid=jungle_chest_boat
    |aliasid=chest_boat / 3
    |id=648
    |form=item
    |itemtags=minecraft:chest_boat
    |translationkey=item.chest_boat.jungle.name}}
    {{ID table
    |displayname=Acacia Boat with Chest
    |spritetype=item
    |nameid=acacia_chest_boat
    |aliasid=chest_boat / 4
    |id=650
    |form=item
    |itemtags=minecraft:chest_boat
    |translationkey=item.chest_boat.acacia.name}}
    {{ID table
    |displayname=Dark Oak Boat with Chest
    |spritetype=item
    |nameid=dark_oak_chest_boat
    |aliasid=chest_boat / 5
    |id=651
    |form=item
    |itemtags=minecraft:chest_boat
    |translationkey=item.chest_boat.big_oak.name}}
    {{ID table
    |displayname=Mangrove Boat with Chest
    |spritetype=item
    |nameid=mangrove_chest_boat
    |aliasid=chest_boat / 6
    |id=652
    |form=item
    |itemtags=minecraft:chest_boat
    |translationkey=item.chest_boat.mangrove.name}}
    {{ID table
    |displayname=Cherry Boat with Chest
    |spritetype=item
    |nameid=cherry_chest_boat
    |aliasid=chest_boat / 8
    |id=658
    |form=item
    |itemtags=minecraft:chest_boat
    |translationkey=item.chest_boat.cherry.name}}
    {{ID table
    |displayname=Bamboo Raft with Chest
    |spritetype=item
    |nameid=bamboo_chest_raft
    |aliasid=chest_boat / 7
    |id=662
    |form=item
    |itemtags=minecraft:chest_boat
    |translationkey=item.chest_boat.bamboo.name
    |foot=1}}
    {{ID table
    |edition=bedrock
    |firstcolumnname=Form
    |shownumericids=y
    |generatetranslationkeys=y
    |displayname=Entity
    |spritetype=entity
    |spritename=boat-with-chest
    |nameid=chest_boat
    |id=218
    |foot=1}}
    
    === Entity data ===
    Boat with chests have entity data associated with them that contain various properties of the entity.
    
    {{el|java}}:
    {{main|Entity format}}
    {{/ED}}
    
    {{el|bedrock}}:
    : See [[Bedrock Edition level format/Entity format]].
    
    == History ==
    {{History||September 23, 2019|link={{ytl|Anv-lZc0pIM}}|The [[swamp]] was announced as a contender for the Biome Vote at [[MINECON Live 2019]]. Frogs, boats with chests, and mangrove trees were announced.}}
    {{History||September 28, 2019|link={{ytl|UHoz0Q-LwUU}}|The swamp comes in second place in the Biome Vote, setting the release date of new swamp content further than new mountain content.}}
    {{History||October 16, 2021|link={{ytl|w6zLprHHZOk|t=7085}}|[[File:Jungle Boat with Chest (pre-release).png|32px]] [[File:Dark Oak Boat with Chest (pre-release).png|32px]] Boats with chests were announced at [[Minecraft Live 2021]]. Only jungle and dark oak variants were shown.}}
    {{History|java}}
    {{History||1.19|snap=22w12a|[[File:Oak Boat with Chest JE1.png|32px]] [[File:Spruce Boat with Chest JE1.png|32px]] [[File:Birch Boat with Chest JE1.png|32px]] [[File:Jungle Boat with Chest JE1.png|32px]] [[File:Acacia Boat with Chest JE1.png|32px]] [[File:Dark Oak Boat with Chest JE1.png|32px]] [[File:Mangrove Boat with Chest JE1.png|32px]]<br>[[File:Oak Boat with Chest (item) JE1 BE1.png|32px]] [[File:Spruce Boat with Chest (item) JE1.png|32px]] [[File:Birch Boat with Chest (item) JE1 BE1.png|32px]] [[File:Jungle Boat with Chest (item) JE1 BE1.png|32px]] [[File:Acacia Boat with Chest (item) JE1 BE1.png|32px]] [[File:Dark Oak Boat with Chest (item) JE1 BE1.png|32px]] [[File:Mangrove Boat with Chest (item) JE1 BE1.png|32px]] Added boats with chests.
    |Knob on chest is placed incorrectly 1 pixel up.}}
    {{History|||snap=22w13a|[[File:Oak Boat with Chest JE2 BE1.png|32px]] [[File:Spruce Boat with Chest JE2 BE1.png|32px]] [[File:Birch Boat with Chest JE2 BE1.png|32px]] [[File:Jungle Boat with Chest JE2 BE1.png|32px]] [[File:Acacia Boat with Chest JE2 BE1.png|32px]] [[File:Dark Oak Boat with Chest JE2 BE1.png|32px]] [[File:Mangrove Boat with Chest JE2 BE1.png|32px]] Changed knob on chest position 1 pixel down to match [[Bedrock Edition]].
    |Boats with chests can now be placed by [[dispenser]]s.}}
    {{History|||snap=22w14a|Due to the addition of the [[mangrove tree]] and [[mangrove swamp]], make mangrove boat with chest obtainable and renewable.}}
    {{History|||snap=22w15a|[[File:Oak Boat with Chest (item) JE2.png|32px]] [[File:Spruce Boat with Chest (item) JE2.png|32px]] [[File:Birch Boat with Chest (item) JE2.png|32px]] [[File:Jungle Boat with Chest (item) JE2.png|32px]] [[File:Acacia Boat with Chest (item) JE2.png|32px]] [[File:Dark Oak Boat with Chest (item) JE2.png|32px]] [[File:Mangrove Boat with Chest (item) JE2.png|32px]] Changed all boat with chest item textures.
    |Now, the inventory can be accessed by {{control|using}} it directly when there is already a passenger inside of it.}}
    {{History||October 15, 2022|link={{ytl|yZRXmHiEh7U&t}}|[[File:Bamboo Raft with Chest JE1 BE1.png|32px]] Bamboo rafts with chests were announced at [[Minecraft Live 2022]].}}
    {{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|[[File:Bamboo Raft with Chest JE1 BE1.png|32px]] [[File:Bamboo Raft with Chest (item) JE1.png|32px]] Added bamboo rafts with chests behind the [[Java Edition 1.20|Update 1.20 experimental datapack]].}}
    {{History|||snap=22w45a|[[File:Bamboo Raft with Chest (item) JE2 BE2.png|32px]] The item texture of the bamboo raft with chest has been changed.}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[File:Cherry Boat with Chest JE1.png|32px]] [[File:Cherry Boat with Chest (item) JE1.png|32px]] Added cherry boats with chests behind the [[Java Edition 1.20|Update 1.20 experimental datapack]].}}
    {{History|||snap=1.19.4 Pre-release 2|[[File:Cherry Boat with Chest (item) JE2.png|32px]] The item texture of cherry boats with chests has now been changed.}}
    {{History||1.20|snap=23w12a|Bamboo rafts with chests and cherry boats with chests are now available without using the "Update 1.20" experimental datapack.}}
    
    {{History|bedrock}}
    {{History||Wild Update<br>(Experimental)|link=Bedrock Edition 1.19.0|snap=beta 1.18.30.28|[[File:Oak Boat with Chest JE2 BE1.png|32px]] [[File:Spruce Boat with Chest JE2 BE1.png|32px]] [[File:Birch Boat with Chest JE2 BE1.png|32px]] [[File:Jungle Boat with Chest JE2 BE1.png|32px]] [[File:Acacia Boat with Chest JE2 BE1.png|32px]] [[File:Dark Oak Boat with Chest JE2 BE1.png|32px]]<br>[[File:Oak Boat with Chest (item) JE1 BE1.png|32px]] [[File:Spruce Boat with Chest (item) BE1.png|32px]] [[File:Birch Boat with Chest (item) JE1 BE1.png|32px]] [[File:Jungle Boat with Chest (item) JE1 BE1.png|32px]] [[File:Acacia Boat with Chest (item) JE1 BE1.png|32px]] [[File:Dark Oak Boat with Chest (item) JE1 BE1.png|32px]] Added boats with chests, missing mangrove type.
    |Added unused translation keys for mangrove boat with chest.}}
    {{History||1.19.0|snap=beta 1.19.0.20|Boats with chests are now available without enabling experimental gameplay.|[[File:Mangrove Boat with Chest JE2 BE1.png|32px]] [[File:Mangrove Boat with Chest (item) JE1 BE1.png|32px]] Added mangrove boats with chests.}}
    {{History||1.19.0|snap=beta 1.19.0.26|[[File:Oak Boat with Chest (item) JE2.png|32px]] [[File:Spruce Boat with Chest (item) JE2.png|32px]] [[File:Birch Boat with Chest (item) JE2.png|32px]] [[File:Jungle Boat with Chest (item) JE2.png|32px]] [[File:Acacia Boat with Chest (item) JE2.png|32px]] [[File:Dark Oak Boat with Chest (item) JE2.png|32px]] [[File:Mangrove Boat with Chest (item) JE2.png|32px]] Changed all boat with chest item textures.}}
    {{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.50|snap=beta 1.19.50.21|[[File:Bamboo Raft with Chest JE1 BE1.png|32px]] [[File:Bamboo Raft with Chest (item) BE1.png|32px]] Added bamboo rafts with chests behind the "[[Bedrock Edition 1.20|Next Major Update]]" [[experimental]] toggle.}}
    {{History|||snap=beta 1.19.60.20|[[File:Bamboo Raft with Chest (item) JE2 BE2.png|32px]] The item texture of the bamboo raft with chest has been changed to match ''[[Java Edition]]''.}}
    {{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.80|snap=beta 1.19.80.20|[[File:Cherry Boat with Chest JE1.png|32px]] [[File:Cherry Boat with Chest (item) JE2.png|32px]] Added cherry boats with chests behind the "[[Bedrock Edition 1.20|Next Major Update]]" [[experimental]] toggle.}}
    {{History||1.20.0|snap=beta 1.20.0.21|Bamboo rafts with chests and cherry boats with chests are now available without using the "Next Major Update" experimental toggle.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == Trivia ==
    * A [[chest]] is short enough that a boat with chest falls onto it rather than crashes into it.
    * The chest texture is 12×12 pixels, rather than the 14×14 pixel texture the block uses. This is not the case with the [[minecart with chest]].
    * Despite the minecart with chest using the Christmas texture, the boat with chest still uses the default chest texture during Christmas time.<ref>{{bug|MC-249378}}</ref>
    
    == Gallery ==
    === Renders ===
    <gallery>
    Oak Boat with Chest.png|Oak Boat with Chest
    Spruce Boat with Chest.png|Spruce Boat with Chest
    Birch Boat with Chest.png|Birch Boat with Chest
    Jungle Boat with Chest.png|Jungle Boat with Chest
    Acacia Boat with Chest.png|Acacia Boat with Chest
    Dark Oak Boat with Chest.png|Dark Oak Boat with Chest
    Mangrove Boat with Chest.png|Mangrove Boat with Chest
    Cherry Boat with Chest.png|Cherry Boat with Chest
    Bamboo Raft with Chest.png|Bamboo Raft with Chest
    Oak Boat with Chest (item) JE2.png|Oak Boat with Chest (item)
    Spruce Boat with Chest (item) JE2.png|Spruce Boat with Chest (item)
    Birch Boat with Chest (item) JE2.png|Birch Boat with Chest (item)
    Jungle Boat with Chest (item) JE2.png|Jungle Boat with Chest (item)
    Acacia Boat with Chest (item) JE2.png|Acacia Boat with Chest (item)
    Dark Oak Boat with Chest (item) JE2.png|Dark Oak Boat with Chest (item)
    Mangrove Boat with Chest (item) JE2.png|Mangrove Boat with Chest (item)
    Cherry Boat with Chest (item) JE2.png|Cherry Boat with Chest (item)
    Bamboo Raft with Chest (item) JE2 BE2.png|Bamboo Raft with Chest (item)
    </gallery>
    
    === Concept Art ===
    <gallery>
    Bamboo Raft and Raft with Chest Concept Art.png|Ditto.
    </gallery>
    
    == References ==
    {{reflist}}
    
    {{Items}}
    {{Entities}}
    
    
    [[de:Boot mit Truhe]]
    [[es:Barca con cofre]]
    [[ja:チェスト付きのボート]]
    [[ru:Лодка с сундуком]]
    [[uk:Човен зі скринею]]
    [[zh:运输船]]</li></ul>
    beta 1.8.0.8Baby zombie villagers can now mount pandas and stray cats.
    1.10.0
    {{Extension DPL}}<ul><li>[[:Category:Education Edition items|Category:Education Edition items]]<br/>[[Category:Education Edition]]
    [[Category:Items]]</li><li>[[Painting|Painting]]<br/>{{ItemEntity
    |title=Painting
    |image=Painting JE2 BE2.png
    |extratext=View [[#Renders|all renders]]
    |renewable=Yes
    |stackable=Yes (64)
    |drops=1 {{ItemLink|Painting}}
    }}
    '''Paintings''' are decorative [[entity|entities]] that hang on walls.
    
    == Obtaining ==
    === Crafting ===
    {{Crafting
    |A1= Stick |B1= Stick    |C1= Stick
    |A2= Stick |B2= Any Wool |C2= Stick
    |A3= Stick |B3= Stick    |C3= Stick
    |Output= Painting
    |type= Decoration block
    }}
    
    Paintings can be crafted with any color of [[wool]]. The color of the wool used does not influence the picture chosen when the painting is placed.
    Once placed, it displays a random painting.
    
    === Breaking ===
    To remove a painting from a wall, the player can {{control|attack}} it, break one of its supporting blocks, cover one square of it with a block, hit it with an arrow, egg, ender pearl, snowball, or fire charge, or subject it to an explosion. The painting then drops as an item. Arrows that hit paintings disappear.
    
    === Trading ===
    Master-level shepherd [[villager]]s sell 3 paintings for 2 [[emerald]]s.
    
    == Usage ==
    === Placement ===
    Paintings can be placed on the sides of [[solid block]]s, [[sign]]s, [[banner]]s, or [[sculk vein]]s. A small gap is visible between the painting and attachment surface. There are several different sizes of paintings (see below). When placed, a painting checks for the largest amount of space it has. It then chooses a random painting of that size. The player can add blocks around the painting to ensure it is the size wanted. When the supporting blocks are removed, the painting breaks after 20 game [[tick]]s (1 second) if no supporting blocks are replaced during that interval.
    
    === Properties ===
    Being an entity, paintings can simultaneously exist in the same space as blocks such as water or torches. Specifically, they can share the space with any block whose collision box does not intersect its hitbox.
    
    Players and mobs are able to walk through paintings, as long as the blocks supporting the painting allow it. Secret doorways can be created this way. [[Light]] propagates through paintings as well.
    
    If a player is concealed behind a painting, the player's name is also concealed from other players.{{verify|Is this true in Bedrock?}}
    
    Paintings are non-flammable.
    
    == Canvases ==
    {{Stub|Needing the new painting renders}}
    There are 31 paintings in the game. These are mostly based on paintings by [[Kristoffer Zetterstrand]], who also created the ''Minecraft'' versions.
    
    {| class="wikitable stikitable" style="text-align: center" data-description="Paintings"
    ! style="min-width:150px" |Canvas
    ! style="min-width:3em;max-width:4em" |Size
    ! style="min-width:3em" |Original
    ! style="min-width:3em" |Name
    ! style="min-width:3em;max-width:4.5em" |[[Resource location]]
    ! style="min-width:10em" |Description
    ! Java Edition version added
    |-
    ! [[File:Alban (texture).png|64px]]
    | rowspan="7" | 1×1 blocks<br>16×16 pixels || [https://zetterstrand.com/work/pictures/archive/alban.jpeg "Albanian"] || Albanian || <code>alban</code> || A man wearing a fez next to a house and a bush. As the name of the painting suggests, it may be a landscape in [[Wikipedia:Albania|Albania]]. || rowspan="9" | [[Indev 20100223]]
    |-
    ! [[File:Aztec (texture).png|64px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/2aztbig.jpg "de_aztec"]|| de_aztec || <code>aztec</code> || [[Wikipedia:Noclip mode|Free-look]] perspective of the map [[w:c:counterstrike:Aztec|de_aztec]] from the video game ''[[Wikipedia:Counter-Strike (video game)|Counter-Strike]]''. 
    |-
    ! [[File:Aztec2 (texture).png|64px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/11aztec_for_print.jpg "de_aztec"]|| de_aztec || <code>aztec2</code> || [[Wikipedia:Noclip mode|Free-look]] perspective of the map [[w:c:counterstrike:Aztec|de_aztec]] from the video game ''[[Wikipedia:Counter-Strike (video game)|Counter-Strike]]''. 
    |-
    ! [[File:Bomb (texture).png|64px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/12bomb.jpg "Target successfully bombed"]|| Target Successfully Bombed || <code>bomb</code> || The map [[w:c:counterstrike:Dust II|de_dust2]] from the video game ''[[Wikipedia:Counter-Strike (video game)|Counter-Strike]]'', named “target successfully bombed" in reference to the game. 
    |-
    ! [[File:Kebab (texture).png|64px]]
    |[https://zetterstrand.com/work/pictures/archive/kebab2.jpg "Kebab med tre pepperoni"] || Kebab med tre pepperoni || <code>kebab</code> || A kebab with three green chili peppers. 
    |-
    ! [[File:Plant (texture).png|64px]]
    |[https://zetterstrand.com/work/pictures/archive/paradistrad.jpeg "Paradisträd"] || Paradisträd || <code>plant</code> || Still life of two plants in pots. "Paradisträd" is Swedish for "[[Wikipedia:Crassula ovata|money tree]]", which is a common name for the depicted species in Scandinavia. 
    |-
    ! [[File:Wasteland (texture).png|64px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/Wasteland_1920.jpg "Wasteland"]|| Wasteland || <code>wasteland</code> || A view of some wastelands; a small animal (presumably a rabbit) is sitting on the window ledge. 
    |-
    ! [[File:Courbet (texture).png|128px]]
    | rowspan="5" | 2×1 blocks<br>32×16 pixels ||[https://zetterstrand.com/eventz/wp-content/uploads/bonjourmonsieurcourbet_BIG.jpg "Bonjour monsieur Courbet"]|| Bonjour Monsieur Courbet || <code>courbet</code> || Two hikers with pointy beards seemingly greeting each other. Based on Gustave Courbet's painting ''[[Wikipedia:La rencontre|The Meeting or "Bonjour, Monsieur Courbet"]]''. 
    |-
    ! [[File:Pool (texture).png|128px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/thepool_1920.jpg "The pool"]|| The Pool || <code>pool</code> || Some men and women skinny-dipping in a pool over a cube of sorts. Also there is an old man resting in the lower-right edge. 
    |-
    ! [[File:Sea (texture).png|128px]]
    | rowspan=2 |[https://zetterstrand.com/eventz/wp-content/uploads/SeaSide_1920.jpg "Seaside"]
    | Seaside
    | <code>sea</code>
    | Mountains and a lake, with a small photo of a mountain and a bright-colored plant on the window ledge. || [[Indev 20100223]] / [[Alpha v1.1.1]]
    |-
    ! [[File:Creebet (texture).png|128px]]
    | Creebet || <code>creebet</code> || Mountains and a lake, with a small photo of a mountain and a creeper looking at the viewer through a window. || [[Alpha v1.1.1]]
    |-
    ! [[File:Sunset (texture).png|128px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/sunset_dense.jpg "sunset_dense"]|| sunset_dense || <code>sunset</code> || A view of mountains at sunset. || [[Indev 20100223]]
    |-
    ! [[File:Graham (texture).png|64px]]
    | rowspan="2" | 1×2 blocks<br>16×32 pixels ||[https://zetterstrand.com/eventz/wp-content/uploads/graham.jpg "Graham"]|| Graham || <code>graham</code> || King Graham, the player character in the video game series ''[[Wikipedia:King's Quest|King's Quest]]''. The original is based on ''[[Wikipedia:File:Sánchez_Cotán_(Bodegón_con_membrillo,_repollo,_melón_y_pepino).jpg|Still Life with Quince, Cabbage, Melon, and Cucumber]]'' by Juan Sánchez Cotán.|| [[Alpha v1.1.1]]
    |-
    ! [[File:Wanderer (texture).png|64px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/wanderer_1920.jpg "Wanderer"]|| Wanderer || <code>wanderer</code> || A version of Caspar David Friedrich's famous painting ''[[Wikipedia:Wanderer above the Sea of Fog|Wanderer above the Sea of Fog]]''. || rowspan="4" | [[Indev 20100223]]
    |-
    ! [[File:Bust (texture).png|128px]]
    | rowspan="6" | 2×2 blocks<br>32×32 pixels ||[https://zetterstrand.com/eventz/wp-content/uploads/bust_1915.jpg "Bust"]|| Bust || <code>bust</code> || A bust of [[Wikipedia:Marcus Aurelius|Marcus Aurelius]] surrounded by fire. 
    |-
    ! [[File:Match (texture).png|128px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/Match_rgb_1918.jpg "Match"]|| Match || <code>match</code> || A hand holding a match, causing fire on a white cubic gas fireplace. 
    |-
    ! [[File:Skull and Roses (texture).png|128px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/moonlight-installation_1920.jpg "Moonlight Installation"]|| Skull and Roses || <code>skull_and_roses</code> || A skeleton at night with red flowers in the foreground. The original painting was different, depicting a woman sitting in a couch, while the skull is in the middle of a body of glacial water of sorts. 
    |-
    ! [[File:Stage (texture).png|128px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/The-stage-is-set-1.jpg "The stage is set"]
    | The Stage Is Set
    | <code>stage</code>
    | Scenery from ''[[Wikipedia:Space Quest I|Space Quest I]]'', with the character Graham from the video game series ''[[Wikipedia:King's Quest|King's Quest]]'' appearing twice. || [[Indev 20100223]] / [[Alpha v1.1.1]]
    |-
    ! [[File:Void (texture).png|128px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/the-void_1920.jpg "The Void"]|| The void || <code>void</code> || An angel praying into a void with fire below. || [[Indev 20100223]]
    |-
    ! [[File:Wither (painting texture).png‎|128px]]
    | – || Wither || <code>wither</code> || The creation of a [[wither]]. 
    This is the only painting not based on a real painting. Made by Jens Bergensten.<ref>{{Citation|url=https://www.youtube.com/watch?v=kK5Y4k-vVXc|title=Who Made Minecraft’s LAST Painting?!|author=AntVenom|website=YouTube|date=29 October 2022}}</ref><ref>https://www.reddit.com/r/Minecraft/comments/1tzav2/comment/cedagcy/</ref>
    || [[Java Edition 1.4.2]] ([[12w36a]])
    |-
    ! [[File:Fighters (texture).png|128px]]
    | 4×2 blocks<br>64×32 pixels ||[https://zetterstrand.com/eventz/wp-content/uploads/fighters.jpg "Fighters"]|| Fighters || <code>fighters</code> || Two men poised to fight. Paper versions of fighters from the game ''[[Wikipedia:International Karate +|International Karate +]]''. || [[Indev 20100223]]
    |-
    ! [[File:Donkey Kong (texture).png|128px]]
    | rowspan="2" | 4×3 blocks<br>64×48 pixels ||[https://zetterstrand.com/eventz/wp-content/uploads/kong.jpg "Kong"]|| Kong || <code>donkey_kong</code> || A paper-looking screenshot of the level [https://www.mariowiki.com/100m 100m] from the arcade game ''[[Wikipedia:Donkey Kong (arcade game)|Donkey Kong]]''. || rowspan="2" | [[Alpha v1.1.1]]
    |-
    ! [[File:Skeleton (painting texture).png|128px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/mortal_coil.jpg "Mortal Coil"]|| Mortal Coil || <code>skeleton</code> || [[w:c:grim-fandango:Bruno Martinez|Bruno Martinez]] from the adventure game ''[[Wikipedia:Grim Fandango|Grim Fandango]]''. 
    |-
    ! [[File:Burning Skull (texture).png‎|128px]]
    | rowspan="3" | 4×4 blocks<br>64×64 pixels ||[https://zetterstrand.com/eventz/wp-content/uploads/skull_on_fire_framed_c_1910.jpg "Skull on Fire"]|| Skull On Fire || <code>burning_skull</code> || A Skull on fire; in the background there is a moon in a clear night sky.<br>This painting is based on a Minecraft screenshot,<ref>{{Citation|url=https://web.archive.org/web/20220928041338/https://imgur.com/HVhrbnH|website=Imgur|date=22 August 2020|title=https://web.archive.org/web/20220928041338/https://imgur.com/HVhrbnH}}</ref> with the grass block and a 3D skull added on top.<ref>{{Citation|url=https://web.archive.org/web/20200906184721/https://imgur.com/AwqQFS6|title=https://web.archive.org/web/20200906184721/https://imgur.com/AwqQFS6|website=Imgur|date=23 August 2020}}</ref>
    (See the [[:en:Painting#Trivia|trivia]] section for more info.)
    | [[Java Edition Beta 1.2 01|Beta 1.2_01]] / [[Java Edition Beta 1.3|Beta 1.3]]
    |-
    ! [[File:Pigscene (texture).png|128px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/rgb_1914.jpg "RGB"]|| Pigscene || <code>pigscene</code> <!-- yes, without an underscore --> || A girl pointing to a pig on a canvas. In the original version, the canvas showed red, green and blue blocks, representing the three colors of the [[Wikipedia:RGB color model|RGB color model]] that is typically used by computer displays. It is based on the painting ''[[Wikipedia:File:Jacob van Oost (I) - The Artist's Studio - WGA16654.jpg|The Artist's Studio]]'' by Jacob van Oost.|| [[Alpha v1.1.1]]
    |-
    ! [[File:Pointer (texture).png|128px]]
    |[https://zetterstrand.com/eventz/wp-content/uploads/pointer_1920.jpg "Pointer"]|| Pointer || <code>pointer</code> || The main character of the game ''[[Wikipedia:International Karate +|International Karate +]]'' in a fighting stance touching a large hand. It could also be interpreted as a play on Michelangelo's famous painting ''[[Wikipedia:The Creation of Adam|The Creation of Adam]]''. || [[Indev 20100223]]
    |-
    ! TBA || 
    Pack || <code>pack</code> || Reference to the pack.png fi || [[Java Edition 1.21]]le
    |}
    
    === Unused paintings ===
    In [[Pocket Edition v0.5.0 alpha|v0.5.0 alpha]], with the addition of paintings to Pocket Edition, four unused 32×32 paintings were present in <samp>[[kz.png]]</samp> which remained unused. See {{slink|Bedrock Edition unused features|Paintings}} for more information. They were also added to Java Edition in snapshot [[Java Edition 22w16a|22w16a]]. They cannot be placed by default, but can be summoned by [[commands]] (such as {{cmd|/summon painting ~ ~ ~ {variant:"water"} }}) or through a [[datapack]].
    
    According to [[Helen Zbihlyj]],<ref>https://old.reddit.com/r/Minecraft/comments/u8hpnx/thoughts_on_the_new_paintings/i5olue6/?context=3 ([https://web.archive.org/web/20220422115723/https://old.reddit.com/r/Minecraft/comments/u8hpnx/thoughts_on_the_new_paintings/i5olue6/?context=3 archived])</ref> these paintings were originally added "as part of a Pocket Edition promo map" (no footage found) which was planned to be a part of [[Pocket Edition]] promotion at [[MINECON 2012]] [[MINECON 2013|or 2013]] and have never been used in game. The artist of these paintings remains unknown.
    
    {| class="wikitable stikitable" style="text-align: center" data-description="Paintings"
    ! style="min-width:100px" |Canvas
    ! style="min-width:3em;max-width:4em" |Size
    ! style="min-width:6em" |Name
    ! style="min-width:10em" |[[Resource location]]
    ! style="min-width:10em" |Description
    ! style="min-width:5em;max-width:10em" |Bedrock Edition version added
    ! style="min-width:5em;max-width:8em" |Java Edition version added
    |-
    ! [[File:Earth (texture) BE2.png|128px]]
    | rowspan="4" | 2×2 blocks<br>32×32 pixels || Earth || <code>earth</code> || One of the four {{Wikipedia|Classical element|classical elements}}: Earth. || rowspan="4" | [[Pocket Edition v0.5.0 alpha|v0.5.0 alpha]] || rowspan="4" | [[Java Edition 22w16a|22w16a]]
    |-
    ! [[File:Fire (texture) BE2.png|128px]]
    | Fire || <code>fire</code> || One of the four classical elements: Fire. 
    |-
    ! [[File:Water (texture) BE2.png|128px]]
    | Water || <code>water</code> || One of the four classical elements: Water. 
    |-
    ! [[File:Wind (texture) BE2.png|128px]]
    | Wind || <code>wind</code> || One of the four classical elements: Air. 
    |}
    
    
    
    ==Sounds==
    {{Edition|Java}}:
    {{Sound table
    |sound=Painting break1.ogg
    |sound2=Painting break2.ogg
    |sound3=Painting break3.ogg
    |subtitle=Painting breaks<ref>{{Cite bug|MC|194948|Painting, item frame and lead breaking subtitles inconsistent with block breaking subtitle|date=July 14, 2020}}</ref>
    |source=neutral
    |description=When a painting is broken or pops off
    |id=entity.painting.break
    |translationkey=subtitles.entity.painting.break
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Painting place1.ogg
    |sound2=Painting place2.ogg
    |sound3=Painting place3.ogg
    |sound4=Painting place4.ogg
    |subtitle=Painting placed
    |source=neutral
    |description=When a painting is placed
    |id=entity.painting.place
    |translationkey=subtitles.entity.painting.place
    |volume=1.0
    |pitch=1.0
    |distance=16
    |foot=1}}
    
    {{Edition|Bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Item Frame break1.ogg
    |sound2=Item Frame break2.ogg
    |sound3=Item Frame break3.ogg
    |source=block
    |description=When a painting is broken or pops off
    |id=block.itemframe.break
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Item Frame add item1.ogg
    |sound2=Item Frame add item2.ogg
    |soumd3=Item Frame add item3.ogg
    |sound4=Item Frame add item4.ogg
    |source=block
    |description=When a painting is placed
    |id=block.itemframe.add_item
    |volume=1.0
    |pitch=1.0
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |firstcolumnname=Item
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Painting
    |spritetype=item
    |nameid=painting
    |form=item
    |foot=1}}
    {{ID table
    |edition=java
    |firstcolumnname=Entity
    |generatetranslationkeys=y
    |displayname=Painting
    |spritetype=entity
    |nameid=painting
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |firstcolumnname=Item
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Painting
    |spritetype=item
    |nameid=painting
    |id=357
    |form=item
    |foot=1}}
    {{ID table
    |edition=bedrock
    |firstcolumnname=Entity
    |shownumericids=y
    |generatetranslationkeys=y
    |displayname=Painting
    |spritetype=entity
    |nameid=painting
    |id=83
    |foot=1}}
    
    === Entity data ===
    
    Paintings have entity data that defines various properties of the entity.
    
    {{el|java}}:
    {{main|Entity format}}
    {{/ED}}
    
    {{el|bedrock}}:
    : See [[Bedrock Edition level format/Entity format]].
    
    == Video ==
    <div style="text-align:center">{{yt|M3vWDirTMek}}</div>
    
    == History ==
    {{History|java indev}}
    {{History||20100223|[[File:Painting JE1 BE1.png|32px]] Added paintings.
    |There are currently 19 canvases, which can be viewed at [[Java Edition history of textures/Paintings]].
    |The [[crafting]] recipe of paintings uses eight [[planks]].
    {{{!}} class{{=}}"collapsible collapsed"
    ! Recipe
    {{!}}-
    {{!}}
    {{Crafting Table
      |A1=Oak Planks
      |B1=Oak Planks
      |C1=Oak Planks
      |A2=Oak Planks
      |B2=Light Gray Wool
      |C2=Oak Planks
      |A3=Oak Planks
      |B3=Oak Planks
      |C3=Oak Planks
      |Output=Painting
    }}
    {{!}}}
    |Painting textures are currently stored on a [[texture atlas]] called <samp>[[kz.png]]</samp>.}}
    {{History|java infdev}}
    {{History||20100227-1|The [[crafting]] recipe has of paintings has been changed, so that it now uses [[stick]]s, rather than [[planks]].
    {{{!}} class{{=}}"collapsible collapsed"
    ! Recipe
    {{!}}-
    {{!}}
    {{Crafting Table
      |A1=Stick
      |B1=Stick
      |C1=Stick
      |A2=Stick
      |B2=Light Gray Wool
      |C2=Stick
      |A3=Stick
      |B3=Stick
      |C3=Stick
      |Output=Painting
    }}
    {{!}}}
    }}
    {{History|java alpha}}
    {{History||v1.1.1|Added five more painting canvases, for a total of 24.
    |The textures of two paintings have been changed.}}
    {{History|java beta}}
    {{History||1.2_01|Added a new painting, although it uses an untextured part of <samp>kz.png</samp> due to the painting texture not yet being implemented.}}
    {{History||1.3|The texture of the new painting, has been added to the part of <samp>kz.png</samp> displayed by the new painting.}}
    {{History||April 27, 2011|link=https://web.archive.org/web/20201111211000/https://notch.tumblr.com/post/4988431144/the-maps|Custom paintings are mentioned by [[Notch]].}}
    {{History||1.7.3|Paintings pushed by [[piston]]s now pop off.}}
    {{History|java}}
    {{History||1.4.2|snap=12w36a|Added new painting canvas 'Wither'.
    |Paintings can now be placed overlapping one another.}}
    {{History||1.8|snap=14w10a|Paintings can no longer be placed directly inside of each other.}}
    {{History||1.9|snap=15w49a|Paintings can no longer be destroyed by [[lightning]].}}
    {{History|||snap=15w50a|Added [[sound]]s for placing and breaking paintings: <code>entity.painting.place</code> and <code>entity.painting.break</code>.}}
    {{History||1.11|snap=16w32a|The [[entity]] ID for paintings has been changed from <code>Painting</code> to <code>painting</code>.}}
    {{History||1.12|snap=17w06a|Paintings now have a more intuitive placement system. When placed, a painting always uses the maximum possible amount of available space.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 321.}}
    {{History|||snap=18w02a|Paintings now use a [[resource location]] for their motive.}}
    {{History||1.14|snap=18w43a|[[File:Painting JE2 BE2.png|32px]] The [[item]] texture of paintings has been changed.}}
    {{History|||snap=19w07a|Paintings are now stored as individual image files instead of parts of a single large image file, and now support animations.}}
    {{History|||snap=19w11a|Shepherd [[villager]]s now [[trading|sell]] paintings.}}
    {{History||1.17|snap=21w11a|The painting back texture has been updated to be in line with the texture update.}}
    {{History||1.19|snap=22w16a|Added the four unused paintings from Bedrock Edition: "Earth", "Wind", "Fire", and "Water".|These paintings can only be added through a [[data pack]], or with the {{cmd|summon}} command.}}
    {{History||1.19.4|snap=23w06a|Added [[painting]] variants to "Functional Blocks" tab.|Paintings with pre-defined variant will now display author, title and size in description when hovered over.|The "Operator Utilities" tab now contains the four paintings that are not available in Survival mode.}}
    {{History||1.21|snap=TBA|Added 5 new paintings, one 1x1, one 2x1, one 2x2, one 3x2 and one 4x4}}
    
    
    }
    
    {{History|pocket alpha}}
    {{History||v0.5.0|[[File:Painting JE1 BE1.png|32px]] Added paintings.
    |There are currently 25 canvases, which can be viewed at [[Bedrock Edition history of textures/Paintings]].}}
    {{History||v0.8.0|snap=build 3|A new painting rendering has been added.{{info needed|What exactly changed?}}}}
    {{History||v0.12.1|snap=build 1|Paintings are no longer available from the [[nether reactor]].}}
    {{History||v0.15.0|snap=build 1|Paintings now have [[sound]]s when placed and broken.}}
    {{History|pocket}}
    {{History||1.0.7|Added new painting canvas 'Wither'.}}
    {{History|bedrock}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Painting JE2 BE2.png|32px]] The [[item]] texture of paintings has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Paintings can now be [[trading|bought]] from shepherd [[villager]]s.}}
    {{History||1.17.0|snap=beta 1.17.0.50|The painting back texture has been updated to be in line with the texture update.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Painting JE1 BE1.png|32px]] Added paintings.
    |There are currently 25 canvases, which can be viewed at [[Legacy Console Edition history of textures/Paintings]].}}
    {{History||xbox=TU11|The limit for paintings in a world has been increased. 
    |A message is now displayed when the maximum paintings are reached.}}
    {{History||xbox=TU14|ps=1.04|Added new painting canvas 'Wither'.}}
    {{History||xbox=TU43|xbone=CU33|ps=1.36|wiiu=Patch 13|Added [[sound]]s for paintings.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Painting JE2 BE2.png|32px]] The [[item]] texture of paintings has been changed.}}
    
    {{History|3ds}}
    {{History||0.1.0|[[File:Painting JE1 BE1.png|32px]] Added paintings.
    |There are currently 25 canvases, which can be viewed at [[New Nintendo 3DS Edition history of textures/Paintings]].}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == Trivia ==
    * On April 26, 2011, Notch stated that the automapping code can be used to share custom paintings and books in the future.<ref>{{tweet|notch|62970142207913984|The auto mapping code can be used to share custom paintings and books in the future. There's a hard cap on 65536 of each/world, though|April 26, 2011}}</ref>
    * The texture on the back of a painting is the same as the wooden planks texture, but with a yellowish color similar to that of [[chests]] (but slightly darker).
    * The "Skull on Fire" painting contains a Minecraft world in the background, which is based on a screenshot taken by the artist in [[Java Edition Alpha v1.1.2 01|Alpha 1.1.2_01]] (or earlier) on October 12, 2010, at 13:22:49 (UTC+2).<ref>{{cite|url=https://web.archive.org/web/20220928041338/https://imgur.com/HVhrbnH|title=The original (never publicly shared before) screenshot that Kristoffer Zetterstrand took and based his painting on.|website=Imgur}}</ref>
    **The seeds for this world are -1044887956651363087 and -6984854390176336655 (both are the same), standing at X=-249.65, Y=91, Z=-29.04.<ref>https://pastebin.com/fzAY9ES4</ref><ref>https://www.reddit.com/r/Minecraft/comments/iqg3ey/the_original_screenshot_seed_of_the_minecraft/</ref>
    * The "Skull on Fire" painting's texture was added in [[Java Edition Beta 1.3|Beta 1.3]]. However, the code for paintings to randomly display the part of the [[Kz.png]] texture that was to be occupied by the Burning Skull painting was added earlier, in [[Java Edition Beta 1.2_01|Beta 1.2_01]]. As there was nothing on this part of the texture except for a purple background grid, this is what would be displayed if the painting was randomly chosen, until the Burning Skull painting texture was actually added.
    * The original "Skull on Fire" painting was given to the winner of an official texture pack competition by Mojang.<ref>https://web.archive.org/web/20110110003612/http://www.webhallen.com:80/minecraft/</ref>
    
    == Gallery ==
    <gallery>
    File:Notch Painting Screenshot.png|The first image of paintings released by [[Notch]].
    File:Skull on Fire world.jpg|The original screenshot behind the "Skull on Fire" painting.
    File:Burning Skull Render.jpg|A render of the "Skull on Fire" painting that [[Kristoffer Zetterstrand]] used as a reference image.
    File:Skull on Fire IRL.jpg|The original "Skull on Fire" painting being painted.
    File:Burning Skull JE1.png|The "Skull on Fire" painting as it appeared between versions [[Java Edition Beta 1.2_01|Beta 1.2_01]] and [[Java Edition Beta 1.2_02|Beta 1.2_02]], prior to its texture being added in [[Java Edition Beta 1.3|Beta 1.3]].
    </gallery>
    
    === Renders ===
    <gallery>
    Alban.png | Albanian
    Aztec.png | de_aztec
    Aztec2.png | de_aztec
    Bomb.png | Target Successfully Bombed
    Kebab.png | Kebab med tre pepperoni
    Plant.png | Paradisträd
    Wasteland.png | Wasteland
    Courbet.png | Bonjour Monsieur Courbet
    Creebet.png | Creebet
    Pool.png | The Pool
    Sea.png | Seaside
    Sunset.png | sunset_dense
    Graham.png | Graham
    Wanderer.png | Wanderer
    Bust.png | Bust
    Match.png | Match
    Skull and Roses.png | Skull and Roses
    Stage.png | The Stage Is Set
    Void.png | The void
    Wither (painting).png | Wither
    Fighters.png | Fighters
    Donkey Kong.png | Kong
    Skeleton (painting).png | Mortal Coil
    Burning Skull.png | Skull On Fire
    Pigscene.png | Pigscene
    Pointer.png | Pointer
    Earth BE2.png | Earth
    Fire BE2.png | Fire
    Water BE2.png | Water
    Wind BE2.png | Wind
    </gallery>
    
    == See also ==
    * [[Item Frame]]
    * [[Bedrock Edition unused features#Paintings|Unused paintings]]
    * [[Kz.png]]
    * [[Kristoffer Zetterstrand]]
    
    == References ==
    {{reflist}}
    
    == External links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory-painting Taking Inventory: Painting] – Minecraft.net on January 18, 2019
    
    {{items}}
    {{entities}}
    
    [[cs:Obraz]]
    [[de:Gemälde]]
    [[es:Cuadro]]
    [[fr:Tableau]]
    [[hu:Festmény]]
    [[it:Quadro]]
    [[ja:絵画]]
    [[ko:그림]]
    [[nl:Schilderij]]
    [[pl:Obraz]]
    [[pt:Quadro]]
    [[ru:Картина]]
    [[th:ภาพวาด]]
    [[uk:Картина]]
    [[zh:画]]</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>[[Scute|Scute]]<br/>{{about|the item used to craft turtle shell helmets|the helmet|Turtle Shell}}
    {{Item
    | image = Scute.png
    | renewable = Yes
    | stackable = Yes (64)
    |title=Turtle scute}}
    
    '''Turtle Scutes''' are [[item]]s that baby [[turtle]]s drop when they grow into adults. They can be used to craft [[turtle shell]]s which can be used to brew the [[potion of the Turtle Master]].
    
    == Obtaining ==
    
    === Mob loot ===
    
    Baby [[turtle]]s drop a single scute when they grow up into adults, which is the only way possible to obtain the [[item]].
    
    == Usage ==
    
    Scutes can be crafted into [[turtle shell]]s.
    
    === Crafting ingredient ===
    
    {{crafting usage}}
    
    === Repairing ===
    Scutes are the [[repair]] items for the turtle [[armor material]], and thus can be used to repair [[turtle shell]]s in an [[anvil]].
    
    === Trading ===
    Expert-level cleric [[villager]]s have a {{frac|2|3}} chance to buy 4 scutes for an [[emerald]] as part of their [[trading|trades]].{{only|java}}
    
    Expert-level cleric villagers have a 50% chance to buy 4 scutes for an emerald as part of their seventh trades.{{only|bedrock}}
    
    Expert-level leatherworker villagers buy 4 scutes for an emerald as part of their trades.
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Scute
    |spritetype=item
    |nameid=scute
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Scute
    |spritetype=item
    |nameid=scute
    |aliasid=turtle_shell_piece
    |id=572
    |form=item
    |translationkey=item.turtle_shell_piece.name
    |foot=1}}
    
    == History ==
    
    {{History|java}}
    {{History||1.13|snap=18w07a|[[File:Scute JE1 BE1.png|32px]] Added turtle shell pieces.}}
    {{History|||snap=18w07b|"Turtle Shell Pieces" have now been renamed to "Scutes."}}
    {{History||1.14|snap=19w11a|Cleric and leatherworker [[villager]]s now [[trading|buy]] scutes.}}
    
    {{History|bedrock}}
    {{History||1.5.0|snap=beta 1.5.0.4|[[File:Scute JE1 BE1.png|32px]] Added scutes.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Scutes can be [[trading|sold]] to cleric and leatherworker [[villager]]s.}}
    
    {{History|console}}
    {{History||xbox=TU69|ps=1.76|wiiu=Patch 38|[[File:Scute JE1 BE1.png|32px]] Added scutes.}}
    {{history|foot}}
    
    == Issues ==
    {{issue list}}
    
    == Trivia ==
    * Scutes used to be called "Turtle Shell Pieces", they were renamed after it was pointed out that "Scute" was a more technical term.<ref>https://www.reddit.com/r/minecraftsuggestions/comments/7xnp2o/rename_turtle_shell_pieces_to_scutes/</ref>
    
    == References ==
    {{reflist}}
    
    {{Items}}
    
    [[Category:Renewable resources]]
    
    [[de:Hornschild]]
    [[es:Escama de tortuga]]
    [[fr:Écaille de tortue]]
    [[ja:カメのウロコ]]
    [[ko:인갑]]
    [[lzh:鱗]]
    [[pl:Tarczka]]
    [[pt:Escama de tartaruga]]
    [[ru:Щиток]]
    [[th:เกล็ดเต่า]]
    [[uk:Черепок]]
    [[zh:鳞甲]]</li><li>[[Fire Charge|Fire Charge]]<br/>{{ItemEntity
    |image=Fire Charge.png
    |invimage=Fire Charge
    |durability=
    |renewable=Yes
    |stackable=Yes (64)
    |networkid='''[[JE]]''': 64
    }}
    
    '''Fire charges''' are items that can be {{control|used}} as a single-use version of a [[flint and steel]] or shot as a [[small fireball]] from a [[dispenser]].
    
    == Obtaining ==
    === Chest loot ===
    {{LootChestItem|fire-charge}}
    
    === Crafting ===
    {{Crafting
    |Blaze Powder
    |Coal; Charcoal
    |Gunpowder
    |Output= Fire Charge, 3
    |type= Miscellaneous
    }}
    
    === Bartering ===
    [[Piglin]]s may [[barter]] 1 fire charge when given a [[gold ingot]].
    
    == Usage ==
    [[File:Natural Fire Charge.png|200px|thumb|Dispensing Fire Charge]]
    
    Fire charges can be used as ammunition for [[dispenser]]s, or as a substitute for [[flint and steel]].
    
    When used, it instantly places a [[fire]], similar to flint and steel. The fire charge is consumed in the process. It can prime [[TNT]], light [[Nether portal|nether portals]], [[Campfire|campfires]], [[Candle|candles]], [[Cake|cakes with candles]] and [[creeper]]s{{only|JE}} like flint and steel.
    
    When a fire charge is fired from a dispenser, it shoots a [[small fireball]].
    
    === Crafting ingredient ===
    
    {{crafting usage}}
    
    == Sounds ==
    {{edition|java}}:
    {{Sound table
    |rowspan=4
    |sound=Ghast fireball4.ogg
    |subtitle=Ghast shoots
    |source=hostile
    |description=When a fireball is shot by a ghast
    |id=entity.ghast.shoot
    |translationkey=subtitles.entity.ghast.shoot
    |volume=10.0
    |pitch=0.8-1.2
    |distance=16 {{verify}}}}
    {{Sound table
    |subtitle=Blaze shoots <ref group=sound name=LousyEvents>{{Bug|MC-98316||Wrong subtitles caused by missing distinction}}</ref>
    |source=hostile
    |description=When a fire charge is fired from a dispenser or a blaze
    |id=entity.blaze.shoot|idnote=<ref group=sound name=LousyEvents/>
    |translationkey=subtitles.entity.blaze.shoot|translationkeynote=<ref group=sound name=LousyEvents/>
    |volume=2.0
    |pitch=0.8–1.2
    |distance=32}}
    {{Sound table
    |subtitle=Fireball whooshes
    |source=block
    |description=When a fire charge is used by hand
    |id=item.firecharge.use|idnote=<ref group=sound name=nounderscore>{{bug|MC-177457}}</ref>
    |translationkey=subtitles.item.firecharge.use|translationkeynote=<ref group=sound name=nounderscore/>
    |volume=1.0
    |pitch=0.8-1.2
    |distance=16}}
    {{Sound table
    |subtitle=Fireball whooshes
    |source=hostile
    |description=When a fire charge is used to light a creeper
    |id=item.firecharge.use|idnote=<ref group=sound name=nounderscore/>
    |translationkey=subtitles.item.firecharge.use|translationkeynote=<ref group=sound name=nounderscore/>
    |volume=1.0
    |pitch=0.8-1.2
    |distance=16
    |foot=1}}
    
    {{edition|bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Ghast fireball4.ogg
    |source=hostile
    |description=When something shoots or uses a fire charge
    |id=mob.ghast.fireball
    |volume=1.0
    |pitch=1.0
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Fire Charge
    |spritetype=item
    |nameid=fire_charge
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |showaliasids=y
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Fire Charge
    |spritetype=item
    |nameid=fire_charge
    |aliasid=fireball
    |id=509
    |form=item
    |translationkey=item.fireball.name
    |foot=1}}
    
    === Entity data ===
    {{main|Small Fireball#Entity data}}
    
    == Achievements ==
    {{Load achievements|Into the Nether}}
    
    == Advancements ==
    {{load advancements|We Need to Go Deeper}}
    
    == Video ==
    <div style="text-align:center">{{yt|IiCTxsHg6SQ}}</div>
    
    == History ==
    {{for|information pertaining to smallmfireballs (which fire charges produce when shot from a dispenser)|Small Fireball#History}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease|[[File:Fire Charge JE1 BE1.png|32px]] Added the fire charge texture. It is currently only used by [[fireball]]s and [[small fireball]]s, both of which are entities, and is not used by any items.}}
    {{History||1.2.1|snap=12w04a|Added fire charges, which use the above texture. They can be crafted only with [[coal]].}}
    {{History|||snap=12w05a|Fire charges can now be crafted with charcoal.}}
    {{History||1.4.2|snap=12w38b|The [[sound]] when using the fire charge has now been changed; it now uses the same sound as [[flint and steel]].}}
    {{History||1.4.6|snap=12w49a|Fire charges can now be used to craft [[Firework Rocket|fireworks]].}}
    {{History||1.8|snap=14w31a|The sound when using fire charges to set fire has now been changed; it now uses the same sound as when fired from [[dispenser]]s.}}
    {{History||1.9|snap=15w33c|Fire charges now appear purple and explode with [[dragon's breath]] when fired from dispensers. Whether a true dragon fireball entity is created or if this effect is purely visual is unknown.}}
    {{History|||snap=15w44b|Fire charges once again appear as [[small fireball]]s when fired from dispensers.}}
    {{History||1.11|snap=16w40a|The <code>life</code> tag is no longer used for anything, but still saved/read.{{info needed|Is this even relevant to the fire charge, or is it a remnant from the blaze page or something?}}}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 385.}}
    {{History||1.14|snap=18w43a|[[File:Fire Charge JE2 BE2.png|32px]] The texture of fire charges has now been changed.}}
    {{History||1.15|snap=19w42a|Dispensed fire charges{{info needed|as in the fireball, or a dispenser facing straight into a campfire?}} can now light campfires.}}
    {{History||1.16|snap=20w07a|Fire charges have a {{frac|5|109}} (~4.59%) chance of being given by the new [[piglin]]s when [[bartering]], in a stack size of 1.}}
    {{History|||snap=20w09a|Fire charges now have a {{frac|20|226}} (~8.85%) chance of being given by piglins when bartering, in a stack size of 1–5.}}
    {{History|||snap=20w10a|Fire charges now have a {{frac|40|411}} (~9.73%) chance of being given by piglins when bartering, in a stack size of 1–5.}}
    {{History|||snap=20w11a|Fire charges now have a {{frac|40|417}} (~9.59%) chance of being given by piglins when bartering, in a stack size of 1–5.}}
    {{History|||snap=20w13a|Fire charges now have a {{frac|40|424}} (~9.43%) chance of being given by piglins when bartering, in a stack size of 1–5.}}
    {{History|||snap=20w16a|Fire charges now generate in [[ruined portal]] chests.}}
    {{History|||snap=20w20a|Fire charges now have a {{frac|40|423}} (~9.46%) chance of being given by piglins when bartering, in a stack size of 1–5.}}
    {{History||1.16.2|snap=20w28a|Fire charges now have a {{frac|40|459}} (~8.71%) chance of being given by piglins when bartering, in a stack size of 1.}}
    {{History||1.19.3|snap=Pre-release 2|Fire charges can now be {{control|use|text=used}} to forcibly detonate [[creeper]]s.<ref>{{bug|MC-185618|||Fixed}}</ref>}}
    {{History||1.19.4|snap=23w06a|Added the [[fire charge]] to the "Ingredients" tab in the creative inventory.}}
    
    {{History|pocket alpha}}
    {{History||v0.15.0|snap=build 1|[[File:Fire Charge JE1 BE1.png|32px]] Added fire charges.}}
    {{History|bedrock}}
    {{History||1.2.0|snap=beta 1.2.0.2|Fire charges can now be used to craft [[firework star]]s.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Fire Charge JE2 BE2.png|32px]] The texture of fire charges has now been changed.}}
    {{History||1.16.0|snap=beta 1.16.0.57|Fire charges can now be obtained from bartering with piglin.
    |Fire charges can now be found in [[ruined portal]] chests.}}
    {{History||1.16.100|snap=beta 1.16.100.56|The ID of fire charges has been changed from <code>fireball</code> to <code>fire_charge</code>.}}
    
    {{History|console}}
    {{History||xbox=TU9|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Fire Charge JE1 BE1.png|32px]] Added fire charges.}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|Fire charges now make [[sound]]s when igniting [[block]]s.}}	
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Fire Charge JE2 BE2.png|32px]] The texture of fire charges has now been changed.}}
    
    {{History|3ds}}
    {{History||0.1.0|[[File:Fire Charge JE1 BE1.png|32px]] Added fire charges.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == Gallery ==
    <gallery>
    GodPortal.png|A fire charge found in a [[ruined portal]] chest, together with an [[enchanted golden apple]].
    </gallery>
    
    == See also ==
    * [[Flint and Steel]]
    * [[Dragon Fireball]]
    * [[Ghast]]
    
    == References ==
    {{reflist}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory-fire-charge Taking Inventory: Fire Charge] – Minecraft.net on January 11, 2019
    
    {{Items}}
    
    [[Category:Recipe using Charcoal]]
    
    [[cs:Ohnivá koule]]
    [[de:Feuerkugel]]
    [[es:Carga ígnea]]
    [[fr:Boule de feu]]
    [[hu:Tűzgolyó]]
    [[ja:ファイヤーチャージ]]
    [[ko:화염구]]
    [[nl:Vuurbal]]
    [[pl:Ognista kula]]
    [[pt:Bola de fogo]]
    [[ru:Огненный шар]]
    [[th:ลูกไฟ]]
    [[zh:火焰弹]]</li></ul>
    beta 1.12.0.2The new zombie villagers now have sounds.
    1.13.0
    {{Extension DPL}}<ul><li>[[Nautilus Shell|Nautilus Shell]]<br/>{{Item
    | type =
    | stackable = Yes (64)
    | renewable = Yes
    }}
    
    A '''nautilus shell''' is an item that is used for crafting [[conduit]]s.
    
    ==Obtaining==
    ===Fishing===
    {{main|Fishing#Junk and treasure}}
    Nautilus shells can be rarely obtained as a treasure item from fishing. The drop chances of nautilus shells slightly increase with each level of [[Luck of the Sea]] on the [[player]]'s [[fishing rod]].
    
    ===Mob loot===
    [[Drowned]] have a 3%{{only|java|short=1}} or 8%{{only|bedrock|short=1}} chance to spawn with a nautilus shell in their off-hand, and this nautilus shell always drops upon [[death]].
    
    ===Trading===
    [[Wandering trader]]s may [[trading|sell]] a nautilus shell for 5 [[emerald]]s each, but they only sell 5 of them at a time.
    
    ==Usage==
    {{IN|bedrock}}, a nautilus shell is one of the few items that can be held in the off-hand.
    
    ===Crafting ingredient===
    {{crafting usage}}
    
    === Trading ===
    Nautilus shells can be given to trident-wielding drowned with a chance for the drowned to pick up the shell and drop the trident.<sup>[''[[Bedrock Edition]] only'']</sup>
    
    ==Data values==
    ===ID===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Nautilus Shell
    |spritetype=item
    |nameid=nautilus_shell
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Nautilus Shell
    |spritetype=item
    |nameid=nautilus_shell
    |id=570
    |form=item
    |foot=1}}
    
    ==History==
    {{History|java}} 
    {{History||1.13|snap=18w15a|[[File:Nautilus Shell JE1 BE2.png|32px]] Added nautilus shells.}}
    {{History||1.14|snap=19w05a|Added [[Wandering Trader|wandering trader]]s, which sell nautilus shells.}}
    
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.20.1|[[File:Nautilus Shell BE1.png|32px]] Added nautilus shells.}}
    {{History|||snap=beta 1.2.20.2|[[File:Nautilus Shell JE1 BE2.png|32px]] The texture of nautilus shells has now been changed.}}
    {{History||1.5.0|snap=beta 1.5.0.0|[[Drowned]] now sometimes spawn holding a nautilus shell.
    |Nautilus shells are no longer behind [[Experimental Gameplay]].}}
    {{History|||snap=beta 1.5.0.1|Nautilus shells can now be used to craft [[conduit]]s.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Nautilus shells can now be obtained from [[trading]] with [[wandering trader]]s.}}
    
    {{History|console}}
    {{History||xbox=TU69|ps=1.76|wiiu=Patch 38|[[File:Nautilus Shell JE1 BE2.png|32px]] Added nautilus shells.}}
    {{History||xbox=none|ps=1.91|wiiu=none|Nautilus shells can now be obtained from [[trading]] with [[wandering trader]]s.}}
    {{History|foot}}
    
    ==Issues==
    {{issue list}}
    
    ==Trivia==
    *[[wikipedia:Nautilus|Nautilus]]es are animals that occupy deep oceans in the real world. However, they are absent in Minecraft and there are currently no plans to add nautilus [[mob]]s into the game.
    *Because {{el|bedrock}} allows for Nautilus shells to be held in the off-hand (since drowned hold them), they are the only item in that version that can be put in the off-hand slot without having a specific function.
    
    {{items}}
    
    [[de:Nautilusschale]]
    [[es:Caparazón de nautilo]]
    [[fr:Coquille de nautile]]
    [[it:Conchiglia di nautilus]]
    [[ja:オウムガイの殻]]
    [[ko:앵무조개 껍데기]]
    [[nl:Nautilusschelp]]
    [[pl:Muszla łodzika]]
    [[pt:Concha de náutilo]]
    [[ru:Раковина наутилуса]]
    [[th:เปลือกหอยงวงช้าง]]
    [[uk:Мушля наутилуса]]
    [[zh:鹦鹉螺壳]]
    [[Category:Renewable resources]]</li><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></ul>
    beta 1.13.0.1The old zombie villagers no longer spawn naturally. However, they still exist.
    1.16.0
    {{Extension DPL}}<ul><li>[[Rabbit's Foot|Rabbit's Foot]]<br/>{{Item
    | image = Rabbit's Foot.png
    |type=
    | renewable = Yes
    | stackable = Yes (64)
    }}
    A '''rabbit's foot''' is a [[brewing]] item obtained from [[rabbit]]s.
    
    == Obtaining ==
    
    === Mob loot ===
    Each [[rabbit]] has a 10% chance to drop a rabbit's foot when killed by the [[player]]. This chance can be increased by 3% per level using a sword enchanted with [[Looting]].
    
    A [[fox]] sometimes spawns with a rabbit's foot in its mouth, which always drops upon death. Alternatively, the player can drop a [[food]] item, which causes the fox to drop the rabbit's foot.
    
    === Cat gifts ===
    {{main|Cat#Gifts}}
    A tamed [[cat]] has a 70% chance of giving the player a gift when the player wakes up from a [[bed]], and the gift has a 16.13% chance to be a rabbit's foot.
    
    == Usage ==
    
    === Brewing ingredient ===
    
    {{Brewing
      |head=1
      |Rabbit's Foot
      |Mundane Potion
      |base=Water Bottle
    }}
    {{brewing
      |foot=1
      |showname=1
      |Rabbit's Foot
      |Potion of Leaping
    }}
    
    === Trading ===
    Journeyman-level cleric [[villager]]s buy rabbit's feet for an [[emerald]] as part of their trade: {{in|java}} they buy 2, and {{in|bedrock}} they buy 4.
    
    == Video ==
    
    <div style="text-align:center">{{yt|Ba3QN3uCniU}}</div>
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Rabbit's Foot
    |spritetype=item
    |nameid=rabbit_foot
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Rabbit's Foot
    |spritetype=item
    |nameid=rabbit_foot
    |id=528
    |form=item
    |foot=1}}
    
    == History ==
    
    {{History|java}}
    {{History||1.8|snap=June 30, 2014|slink=https://twitter.com/TheMogMiner/status/483636993780232192|[[Ryan Holtz]] tweeted images of a rabbit's foot with some other new [[item]]s.}}
    {{History|||snap=14w27a|[[File:Rabbit's Foot JE1.png|32px]] Added rabbit's foot.
    |Added the [[potion of Leaping]]; it is [[brewing|brewed]] by adding a rabbit's foot to an [[awkward potion]]. The rabbit's foot also creates the [[mundane potion]] when brewed into a [[water bottle]].}}
    {{History|||snap=14w33b|[[File:Rabbit's Foot JE2 BE1.png|32px]] The texture of the rabbit's foot has been changed. The new texture was created by [[wikipedia:Reddit|Reddit]] user [http://www.reddit.com/u/zeldahuman zeldahuman].<ref>{{reddit|2bjzes/a_reminder_of_the_blocks_and_items_added_in_18_so|cj69zie|context=3}}</ref><ref>{{reddit|2c5f35/minecraft_snapshot_14w31a_has_been_released|cjct7gb}}</ref>}}
    {{History||1.8.1|snap=pre1|Potions of Leaping, which use rabbit's foot, can now be extended using [[redstone]].}}
    {{History||1.9|snap=15w46a|The drop rate of rabbit's foot has been quadrupled.{{more info|Before/After rates}}}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 414.}}
    {{History||1.14|snap=18w43a|[[File:Rabbit's Foot JE3 BE2.png|32px]] The texture of rabbit's foot has been changed.}}
    {{History|||snap=18w44a|[[Cat]]s now offer rabbit's feet as [[Cat#Gifts|gifts]].}}
    {{History|||snap=19w07a|Added [[fox]]es, which sometimes spawn with rabbit's feet in their mouths.}}
    {{History|||snap=19w11a|Cleric [[villager]]s now [[trading|buy]] rabbit's feet.}}
    
    {{History|pocket alpha}}
    {{History||v0.12.1|snap=build 1|[[File:Rabbit's Foot JE2 BE1.png|32px]] Added rabbit's foot to the [[Creative]] mode [[inventory]].}}
    {{History||v0.13.0|snap=build 1|Rabbit's foot can now be obtained as a rare [[drops|drop]] upon killing [[rabbit]]s.
    |Rabbit's foot can now be [[brewing|brewed]] to make [[potions of Leaping]].}}
    {{History|bedrock}}
    {{History||1.8.0|snap=beta 1.8.0.8|Tamed [[cat]]s can now give the [[player]] rabbit's foot as a gift.}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Rabbit's Foot JE3 BE2.png|32px]] The texture of rabbit's foot has been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.4|Rabbit's foot can now be [[trading|sold]] to cleric [[villager]]s.}}
    {{History||1.13.0|snap=beta 1.13.0.1|Added [[fox]]es, which can [[drops|drop]] rabbit's foot.}}
    
    {{History|console}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|switch=1.0.1|[[File:Rabbit's Foot JE2 BE1.png|32px]] Added rabbit's foot.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Rabbit's Foot JE3 BE2.png|32px]] The texture of rabbit's foot has been changed.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Rabbit's Foot JE2 BE1.png|32px]] Added rabbit's foot.}}
    {{History|foot}}
    
    == Issues ==
    {{issue list}}
    
    == Trivia ==
    * The superstition that [[wikipedia:Rabbit's_foot|a rabbit's foot is a lucky charm]] applies equally to Minecraft as it does in the real world: it does not actually increase luck.
    
    == Gallery ==
    <gallery>
    Rabbit Items 4 Ryan Holtz.png|First image of the item by [[Ryan Holtz]].
    Rabbit Items 5 Ryan Holtz.png|Ryan Holtz brewing the item into a potion.
    Rabbit Items 6 Ryan Holtz.png|Ryan Holtz enhancing the potion.
    </gallery>
    
    == References ==
    {{reflist}}
    
    == External Links ==
    *[https://www.minecraft.net/en-us/article/taking-inventory--rabbit-s-foot Taking Inventory: Rabbit's Foot] – Minecraft.net on May 3, 2019
    
    {{items}}
    
    [[de:Hasenpfote]]
    [[es:Pata de conejo]]
    [[fr:Patte de lapin]]
    [[it:Zampa di coniglio]]
    [[ja:ウサギの足]]
    [[ko:토끼발]]
    [[nl:Konijnenpootje]]
    [[pl:Królicza łapka]]
    [[pt:Pé de coelho]]
    [[ru:Кроличья лапка]]
    [[uk:Кроляча лапка]]
    [[zh:兔子脚]]
    [[Category:Renewable resources]]
    [[Category:Brewing recipe]]</li><li>[[Lingering Potion|Lingering Potion]]<br/>{{about|throwable potions that leave a lingering area of effect|the throwable potions without a lingering effect|Splash Potion|the drinkable potions|Potion}}
    {{Item
    | image = <gallery>
    Lingering Water Bottle.png | Water Bottle
    Uncraftable Lingering Potion.png | Uncraftable
    </gallery>
    | extratext = View [[#Gallery|all renders]]
    | renewable = Uncraftable, Luck{{only|java|short=1}}, Decay{{only|bedrock|short=1}}: No<br>
    All others: Yes
    | stackable = No
    }}
    
    '''Lingering potions''' are variants of [[splash potion]]s that can be thrown to leave clouds with [[status effect]]s that linger on the ground in an area. 
    
    == Obtaining ==
    
    === Brewing ===
    {{main|Brewing}}
    
    {{brewing
      |Dragon's Breath
      |Any Lingering Potion
      |ingredients=[[Dragon's Breath]] + <br>Any [[Splash Potion]]
    }}
    
    == Usage ==
    
    === Creating area effect clouds ===
    Lingering potions are thrown, like [[splash potion]]s, by {{control|using}} them. On impact they explode, creating a cloud. The cloud is made of the potion particles corresponding to the potion that was thrown.  
    
    The cloud starts with a radius of 3 blocks, decreasing to 0 over the course of 30 seconds. During the cloud's existence, any player or mob that walks into it after the first second gets the corresponding status effect; this decreases the radius by a {{frac|1|2}} block immediately, reducing the cloud's lifespan by 5 seconds.
    
    For effects with duration, the duration applied by the cloud is {{frac|1|4}} that of the corresponding [[potion]]. For effects without duration such as healing or harming, the potency of the effect is {{frac|1|2}} that of the corresponding potion.
    
    The effect may be applied consecutively if the player or mob remains in the cloud. For example, a player throwing the Lingering Potion of Healing II straight down consumes the cloud within a few seconds while being healed 5 times for a total of {{hp|20}} health. As far as healing is concerned, this makes the lingering potion much more powerful than the regular or splash potion, provided that the player is away from other mobs or players.
    
    Lingering potions can also be thrown out of [[dispenser]]s like splash potions.
    
    === Lingering water bottle ===
    Like the [[Splash potion#Splash water bottles|splash water bottle]], a lingering water bottle puts out fire and damages endermen and blazes by {{hp|1}}. It creates no effect cloud.
    
    ==== Mud ====
    
    Lingering water bottles can be {{control|used}} on [[dirt]], [[coarse dirt]], or [[rooted dirt]] to turn it into [[mud]].
    
    === Crafting ingredient ===
    
    {{crafting usage|Lingering Potion, Lingering Water Bottle|match=any}}
    
    === Filling cauldrons ===
    
    {{IN|bedrock}}, using a lingering potion on a cauldron adds one level of that potion to the cauldron. Attempting to add a lingering potion to a cauldron with water, dyed water or a non-matching potion empties the cauldron and creates an explosion sound (but no actual explosion).
    
    === Uncraftable lingering potion ===
    
    {{IN|java}}, the uncraftable potion is a splash potion with no effect that is unobtainable in regular gameplay. It is also available in potion and splash potion forms, as well as for tipped arrows.
    
    It can be obtained using the following command: {{cmd|give @s minecraft:lingering_potion{Potion:"minecraft:empty"} }}. It is also obtained any time a potion has invalid or missing potion effect tags, and thus serves as a placeholder.
    
    {| class="wikitable" style="text-align: center;" data-description="Unused potions"
    ! Icon
    ! Name
    |-
    | {{Slot|Uncraftable Lingering Potion|link=none}}
    ! Uncraftable Lingering Potion
    |}
    
    == Custom effects ==
    
    {{IN|java}}, lingering potions can be obtained with any status effect using {{cmd|give}} and the tag {{code|CustomPotionEffects}}, which is an array of effects for the potion. See [[Item format#Potion Effects]] for more information, and [[status effect]] for a list of effects and IDs.
    
    == Sounds ==
    {{edition|java}}:<br>
    Lingering potions use the Friendly Creatures sound category for entity-dependent sound events.
    {{Sound table
    |sound=Glass dig1.ogg
    |sound2=Glass dig2.ogg
    |sound3=Glass dig3.ogg
    |subtitle=Bottle smashes
    |source=neutral
    |description=When a lingering potion impacts something
    |id=entity.splash_potion.break
    |translationkey=subtitles.entity.potion.splash
    |volume=1.0
    |pitch=0.9-1.0
    |distance=16}}
    {{Sound table
    |rowspan=2
    |sound=Bow shoot.ogg
    |subtitle=Bottle thrown
    |source=neutral
    |description=When a lingering potion is thrown by a player
    |id=entity.lingering_potion.throw
    |translationkey=subtitles.entity.potion.throw
    |volume=0.5
    |pitch={{frac|1|3}}-0.5
    |distance=16}}
    {{Sound table
    |subtitle=Dispensed item
    |source=block
    |description=When a lingering potion is dispensed by a [[dispenser]]
    |id=block.dispenser.launch
    |translationkey=subtitles.block.dispenser.dispense
    |volume=1.0
    |pitch=1.2
    |distance=16
    |foot=1}}
    
    {{edition|bedrock}}:
    {{Sound table
    |type=bedrock
    |sound=Glass dig1.ogg
    |sound2=Glass dig2.ogg
    |sound3=Glass dig3.ogg
    |source=block
    |description=When a splash potion impacts something
    |id=random.glass
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |rowspan=2
    |sound=Bow shoot.ogg
    |source=player
    |description=When a splash potion is thrown by a player
    |id=random.bow
    |volume=0.5
    |pitch=0.33-0.5}}
    {{Sound table
    |source=player
    |description=When a splash potion is dispensed from a dispenser
    |id=random.bow
    |volume=1.0
    |pitch=0.83-1.25
    |foot=1}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Lingering Potion
    |spritetype=item
    |nameid=lingering_potion
    |form=item
    |translationkey=item.minecraft.lingering_potion,item.minecraft.lingering_potion.effect.empty,item.minecraft.lingering_potion.effect.water,item.minecraft.lingering_potion.effect.mundane,item.minecraft.lingering_potion.effect.thick,item.minecraft.lingering_potion.effect.awkward,item.minecraft.lingering_potion.effect.night_vision,item.minecraft.lingering_potion.effect.invisibility,item.minecraft.lingering_potion.effect.leaping,item.minecraft.lingering_potion.effect.fire_resistance,item.minecraft.lingering_potion.effect.swiftness,item.minecraft.lingering_potion.effect.slowness,item.minecraft.lingering_potion.effect.water_breathing,item.minecraft.lingering_potion.effect.healing,item.minecraft.lingering_potion.effect.harming,item.minecraft.lingering_potion.effect.poison,item.minecraft.lingering_potion.effect.regeneration,item.minecraft.lingering_potion.effect.strength,item.minecraft.lingering_potion.effect.weakness,item.minecraft.lingering_potion.effect.levitation,item.minecraft.lingering_potion.effect.luck,item.minecraft.lingering_potion.effect.turtle_master,item.minecraft.lingering_potion.effect.slow_falling
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Lingering Potion
    |spritetype=item
    |nameid=lingering_potion
    |id=562
    |form=item
    |translationkey=potion.emptyPotion.linger.name,potion.mundane.linger.name,potion.mundane.extended.linger.name,potion.thick.linger.name,potion.awkward.linger.name,potion.nightVision.linger.name,potion.invisibility.linger.name,potion.jump.linger.name,potion.fireResistance.linger.name,potion.moveSpeed.linger.name,potion.moveSlowdown.linger.name,potion.heal.linger.name,potion.harm.linger.name,potion.poison.linger.name,potion.regeneration.linger.name,potion.damageBoost.linger.name,potion.weakness.linger.name,potion.wither.linger.name,potion.turtleMaster.linger.name,potion.slowFalling.linger.name
    |foot=1}}
    
    === Item data ===
    
    <div class="treeview">
    * {{nbt|compound|tag}}: The item's '''tag''' tag.
    {{:Player.dat_format/Potion}}
    </div>
    
    === Thrown potion ===
    {{Entity
    | title = Thrown lingering potion
    | networkid = '''[[JE]]''': 73
    }}
    
    ==== ID ====
    {{edition|java}}:
    {{ID table
    |generatetranslationkeys=java
    |displayname=Lingering Potion
    |spritetype=entity
    |nameid=potion
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |shownumericids=y
    |generatetranslationkeys=bedrock
    |displayname=Lingering Potion
    |spritetype=entity
    |nameid=lingering_potion
    |id=101
    |foot=1}}
    
    ==== Entity Data ====
    {{see also|Chunk format|Potions#Data values|title2=Potion data values}}
    Lingering potions when thrown have entity data that define various properties of the entity.
    
    {{:Splash Potion/ED}}
    
    === Area Effect Cloud ===
    
    {{Entity
    | title = Area Effect Cloud
    | image = Area Effect Cloud.png 
    |imagesize=290px
    }}
    ==== ID ====
    {{edition|java}}:
    {{ID table
    |generatetranslationkeys=java
    |displayname=Area Effect Cloud
    |spritetype=entity
    |nameid=area_effect_cloud
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |shownumericids=y
    |generatetranslationkeys=bedrock
    |displayname=Area Effect Cloud
    |spritetype=entity
    |nameid=area_effect_cloud
    |id=95
    |foot=1}}
    
    ==== Entity data ====
    {{see also|Chunk format}}
    
    The cloud that is created when: lingering potions are thrown; [[creeper]]s with potion effects explode; [[Ender Dragon#Dragon_Fireball|dragon fireballs]] hit the ground, is an entity, which has entity data that defines the properties of the entity.
    
    {{/ED}}
    
    ==Advancements==
    
    {{Load advancements|Zombie Doctor;A Furious Cocktail;How Did We Get Here?;Bullseye}}
    
    == History ==
    {{Info needed section|Lingering Potion of Decay; Lingering Potion of Weakness; Uncraftable Lingering Potion}}
    {{History|java}}
    {{History||1.9|snap=15w33a|[[File:Lingering Potion of Night Vision JE1 BE1.png|32px]] [[File:Lingering Potion of Invisibility JE1 BE1.png|32px]] [[File:Lingering Potion of Leaping JE1 BE1.png|32px]] [[File:Lingering Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Lingering Potion of Swiftness JE1 BE1.png|32px]] [[File:Lingering Potion of Slowness JE1 BE1.png|32px]] [[File:Lingering Potion of Water Breathing JE1 BE1.png|32px]] [[File:Lingering Potion of Healing JE1 BE1.png|32px]] [[File:Lingering Potion of Harming JE1 BE1.png|32px]] [[File:Lingering Potion of Poison JE1 BE1.png|32px]] [[File:Lingering Potion of Regeneration JE1 BE1.png|32px]] [[File:Lingering Potion of Strength JE1 BE1.png|32px]] [[File:Lingering Potion of Weakness JE1 BE1.png|32px]] [[File:Lingering Potion of Luck JE1.png|32px]] Added lingering potions.
    |[[File:Lingering Water Bottle JE1 BE1.png|32px]] [[File:Lingering Water Bottle JE1 BE1.png|32px]] [[File:Lingering Water Bottle JE1 BE1.png|32px]] [[File:Lingering Water Bottle JE1 BE1.png|32px]] Added lingering water bottle, and Mundane, Thick, and Awkward lingering potions.}}
    {{History|||snap=15w33c|The bug where the [[player]] could not place [[splash potion]]s in the [[brewing stand]] has been fixed. This now allows for easier creation of lingering potions.}}
    {{History|||snap=16w06a|Lingering potions can now be used to craft [[tipped arrow]]s.}}
    {{History||1.11|snap=16w32a|The [[entity]] ID has been changed from {{code|AreaEffectCloud}} to {{code|area_effect_cloud}}.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 441.}}
    {{History|||snap=18w07a|[[File:Lingering Potion of the Turtle Master JE1 BE1.png|32px]] Added the lingering potions of the Turtle Master.}}
    {{History|||snap=18w14a|[[File:Lingering Potion of Slow Falling JE1 BE1.png|32px]] Added lingering potions of [[Slow Falling]].}}
    {{History||1.14|snap=18w43a|[[File:Lingering Water Bottle JE2 BE2.png|32px]] [[File:Lingering Potion of Night Vision JE2 BE2.png|32px]] [[File:Lingering Potion of Invisibility JE2 BE2.png|32px]] [[File:Lingering Potion of Leaping JE2 BE2.png|32px]] [[File:Lingering Potion of Fire Resistance JE2 BE2.png|32px]] [[File:Lingering Potion of Swiftness JE2 BE2.png|32px]] [[File:Lingering Potion of Slowness JE2 BE2.png|32px]] [[File:Lingering Potion of the Turtle Master JE2 BE2.png|32px]] [[File:Lingering Potion of Water Breathing JE2 BE2.png|32px]] [[File:Lingering Potion of Healing JE2 BE2.png|32px]] [[File:Lingering Potion of Harming JE2 BE2.png|32px]] [[File:Lingering Potion of Poison JE2 BE2.png|32px]] [[File:Lingering Potion of Regeneration JE2 BE2.png|32px]] [[File:Lingering Potion of Strength JE2 BE2.png|32px]] [[File:Lingering Potion of Weakness JE2 BE2.png|32px]] [[File:Lingering Potion of Luck JE2.png|32px]] [[File:Lingering Potion of Slow Falling JE2 BE2.png|32px]] The textures of lingering potions have been changed.}}
    {{History||1.19|snap=22w11a|Lingering water bottles can be {{control|used}} on [[dirt]], [[coarse dirt]], or [[rooted dirt]] to turn it into [[mud]].}}
    {{History||1.19.3|snap=22w43a|Lingering water bottles can now extinguish burning entities.<ref>{{bug|MC-189911|||Fixed}}</ref>}}
    {{History||1.19.4|snap=Pre-release 1|Lingering potions no longer have an enchantment glint.}}
    {{History|||snap=Pre-release 3|[[File:Lingering Potion of Night Vision JE3.png|32px]] [[File:Lingering Potion of Invisibility JE3.png|32px]] [[File:Lingering Potion of Leaping JE3.png|32px]] [[File:Lingering Potion of Fire Resistance JE3.png|32px]] [[File:Lingering Potion of Swiftness JE3.png|32px]] [[File:Lingering Potion of Slowness JE3.png|32px]] [[File:Lingering Potion of the Turtle Master JE3.png|32px]] [[File:Lingering Potion of Water Breathing JE3.png|32px]] [[File:Lingering Potion of Harming JE3.png|32px]] [[File:Lingering Potion of Poison JE3.png|32px]] [[File:Lingering Potion of Strength JE3.png|32px]] Changed colors of the following lingering potions: Night Vision, Invisibility, Leaping, Fire Resistance, Swiftness, Slowness, Turtle Master, Water Breathing, Harming, Poison, Strength, Resistance.}}
    {{History||1.20|snap=23w12a|Wither [[effect]] particle colors have been adjusted to make them more distinguishable.
    |The lingering potion of [[Slow Falling]] has had its color tweaked to make it more distinguishable from the lingering potion of [[Invisibility]].}}
    
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|[[File:Lingering Water Bottle JE1 BE1.png|32px]] [[File:Lingering Potion of Night Vision JE1 BE1.png|32px]] [[File:Lingering Potion of Invisibility JE1 BE1.png|32px]] [[File:Lingering Potion of Leaping JE1 BE1.png|32px]] [[File:Lingering Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Lingering Potion of Swiftness JE1 BE1.png|32px]] [[File:Lingering Potion of Slowness JE1 BE1.png|32px]] [[File:Lingering Potion of Water Breathing JE1 BE1.png|32px]] [[File:Lingering Potion of Healing JE1 BE1.png|32px]] [[File:Lingering Potion of Harming JE1 BE1.png|32px]] [[File:Lingering Potion of Poison JE1 BE1.png|32px]] [[File:Lingering Potion of Regeneration JE1 BE1.png|32px]] [[File:Lingering Potion of Strength JE1 BE1.png|32px]] [[File:Lingering Potion of Weakness JE1 BE1.png|32px]] [[File:Lingering Potion of Decay BE1.png|32px]] Added lingering potions.
    |Lingering water bottles, mundane, long mundane, thick, and awkward lingering potions are all available in the Creative inventory.}}
    {{History|bedrock}}
    {{History||1.5.0|snap=beta 1.5.0.4|[[File:Lingering Potion of the Turtle Master JE1 BE1.png|32px]] Added lingering potions of the Turtle Master.}}
    {{History||1.6.0|snap=beta 1.6.0.5|[[File:Lingering Potion of Slow Falling JE1 BE1.png|32px]] Added lingering potions of [[Slow Falling]].}}
    {{History||1.10.0|snap=beta 1.10.0.3|[[File:Lingering Water Bottle JE2 BE2.png|32px]] [[File:Lingering Potion of Night Vision JE2 BE2.png|32px]] [[File:Lingering Potion of Invisibility JE2 BE2.png|32px]] [[File:Lingering Potion of Leaping JE2 BE2.png|32px]] [[File:Lingering Potion of Fire Resistance JE2 BE2.png|32px]] [[File:Lingering Potion of Swiftness JE2 BE2.png|32px]] [[File:Lingering Potion of Slowness JE2 BE2.png|32px]] [[File:Lingering Potion of Water Breathing JE2 BE2.png|32px]] [[File:Lingering Potion of Healing JE2 BE2.png|32px]] [[File:Lingering Potion of Harming JE2 BE2.png|32px]] [[File:Lingering Potion of Poison JE2 BE2.png|32px]] [[File:Lingering Potion of Regeneration JE2 BE2.png|32px]] [[File:Lingering Potion of Strength JE2 BE2.png|32px]] [[File:Lingering Potion of Weakness JE2 BE2.png|32px]] [[File:Lingering Potion of Decay BE2.png|32px]] [[File:Lingering Potion of the Turtle Master JE2 BE2.png|32px]] [[File:Lingering Potion of Slow Falling JE2 BE2.png|32px]] The textures of lingering potions have been changed.}}
    {{History||1.19.80|snap=beta 1.19.80.21|Changed potion colors for the following lingering potions: Fire Resistance, Harming, Invisibility, Leaping, Night Vision, Poison, Slowness, Strength, Swiftness, Turtle Master, and Water Breathing.
    |Removed enchantment glint from lingering potions.}}
    
    {{History|console}}
    {{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|switch=1.0.1|[[File:Lingering Water Bottle JE1 BE1.png|32px]] [[File:Lingering Potion of Night Vision JE1 BE1.png|32px]] [[File:Lingering Potion of Invisibility JE1 BE1.png|32px]] [[File:Lingering Potion of Leaping JE1 BE1.png|32px]] [[File:Lingering Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Lingering Potion of Swiftness JE1 BE1.png|32px]] [[File:Lingering Potion of Slowness JE1 BE1.png|32px]] [[File:Lingering Potion of Water Breathing JE1 BE1.png|32px]] [[File:Lingering Potion of Healing JE1 BE1.png|32px]] [[File:Lingering Potion of Harming JE1 BE1.png|32px]] [[File:Lingering Potion of Poison JE1 BE1.png|32px]] [[File:Lingering Potion of Regeneration JE1 BE1.png|32px]] [[File:Lingering Potion of Strength JE1 BE1.png|32px]] [[File:Lingering Potion of Weakness JE1 BE1.png|32px]] [[File:Lingering Potion of Luck JE1.png|32px]] Added lingering potions.}}
    {{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|[[File:Lingering Potion of Decay BE1.png|32px]] [[File:Lingering Potion of the Turtle Master JE1 BE1.png|32px]] [[File:Lingering Potion of Slow Falling JE1 BE1.png|32px]] Added lingering potions of the [[Wither (effect)|Decay]], [[Slow Falling]], and Turtle Master.}}
    {{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Lingering Water Bottle JE2 BE2.png|32px]] [[File:Lingering Potion of Night Vision JE2 BE2.png|32px]] [[File:Lingering Potion of Invisibility JE2 BE2.png|32px]] [[File:Lingering Potion of Leaping JE2 BE2.png|32px]] [[File:Lingering Potion of Fire Resistance JE2 BE2.png|32px]] [[File:Lingering Potion of Swiftness JE2 BE2.png|32px]] [[File:Lingering Potion of Slowness JE2 BE2.png|32px]] [[File:Lingering Potion of Water Breathing JE2 BE2.png|32px]] [[File:Lingering Potion of Healing JE2 BE2.png|32px]] [[File:Lingering Potion of Harming JE2 BE2.png|32px]] [[File:Lingering Potion of Poison JE2 BE2.png|32px]] [[File:Lingering Potion of Regeneration JE2 BE2.png|32px]] [[File:Lingering Potion of Strength JE2 BE2.png|32px]] [[File:Lingering Potion of Weakness JE2 BE2.png|32px]] [[File:Lingering Potion of Luck JE2.png|32px]] [[File:Lingering Potion of Decay BE2.png|32px]] [[File:Lingering Potion of the Turtle Master JE2 BE2.png|32px]] [[File:Lingering Potion of Slow Falling JE2 BE2.png|32px]] The textures of lingering potions have been changed.}}
    
    {{History|new 3ds}}
    {{History||1.7.10|[[File:Lingering Water Bottle JE1 BE1.png|32px]] [[File:Lingering Potion of Night Vision JE1 BE1.png|32px]] [[File:Lingering Potion of Invisibility JE1 BE1.png|32px]] [[File:Lingering Potion of Leaping JE1 BE1.png|32px]] [[File:Lingering Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Lingering Potion of Swiftness JE1 BE1.png|32px]] [[File:Lingering Potion of Slowness JE1 BE1.png|32px]] [[File:Lingering Potion of Water Breathing JE1 BE1.png|32px]] [[File:Lingering Potion of Healing JE1 BE1.png|32px]] [[File:Lingering Potion of Harming JE1 BE1.png|32px]] [[File:Lingering Potion of Poison JE1 BE1.png|32px]] [[File:Lingering Potion of Regeneration JE1 BE1.png|32px]] [[File:Lingering Potion of Strength JE1 BE1.png|32px]] [[File:Lingering Potion of Weakness JE1 BE1.png|32px]] [[File:Lingering Potion of Decay BE1.png|32px]] Added lingering potions.
    |Lingering water bottles, mundane, long mundane, thick, and awkward lingering potions are all available in the Creative inventory.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Trivia ==
    * A thrown lingering potion faces toward the [[player]] in first-person view while it appears rotated horizontally in third-person view. This is the case for all throwable [[item]]s ([[ender pearl]]s, [[eggs]], [[snowball]]s, and all throwable potions).
    
    == Gallery ==
    <gallery>
    Lingering Water Bottle.png|Water Bottle
    Lingering Potion of Night Vision.png|Night Vision
    Lingering Potion of Invisibility.png|Invisibility
    Lingering Potion of Leaping.png|Leaping
    Lingering Potion of Fire Resistance.png|Fire Resistance
    Lingering Potion of Swiftness.png|Swiftness
    Lingering Potion of Slowness.png|Slowness
    Lingering Potion of the Turtle Master.png|Turtle Master
    Lingering Potion of Water Breathing.png|Water Breathing
    Lingering Potion of Healing.png|Healing
    Lingering Potion of Harming.png|Harming
    Lingering Potion of Poison.png|Poison
    Lingering Potion of Regeneration.png|Regeneration
    Lingering Potion of Strength.png|Strength
    Lingering Potion of Weakness.png|Weakness
    Lingering Potion of Slow Falling.png|Slow Falling
    Lingering Potion of Luck.png|Luck
    Lingering Potion of Decay.png|Decay
    Uncraftable Lingering Potion.png|Uncraftable
    </gallery>
    
    === Screenshots ===
    <gallery>
    Transparent Area Effect Cloud Image.png|Just area affect cloud particles
    </gallery>
    
    == See also ==
    
    * {{ItemLink|Glass Bottle}}
    * {{ItemLink|Potion}}
    * {{ItemLink|Splash Potion}}
    
    {{Items}}
    {{Entities}}
    
    [[Category:Combat]]
    
    [[de:Verweiltrank]]
    [[fr:Potion persistante]]
    [[ko:잔류형 물약]]
    [[ja:残留ポーション]]
    [[pl:Trwałe miotane mikstury]]
    [[pt:Poção prolongada]]
    [[ru:Оседающие зелья]]
    [[uk:Осідаючі зілля]]
    [[zh:滞留药水]]</li></ul>
    beta 1.16.0.51Zombie villagers now have ability to pick up items.
    1.17.30
    {{Extension DPL}}<ul><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><li>[[Emerald|Emerald]]<br/>{{About|the item|the currency in ''Minecraft Dungeons''|MCD:Emerald|the skin|MCD:Emerald (skin)|the ore|Emerald Ore|the mineral block|Block of Emerald}}
    {{Item
    | image = Emerald.png
    | renewable =  Yes
    | stackable = Yes (64)
    | rarity = Common}}
    '''Emeralds''' are rare minerals that are used primarily as the currency for [[trading]] with [[villager]]s and [[wandering trader]]s. Naturally-occurring emeralds are rarer than [[diamond]]s.
    
    == Obtaining ==
    
    === Trading (how emerald is renewable) ===
    {{main|Trading}}
    Emeralds can be obtained by trading with [[villager]]s, since they are the currency that villagers use for trading. Villagers either buy or sell specific goods for emeralds. Some villagers trade stuff that is renewable with emerald.
    
    === Mining ===
    [[Emerald ore]] drops one emerald when mined using an iron or better [[pickaxe]]. If the pickaxe is enchanted with [[Fortune]], it may drop an extra emerald per level of Fortune, up to a maximum of 4 emeralds with Fortune III. If the ore is mined using a pickaxe enchanted with [[Silk Touch]], it drops itself in ore form instead of an emerald.
    
    === Crafting ===
    
    {{Crafting
    |Block of Emerald
    |Output= Emerald,9
    |type= Material
    }}
    
    === Smelting ===
    
    {{Smelting
    |Emerald Ore; Deepslate Emerald Ore
    |Emerald
    |1
    }}
    
    === Natural generation ===
    {{see also|Emerald Ore#Natural generation}}
    
    Emeralds can generate in [[chest]]s in some [[village]] houses or other generated [[Generated structures|structures]].
    
    {{needs update|inaccurate=1|section=1}}
    {{LootChestItem|emerald}}
    
    === Drops ===
    [[Vindicator]]s and [[evoker]]s drop 0–1 emeralds upon death. [[Looting]] increases the maximum emerald drop by one per level, for a maximum of 4 emeralds with Looting III.
    
    [[Fox]]es that are holding emeralds also have a chance of 100% to drop the emerald they are holding upon death. Alternatively, the player can drop a food item to entice the fox to drop the emerald without killing it.
    
    {{IN|bedrock}}, vindicators and [[pillager]]s spawned from [[raids]] can drop 0–1 emeralds. Depending on difficulty, vindicators and pillagers spawned from raids also have a chance of dropping additional emeralds. There is a 65% chance of dropping on easy and normal, and an 80% chance of dropping on hard. If this additional drop condition is met, different emerald counts can drop with different chances. There is a {{frac|10|39}} chance to drop an additional 0–1 emeralds, a {{frac|5|39}} chance to drop an additional 2–3, and a {{frac|2|39}} chance to drop an additional 4–5.
    
    {{IN|bedrock}}, with Looting III, it is possible for a vindicator in a raid to drop up to 16 emeralds upon death (vindicator drops + raid drops + an additional drop<!-- emerald from 2/39 chance-->).
    
    == Usage ==
    
    === Trading ===
    
    {{main|Trading}}
    
    Emeralds are primarily used as currency for [[trading]] with villagers and wandering traders. Trading is typically a faster way to obtain emeralds than by mining, as an emerald ore is rarer than a diamond ore.
    
    === Crafting ingredient ===
    {{crafting usage}}
    
    ===Beacons===
    
    Emeralds can be used to select powers from a [[beacon]]. The player must select one of the available powers and then insert an emerald into the item slot. 
    
    An emerald can be substituted for an [[iron ingot]], a [[gold ingot]], a [[diamond]] or a [[netherite ingot]] in a beacon.
    
    === Smithing ingredient ===
    {{Smithing
    |head=1
    |ingredients=Any Armor Trim +<br/>Any Armor Piece + <br/>Emerald
    |Any Armor Trim Smithing Template
    |Netherite Chestplate
    |Emerald
    |Emerald Trim Netherite Chestplate
    |showdescription=1
    |description = All armor types can be used in this recipe,<br/>a netherite chestplate is shown as an example.
    |tail=1
    }}
    
    ;Trim color palette
    The following color palette is shown on the designs on trimmed armor:
    *{{TrimPalette|emerald}}
    
    == Achievements ==
    
    {{load achievements|The Haggler;Buy Low;Master Trader}}
    
    == Advancements ==
    {{load advancements|What a Deal!}}
    
    == Data values ==
    === ID ===
    {{edition|java}}:
    {{ID table
    |edition=java
    |showitemtags=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Emerald
    |spritetype=item
    |nameid=emerald
    |itemtags=beacon_payment_items
    |form=item
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |shownumericids=y
    |showforms=y
    |notshowbeitemforms=y
    |generatetranslationkeys=y
    |displayname=Emerald
    |spritetype=item
    |nameid=emerald
    |id=512
    |form=item
    |foot=1}}
    
    == History ==
    
    {{History|java indev}}
    {{History||0.31|snap=20100129|Added [[diamond]]s, referred to as emeralds in the code.}}
    {{History|java}}
    {{History||May 21, 2012|link={{tweet|jeb_|204619936616808451}}|[[File:Ruby pJE20120521.png|32px]] [[Jens Bergensten|Jeb]] released a screenshot of himself testing the [[trading]] system. At this time, what would become emeralds were [[History_of_textures/Unused_textures#Ruby|rubies]].<ref>http://www.minecraftforum.net/topic/1621716-15-new-blocksitems/#entry19977082</ref>}}
    {{History||1.3.1|snap=12w21a|[[File:Emerald JE1 BE1.png|32px]] Added emeralds and [[emerald ore]].
    |Emeralds can be [[trading|traded]] with [[villager]]s in exchange for different [[item]]s.
    |Added [[desert temple]]s, with a hidden [[chest]] room and loot containing emeralds.
    |[[File:Ruby JE1 BE1.png|32px]] The texture of [[History_of_textures/Unused_textures#Ruby|rubies]] can be found in the (at this time unused) file {{cd|items.png}}.<ref name="en_US 12w21">Snapshot 12w21a/b ''lang/en_US.lang'': '''item.ruby.name=Ruby'''</ref>}}
    {{History|||snap=12w22a|[[Block of emerald]] has now been added, which is [[crafting|crafted]] from nine emeralds and can be placed as a decorative [[block]].
    |Added [[jungle temple]]s, which contain loot [[chest]]s with emeralds.}}
    {{History||1.4.2|snap=12w32a|As [[zombie villager]]s can now spawn and be cured, emeralds can now still be obtained in [[trading|trades]] even if [[generated structures]] are disabled.}}
    {{history||1.9|snap=15w31a|Emeralds now generate in [[end city]] ship [[chest]]s.}}
    {{history|||snap=15w43a|Emeralds now generate in [[igloo]] basement chests.}}
    {{history|||snap=15w44a|The average yield of emeralds in [[desert temple]] chests has now been increased.}}
    {{History||1.11|snap=16w39a|Added [[vindicator]]s and [[evoker]]s, which drop emeralds if killed by a player.}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 388.}}
    {{History|||snap=18w09a|Emeralds can now generate in the loot [[chest]]s of [[underwater ruins]].}}
    {{History|||snap=18w10a|Emeralds can now generate in [[buried treasure]] chests.}}
    {{History|||snap=18w11a|Emeralds can now generate in the chests of [[shipwreck]]s.}}
    {{History||1.14|snap=18w43a|[[File:Emerald JE2 BE2.png|32px]] The texture of emeralds has now been changed.
    |Added [[pillager]]s, which can [[drops|drop]] emeralds.}}
    {{History|||snap=18w46a|Pillagers no longer drop emeralds.}}
    {{History|||snap=18w48a|Emeralds now generate in chests in [[village]] tanneries, fisher cottages and plains village houses.}}
    {{History|||snap=18w49a|Emeralds now generate in chests in [[village]] shepherd houses, mason houses, butcher shops, and savanna and snowy village houses.}}
    {{History|||snap=18w50a|Emeralds now generate in chests in [[village]] fletcher houses, temples, and desert and taiga village houses.}}
    {{History|||snap=19w07a|Added [[fox]]es, which sometimes spawn with emeralds in their mouths.}}
    {{History|||snap=19w08a|[[File:Emerald JE3 BE3.png|32px]] The texture of emeralds has now been changed, once again and it looks smaller.}}
    {{History||1.17|snap=21w13a|The unused [[History_of_textures/Unused_textures#Ruby|rubies]] texture was removed.}}
    {{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Emeralds can now be used as an armor trim material.}}
    {{History|||snap=23w07a|Emeralds now drop when brushing [[suspicious sand]] in [[desert pyramid]]s or [[desert well]]s.}}
    {{History||1.20|snap=23w12a|The probability for the emerald to generate in the [[suspicious sand]] in [[desert temple]] and in [[desert well]] has been changed from 1/7 to 1/8.|Emerald can now be found in [[suspicious gravel]] and [[suspicious sand]] in cold and warm [[ocean ruins]] and in [[trail ruins]].}}
    {{History|||snap=23w16a|Emerald 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]]; emerald now is in the common loot.}}
    
    {{History|pocket alpha}}
    {{History||v0.9.0|snap=build 1|[[File:Emerald JE1 BE1.png|32px]] Added emeralds.}}
    {{History|||snap=build 5|Emeralds can now be used to craft [[blocks of emerald]].}}
    {{History||v0.13.0|snap=build 1|Emeralds can now be found inside [[desert temple]] [[chest]]s.}}
    {{History||v0.15.0|snap=build 1|Added [[jungle temple]]s, which contain loot chests with emeralds.}}
    {{History||v0.16.0|snap=build 1|Emeralds can now be used to power [[beacon]]s.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 0.17.0.1|Emeralds can now be found in [[end city]] ship [[chest]]s.
    |Emeralds can now be found in [[igloo]] basement chests.}}
    {{History||1.0.4|snap=alpha 1.0.4.0|Emeralds are now used as "currency" for [[villager]] [[trading]].}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Added [[evoker]]s and [[vindicator]]s, which [[drops|drop]] emeralds when killed.}}
    {{History|bedrock}}
    {{History||1.4.0|snap=beta 1.2.14.2|Emeralds can now be found in some [[shipwreck]] [[chest]]s.}}
    {{History|||snap=beta 1.2.20.1|Emeralds can now be found inside [[underwater ruins]] chests.}}
    {{History||1.10.0|snap=beta 1.10.0.3|Emeralds can now be used to [[trading|buy]] items from [[wandering trader]]s.
    |Emeralds can now be found in [[plains]] [[village]] house and tannery [[chest]]s.
    |[[File:Emerald JE2 BE2.png|32px]] The texture of emeralds has now been changed.}}
    {{History||1.11.0|snap=beta 1.11.0.1|Emeralds can now be found in [[village]] [[chest]]s other than [[plains]].}}
    {{History|||snap=beta 1.11.0.4|[[Vindicator]]s and [[pillager]]s that spawn from [[raid]]s can now [[drops|drop]] bonus emeralds.}}
    {{History|||snap=beta 1.11.0.5|[[File:Emerald JE3 BE3.png|32px]] The texture of emeralds has now been changed, once again.}}
    {{History||1.13.0|snap=beta 1.13.0.1|Added [[fox]]es, which can [[drops|drop]] emeralds.}}
    {{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.70|snap=beta 1.19.70.23|Emeralds now drop when brushing [[suspicious sand]] in [[desert pyramid]]s or [[desert well]]s.}}
    {{History|||snap=beta 1.19.80.21|Emeralds 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:Emerald JE1 BE1.png|32px]] Added emeralds.}}
    {{History|Ps4}}
    {{History||1.90|[[File:Emerald JE2 BE2.png|32px]] The texture of emeralds has now been changed.}}
    
    {{History|new3DS}}
    {{History||0.1.0|[[File:Emerald JE1 BE1.png|32px]] Added emeralds.}}
    {{History|foot}}
    
    == Issues ==
    
    {{issue list}}
    
    == Gallery ==
    
    <gallery>
    Villager trading preview.png|The first image of the trading system released by [[Jeb]]. What would become emeralds can be seen in the [[inventory]] space.
    Emerald Ore 12w21a.png|A wall of [[emerald ore]] utilizing a previous texture in snapshot [[12w21a]].
    Room of Emeralds.png|All forms of emeralds in one photo: emerald (in the form of [[emerald block|block]], [[emerald ore|ore]] and the emerald itself).
    </gallery>
    
    ==Trivia==
    
    *The [[History_of_textures/Unused_textures#Ruby|ruby]] was going to be the [[villager]] currency but was changed to emeralds before the update's release.
    
    == References ==
    
    {{Reflist}}
    
    {{Items}}
    
    [[Category:Renewable resources]]
    
    [[cs:Smaragd]]
    [[de:Smaragd]]
    [[es:Esmeralda]]
    [[fr:Émeraude]]
    [[hu:Smaragd]]
    [[it:Smeraldo]]
    [[ja:エメラルド]]
    [[ko:에메랄드]]
    [[nl:Smaragd]]
    [[pl:Szmaragd]]
    [[pt:Esmeralda]]
    [[ru:Изумруд]]
    [[th:มรกต]]
    [[tr:Zümrüt]]
    [[uk:Смарагд]]
    [[zh:绿宝石]]</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>[[:Category:Armor|Category:Armor]]<br/>[[Category:Items]]</li><li>[[Water|Water]]<br/>{{About|the fluid|the bucket|Water Bucket|other forms of water}}
    {{Fluid
    | image = <gallery>
    Water.png|Java Edition
    Water BE.png|Bedrock Edition
    </gallery>
    | invimage = Water Bucket
    | invimage2 = Water
    | renewable = Yes
    | transparent = Partial <small>(-1 to light)</small>
    | light = No
    | tool = bucket
    | infinite = Yes
    | flowrate = 5 [[tick]]s/block
    | flowdistance = 8 blocks
    }}
    
    '''Water''' is a [[fluid]] that naturally generates abundantly in the [[Overworld]].
    
    == Obtaining ==
    Water blocks do not exist as items,{{only|java}} but water can be collected by using a [[bucket]] on a water source block or a full water [[cauldron]], creating a [[water bucket]].
    
    {{IN|BE}}, it may be obtained as an item via inventory editing or add-ons.
    
    === Natural generation ===
    Water naturally generates in the [[Overworld]] to form [[ocean]]s, [[river]]s and [[spring]]s. The water level is at [[altitude|layer 63]] near oceans and rivers, but changes depending on location due to the [[aquifer]] system, filling some carvers, noise caves and canyons with water at different levels. Water also generates as small puddles on the floor next to [[dripstone cluster]]s, and as clay pools on the floor of [[lush caves]].
    
    Water also generates in [[village]]s, [[desert well]]s, [[stronghold]]s, [[woodland mansion]]s, [[ancient city|ancient cities]] and [[ocean monument]]s. 
    
    Water never generates in [[the Nether]] and instantly disappears if placed there with a water bucket. However, water can exist in the Nether in a [[cauldron]]. Water can also be placed in the Nether using [[commands]] such as {{cmd|setblock}} and {{cmd|fill}}. Although it does not naturally generate there, water can be placed and function normally in [[the End]].
    
    {{IN|be}}, water also generates as part of [[ocean ruins]] with loot [[chest]]s, but only two water blocks generate: 
    * One water block generates inside the loot chest, making it a [[Waterlogging|waterlogged]] loot chest.
    * The other water block generates on top of the loot chest.
    These water blocks generate even if the ruin is located on the surface.<ref>{{bug|MCPE-36793}}</ref> This is not the case in {{el|je}}; if an underwater ruin generates on the surface, no water generates.<ref>{{bug|MC-136156}}</ref> This also happens with [[shipwreck]]s.
    
    Water spends most of its time as stationary, rather than flowing – regardless of its level, or whether it contains a current downward or to the side. When specifically triggered by a block update, water changes to 'flowing', updates its level, then changes back to stationary. Water springs are generated as flowing, and oceans, and rivers are generated as stationary. This happens before most types of generated structure are created, and the main cause of water "glitches" is that generated structures do not trigger a block update to let water flow into them.
    
    == Usage ==
    === Appearance ===
    Water uses a translucent animated texture that is tinted differently in different biomes. {{IN|Java}}, water in cauldrons is completely opaque.<ref>{{bug|MC-13187}}</ref>
    
    Unlike other translucent blocks such as [[ice]], [[stained glass]] and [[tinted glass]], water shows the opposite sides of its external planes when viewed from within and from outside.<ref>{{bug|MC-202578|||WAI}}</ref> However, it applies only to the top plane and four side planes; the bottom face is always unseen from above.<ref>{{bug|MC-190053}}</ref>
    
    === Swimming ===
    {{main|Swimming}}
    
    The button for {{control|swim|text=swimming}} is the same as the button for jumping; non-swimming players and mobs sink slowly in water. Holding the swim button raises the player through the water, and when the surface is reached, the player bobs up and down. The {{control|crouch}} button can be used to sink faster. The {{control|sprint}} button can be used to put the player in "swim mode" when the player is completely submerged in water. When in swim mode, the player is horizontal and one block high. The player has an arm-waving animation when viewed in third person or by other players.
    
    Swimming in water is considerably slower against currents (see [[#Current|Current]] below), but faster when going with the current.
    
    Most mobs that can stand can also swim any time they are in water, except for [[iron golem]]s, [[piglin]]s, [[hoglin]]s, [[strider]]s, [[piglin brute]]s and undead mobs. This can lead to drowning if the water is falling from above.
    
    Water of any depth prevents any entity, including the player, from sustaining falling damage if they fall into it, regardless of the distance fallen.
    
    Being inside of water also imparts a [[fog]] effect, tinted accordingly.
    
    === Spreading ===
    {{Main|Fluid#Spread}}
    [[File:Water spread v1-13.png|300px|right|An image showing water's spreading distance]]
    Water spreads horizontally and downward into nearby [[air]] blocks. Water can spread downward infinitely until stopped by a block, and 7 blocks horizontally from a source block on a flat surface. Water spreads at a rate of 1 block every 5 game ticks, or 4 blocks per second.
    
    When spreading horizontally, a weight is assigned to every direction water can flow. For each direction, this weight is initially set to 1000. Then, for every adjacent block it can flow into it tries to find a way down that is reachable in four or fewer blocks from the block it wants to flow to. When found, the flow weight for that direction is set to the shortest path distance to the way down. Finally, water spreads in the directions with the lowest flow weight.
    
    Spreading water extinguishes [[fire]] and washes away certain types of items or placed blocks, causing them to drop as items and then carrying them along in the flow until the edge of the spread. Affected items include [[plant]]s (except trees), [[snow]], [[torch]]es, [[carpet]]s, [[redstone dust]] and some other redstone components, [[cobweb]], [[end rod]]s, [[head]]s, and [[flower pot]]s.
    
    ==== Flow arrangement tables ====
    {| class="wikitable"
    |+ 
    |
    |
    |
    |
    |
    |
    |
    !7
    |
    |
    |
    |
    |
    |
    |
    |-
    |
    | 
    | 
    | 
    | 
    | 
    ! 7
    !6
    ! 7
    | 
    | 
    | 
    | 
    | 
    |
    |-
    |
    | 
    | 
    | 
    | 
    ! 7
    !6
    !5
    !6
    ! 7
    | 
    | 
    | 
    | 
    |
    |-
    |
    | 
    | 
    | 
    ! 7
    !6
    !5
    !4
    !5
    !6
    ! 7
    | 
    | 
    | 
    |
    |-
    |
    | 
    | 
    ! 7
    !6
    !5
    !4
    !3
    !4
    !5
    !6
    ! 7
    | 
    | 
    |
    |-
    |
    | 
    ! 7
    !6
    !5
    !4
    !3
    !2
    !3
    !4
    !5
    !6
    ! 7
    | 
    |
    |-
    |
    ! 7
    !6
    !5
    !4
    !3
    !2
    !1
    !2
    !3
    !4
    !5
    !6
    ! 7
    |
    |-
    !7
    !6
    !5
    !4
    !3
    !2
    !1
    !0
    !1
    !2
    !3
    !4
    !5
    !6
    !7
    |-
    |
    ! 7
    !6
    !5
    !4
    !3
    !2
    !1
    !2
    !3
    !4
    !5
    !6
    ! 7
    |
    |-
    |
    | 
    ! 7
    !6
    !5
    !4
    !3
    !2
    !3
    !4
    !5
    !6
    ! 7
    | 
    |
    |-
    |
    | 
    | 
    ! 7
    !6
    !5
    !4
    !3
    !4
    !5
    !6
    ! 7
    | 
    | 
    |
    |-
    |
    | 
    | 
    | 
    ! 7
    !6
    !5
    !4
    !5
    !6
    ! 7
    | 
    | 
    | 
    |
    |-
    |
    | 
    | 
    | 
    | 
    ! 7
    !6
    !5
    !6
    ! 7
    | 
    | 
    | 
    | 
    |
    |-
    |
    | 
    | 
    | 
    | 
    | 
    ! 7
    !6
    ! 7
    | 
    | 
    | 
    | 
    | 
    |
    |-
    |
    |
    |
    |
    |
    |
    |
    !7
    |
    |
    |
    |
    |
    |
    |
    |}
    
    {| class="wikitable"
    ! colspan="2" |Range
    !Height in blocks
    |-
    !1
    |block
    |1
    |-
    !2
    |blocks
    |0.75-1
    |-
    !3
    |blocks
    |0.625-0.75
    |-
    !4
    |blocks
    |0.5-0.625
    |-
    !5
    |blocks
    |0.375-0.5
    |-
    !6
    |blocks
    |0.25-0.375
    |-
    !7
    |blocks
    |0.125-0.25
    |}
    
    === Source blocks ===
    {{anchor|Water Spawner}} <!-- Compatibility anchor -->
    {{about|the behavior and creation of source units of water|the removed block that created water sources|Water Spawner|section=1}}
    A water source block is created from a flowing block that is horizontally adjacent to two or more other source blocks, and sitting on top of a solid block or another water source block. This allows water spawners to exist, in which a new source block immediately forms in the space left by removing a source block with a [[bucket]]. Pools of still water can be created by placing water source blocks in a confined area.
    
    Water spawners can be constructed by arranging for two source blocks to flow into a third block. Each of the examples below require two source blocks, each on opposite ends of the hole, to create a renewable water source block in between.
    
    While water source blocks only generate adjacent to solid blocks, they do not require a solid block to support them. Removing all adjacent blocks to a water source block only causes it to remain floating in the air.
    
    {{IN|java}}, the formation of new water sources blocks can be disabled when the [[game rule]] {{cd|waterSourceConversion}} is set to {{cd|false}}.
    
    <gallery>
    2x2 water source.png|2x2 water spawner (every corner is renewable)
    3x1 water source.png|3x1 water spawner (middle water block is renewable)
    L-shaped water source.png|L-shaped water spawner (corner water block is renewable)
    </gallery>
    
    A [[dispenser]] loaded with a filled [[bucket]] places a water source block in an empty block in front of it when activated. A dispenser loaded with an empty bucket and a water source right in front of it sucks the source into the bucket when activated.
    
    In snowy [[biome]]s, water source blocks have a chance to turn into [[ice]] if directly under the sky. Ice blocks under brighter light levels melt back into water source blocks (except in [[the Nether]]). Ice reverts to water when broken, but only if there is a solid block under it.
    
    === Current ===
    The current in a water block determines both the direction it appears to flow and the direction an [[entity]] such as a player or [[boat]] is pushed from that block.
    
    Water with a current pushes players and [[mob]]s at a speed of about 1.39 meters per second, or 25 blocks every 18 seconds. Players that are in creative flying mode don’t get pushed.{{only|je}}<ref>{{bug|MCPE-84592}}</ref>
    
    The horizontal current in a water block is based on a vector sum of the flows to and from that block from its four horizontal neighbors. For example, if a block receives water from the north and sends it both south and east, but borders a solid block on its west edge, then a south-southeast current exits from that block, because 2 southward flows (in and out) are combined with 1 eastward flow (out). Thus, 16 horizontal directions are possible. If a branch in a channel is 2 blocks wide at its entrance, then entities float into it rather than continuing in a straight line.
    
    Water blocks can create a downward current. A downward current in a water block is caused by the block below it. Most blocks that do not have a solid upper face cause downward current on above water blocks. Also, ice and falling water blocks (blocks created by spreading downward) cause downward current on the water block above. Falling water blocks have a downward current by default.
    
    === Light ===
    {{IN|bedrock}}, every block of water reduces [[light]] by 1 extra level (in addition to the normal fading-out of light). {{IN|java}}, water does not cause any additional decrease for block light, but diffuses sky light, causing the light to fade with depth. Underwater visibility changes depending on the biome the player is in. The [[Night Vision]] and [[Conduit Power]] effects increase underwater visibility.
    
    === Color ===
    Water has several colors, depending on the biome.
    
    ==== Java Edition ====
    {| class="wikitable sortable mw-collapsible mw-collapsed" data-description="Water Color in Java Edition"
    |-
    !Biome!!Water color!!Water fog color!!Block
    |-
    |{{BiomeSprite|Plains|text=Default (biomes not listed below)}}||{{color|#3F76E4}}||{{color|#050533}}||[[File:Plains Water JE.png|32px]]
    |-
    |{{BiomeLink|Swamp}}||{{color|#617B64}}||{{color|#232317}}||[[File:Swamp Water.png|32px]]
    |-
    |{{BiomeLink|Lukewarm Ocean}}<br>{{BiomeLink|Deep Lukewarm Ocean}}||{{color|#45ADF2}}||{{color|#041633}}||[[File:Lukewarm Ocean Water JE.png|32px]]
    |-
    |{{BiomeLink|Warm Ocean}}||{{color|#43D5EE}}||{{color|#041F33}}||[[File:Warm Ocean Water JE.png|32px]]
    |-
    |{{BiomeLink|Cold Ocean}}<br>{{BiomeLink|Deep Cold Ocean}}<br>{{BiomeLink|Snowy Taiga}}<br>{{BiomeLink|Snowy Beach}}||{{color|#3D57D6}}||{{color|#050533}}||[[File:Cold Ocean Water JE.png|32px]]
    |-
    |{{BiomeLink|Frozen River}}<br>{{BiomeLink|Frozen Ocean}}<br>{{BiomeLink|Deep Frozen Ocean}}||{{color|#3938C9}}||{{color|#050533}}||[[File:Frozen Ocean Water JE.png|32px]]
    |-
    |{{BiomeLink|Meadow}}||{{color|#0E4ECF}}||{{color|#050533}}||[[File:Meadow Water.png|32px]]
    |-
    |{{BiomeLink|Mangrove Swamp}}||{{color|#3A7A6A}}||{{color|#4D7A60}}|||[[File:Mangrove Swamp Water.png|32px]]
    |-
    |{{BiomeLink|Cherry Grove}}||{{color|#5DB7EF}}||{{color|#5DB7EF}}||[[File:Cherry Grove Water.png|32px]]
    |}
    
    ==== Bedrock Edition====
    Biome tints
    <!--[[File:Water color.png|500px|thumb|center|From left to right - Badlands Plateau, Birch Forest and Snowy Taiga]]-->
    {| class="wikitable sortable mw-collapsible mw-collapsed" data-description="Water Color in Bedrock Edition" 
    ! Biome
    !Water Surface Color
    ! Water Fog Color
    !Water Fog Distance
    !Water Surface Transparency
    !Block
    |-
    |Default<br>(biomes not listed below)
    |{{color|#44aff5}}||{{color|#44aff5}}||15||65%||[[File:Water BE.png|32px]]
    |-
    |{{BiomeLink|Sunflower Plains}}<br>{{BiomeLink|Plains}}
    |{{color|#44aff5}}||{{color|#44aff5}}||60||-||[[File:Water BE.png|32px]]
    |-
    |{{BiomeLink|Desert}}
    |{{color|#32a598}}||{{color|#32a598}}||60||-||[[File:Desert Water.png|32px]]
    |-
    |{{BiomeLink|Mountains}}
    |{{color|#007BF7}}||{{color|#007BF7}}||-||-||[[File:Mountains Water.png|32px]]
    |-
    |{{BiomeLink|Forest}}
    |{{color|#1e97f2}}||{{color|#1e97f2}}||60||-||[[File:Forest Water.png|32px]]
    |-
    |{{BiomeLink|Flower Forest}}
    |{{color|#20a3CC}}||{{color|#20a3CC}}||60||-||[[File:Flower Forest Water.png|32px]]
    |-
    | {{BiomeLink|Taiga}}
    | {{color|#287082}}||{{color|#287082}}||60||-||[[File:Taiga Water.png|32px]]
    |-
    |{{BiomeLink|Taiga Mountains}}
    |{{color|#1e6B82}}||{{color|#1e6B82}}||-||-||[[File:Taiga Mountains Water.png|32px]]
    |-
    |{{BiomeLink|Swamp}}
    |{{color|#4c6559}}||{{color|#4c6559||30||100%||[[File:Swamp Water BE.png|32px]]
    |-
    | {{BiomeLink|River}}
    |{{color|#0084ff}}||{{color|#0084ff}}||60||-||[[File:River Water.png|32px]]
    |-
    |{{BiomeLink|Nether Wastes}}<br>{{BiomeLink|Warped Forest}}<br>{{BiomeLink|Crimson Forest}}<br>{{BiomeLink|Soul Sand Valley}}
    |{{color|#905957}}||{{color|#905957}}||15||-||[[File:Nether Water.png|32px]]
    |-
    |{{BiomeLink|Basalt Deltas}}
    |{{color|#3f76e4}}||{{color|#423e42}}||15||-||[[File:Basalt Deltas Water.png|32px]]
    |-
    |{{BiomeLink|The End}}
    | {{color|#62529e}}||{{color|#62529e}}||-||-||[[File:The End Water.png|32px]]
    |-
    |{{BiomeLink|Frozen River}}
    |{{color|#185390}}||{{color|#185390}}||60||-||[[File:Frozen River Water.png|32px]]
    |-
    |{{BiomeLink|Snowy Tundra}}<br>{{BiomeLink|Ice Spikes}}
    |{{color|#14559b}}||{{color|#14559b}}||-||-||[[File:Ice Spikes Water.png|32px]]
    |-
    | {{BiomeLink|Mushroom Fields}}
    |{{color|#8a8997}}||{{color|#8a8997}}||-||-||[[File:Mushroom Fields Water.png|32px]]
    |-
    |{{BiomeLink|Beach}}
    | {{color|#157cab}}||{{color|#157cab}}||60||-||[[File:Beach Water.png|32px]]
    |-
    |{{BiomeLink|Mountain Edge}}
    |{{color|#045cd5}}||{{color|#045cd5}}||-||-||[[File:Mountain Edge Water.png|32px]]
    |-
    |{{BiomeLink|Jungle}}<br>{{BiomeLink|Bamboo Jungle}}
    |{{color|#14a2c5}}||{{color|#14a2c5||60<br>15||-||[[File:Jungle Water.png|32px]]
    |-
    |{{BiomeLink|Jungle Edge}}
    | {{color|#0D8AE3}}||{{color|#0D8AE3}}||-||-||[[File:Jungle Edge Water.png|32px]]
    |-
    |{{BiomeLink|Stone Shore}}
    |{{color|#0d67bb}}||{{color|#0d67bb}}||60||-||[[File:Stone Shore Water.png|32px]]
    |-
    |{{BiomeLink|Snowy Beach}}
    |{{color|#1463a5}}||{{color|#1463a5}}||60||-||[[File:Snowy Beach Water.png|32px]]
    |-
    |{{BiomeLink|Birch Forest}}
    |{{color|#0677ce}}||{{color|#0677ce}}||60||-||[[File:Birch Forest Water.png|32px]]
    |-
    |{{BiomeLink|Dark Forest}}
    |{{color|#3B6CD1}}||{{color|#3B6CD1}}||60||-||[[File:Dark Forest Water.png|32px]]
    |-
    |{{BiomeLink|Snowy Taiga}}
    |{{color|#205e83}}||{{color|#205e83}}||60||-||[[File:Snowy Taiga Water.png|32px]]
    |-
    |{{BiomeLink|Giant Tree Taiga}}<br>{{BiomeLink|Giant Spruce Taiga}}
    |{{color|#2d6d77}}||{{color|#2d6d77}}||60||-||[[File:Giant Tree Taiga Water.png|32px]]
    |-
    |{{BiomeLink|Windswept Forest}}<br>{{BiomeLink|Windswept Gravelly Hills}}
    |{{color|#0E63AB}}||{{color|#0E63AB}}||-||-||[[File:Wooded Mountains Water.png|32px]]
    |-
    |{{BiomeLink|Savanna}}
    |{{color|#2C8B9C}}||{{color|#2C8B9C}}||60||-||[[File:Savanna Water.png|32px]]
    |-
    |{{BiomeLink|Savanna Plateau}}<br>{{BiomeLink|Shattered Savanna}}
    |{{color|#2590a8}}||{{color|#2590a8}}||-||-||[[File:Savanna Plateau Water.png|32px]]
    |-
    |{{BiomeLink|Badlands}}
    |{{color|#4E7f81}}||{{color|#4E7f81||60
    |<nowiki>-||[[File:Badlands Water.png|32px]]
    |-
    |{{BiomeLink|Eroded Badlands}}<br>{{BiomeLink|Wooded Badlands}}
    |{{color|#497f99}}||{{color|#497f99}}||-||-||[[File:Eroded Badlands Water.png|32px]]
    |-
    |{{BiomeLink|Ocean}}
    |{{color|#1787D4}}||{{color|#1165b0}}||60||-||[[File:Ocean Water.png|32px]]
    |-
    |{{BiomeLink|Deep Ocean}}
    |{{color|#1787D4}}||{{color|#1463a5}}||60||-||[[File:Ocean Water.png|32px]]
    |-
    |{{BiomeLink|Warm Ocean}}
    |{{color|#02B0E5}}||{{color|#0289d5}}||60||55%||[[File:Warm Ocean Water.png|32px]]
    |-
    | {{BiomeLink|Lukewarm Ocean}}
    |{{color|#0D96DB}}||{{color|#0a74c4}}||60||-||[[File:Lukewarm Ocean Water.png|32px]]
    |-
    |{{BiomeLink|Deep Lukewarm Ocean|Lukewarm Deep Ocean}}
    |{{color|#0D96DB}}||{{color|#0e72b9}}||60||-||[[File:Lukewarm Ocean Water.png|32px]]
    |-
    |{{BiomeLink|Cold Ocean}}
    |{{color|#2080C9}}||{{color|#14559b}}||60||-||[[File:Cold Ocean Water.png|32px]]
    |-
    |{{BiomeLink|Deep Cold Ocean|Cold Deep Ocean}}
    |{{color|#2080C9}}||{{color|#185390}}||60||-||[[File:Cold Ocean Water.png|32px]]
    |-
    |{{BiomeLink|Frozen Ocean}}
    |{{color|#2570B5}}||{{color|#174985}}||60||-||[[File:Frozen Ocean Water.png|32px]]
    |-
    |{{BiomeLink|Deep Frozen Ocean|Frozen Deep Ocean}}
    |{{color|#2570B5}}||{{color|#1a4879}}||60||-||[[File:Frozen Ocean Water.png|32px]]
    |-
    |{{BiomeLink|Mangrove Swamp}}
    |{{color|#3a7a6a}}||{{color|#4d7a60}}||30||-||[[File:Mangrove Swamp Water BE.png|32px]]
    |}
    Biome tints from [[Biome/Before 1.18|unused biomes]]
    {| class="wikitable sortable mw-collapsible mw-collapsed" data-description="Water Color in Bedrock Edition" 
    ! Biome
    !Water Surface Color
    !Water Fog Color
    !Water Fog Distance
    !Water Surface Transparency
    !Block
    |-
    |{{BiomeLink|Legacy Frozen Ocean}}
    |{{color|#44aff5}}||{{color|#44aff5}}||-||-||[[File:Water BE.png|32px]]
    |-
    |{{BiomeLink|Mountains}}
    |{{color|#007BF7}}||{{color|#007bf7}}||-||-||[[File:Mountains Water.png|32px]]
    |-
    |{{BiomeLink|Taiga Mountains}}
    |{{color|#1e6B82}}||{{color|#1e6b82}}||-||-||[[File:Taiga Mountains Water.png|32px]]
    |-
    |{{BiomeLink|Swamp Hills}}
    | {{color|#4c6156}}||{{color|#4c6156||30||100%||[[File:Swamp Hills Water.png|32px]]
    |-
    | {{BiomeLink|Snowy Mountains}}
    |{{color|#1156a7}}||{{color|#1156a7}}||-||-||[[File:Snowy Mountains Water.png|32px]]
    |-
    |{{BiomeLink|Mushroom Field Shore}}
    |{{color|#818193}}||{{color|#818193}}||-||-||[[File:Mushroom Field Shore Water.png|32px]]
    |-
    |{{BiomeLink|Desert Hills}}
    |{{color|#1a7aa1}}||{{color|#1a7aa1}}||-||-||[[File:Desert Hills Water.png|32px]]
    |-
    |{{BiomeLink|Wooded Hills}}
    |{{color|#056bd1}}||{{color|#056bd1}}||-||-||[[File:Wooded Hills Water.png|32px]]
    |-
    |{{BiomeLink|Taiga Hills}}
    |{{color|#236583}}||{{color|#236583}}||-||-||[[File:Taiga Hills Water.png|32px]]
    |-
    |{{BiomeLink|Mountain Edge}}
    |{{color|#045cd5}}||{{color|#045cd5}}||-||-||[[File:Mountain Edge Water.png|32px]]
    |-
    |{{BiomeLink|Jungle Hills}}<br>{{BiomeLink|Modified Jungle}}<br>{{BiomeLink|Bamboo Jungle Hills}}
    |{{color|#1B9ED8}}||{{color|#1B9ED8}}||-||-||[[File:Jungle Hills Water.png|32px]]
    |-
    |{{BiomeLink|Modified Jungle Edge}}
    |{{color|#0D8AE3}}||{{color|#0D8AE3}}||-||-||[[File:Jungle Edge Water.png|32px]]
    |-
    |{{BiomeLink|Birch Forest Hills}}
    |{{color|#0a74c4}}||{{color|#0a74c4}}||-||-||[[File:Birch Forest Hills Water.png|32px]]
    |-
    |{{BiomeLink|Snowy Taiga Mountains}}
    |{{color|#205e83}}||{{color|#205e83}}||60||-||[[File:Snowy Taiga Water.png|32px]]
    |-
    |{{BiomeLink|Snowy Taiga Hills}}
    |{{color|#245b78}}||{{color|#245b78}}||-||-||[[File:Snowy Taiga Hills Water.png|32px]]
    |-
    |{{BiomeLink|Giant Tree Taiga Hills}}
    |{{color|#286378}}||{{color|#286378}}||-||-||[[File:Giant Tree Taiga Hills Water.png|32px]]
    |-
    |{{BiomeLink|id=modified-gravelly-mountains|Gravelly Mountains+}}
    |{{color|#0E63AB}}||{{color|#0e63ab}}||-||-||[[File:Wooded Mountains Water.png|32px]]
    |-
    |{{BiomeLink|Shattered Savanna Plateau}}
    |{{color|#2590a8}}||{{color|#2590a8}}||-||-||[[File:Savanna Plateau Water.png|32px]]
    |-
    |{{BiomeLink|Badlands Plateau}}<br>{{BiomeLink|Modified Badlands Plateau}}
    |{{color|#55809E}}||{{color|#55809e}}||-||-||[[File:Badlands Plateau Water.png|32px]]
    |-
    |{{BiomeLink|Deep Warm Ocean|Warm Deep Ocean}}
    |{{color|#02B0E5}}||{{color|#0686ca}}||60||-||[[File:Warm Ocean Water.png|32px]]
    |}
    
    ===Water and lava===
    {{Main|Fluid#Mixing}}
    
    Water and lava can produce [[stone]], [[cobblestone]], or [[obsidian]] based on how they interact. If water touches a lava source, the lava source turns to obsidian. If both touch each other while flowing, cobblestone is made and no sources are removed, and if lava flows downward onto water, the water turns to stone.
    
    ===Interactions with mobs===
    ====Direct contact====
    
    Water damages [[endermen]], [[snow golem]]s, [[Strider|striders]] and [[blaze]]s, at a rate of {{hp|1}} per half second. If water comes into contact with a [[shulker]] or an [[enderman]], the mob teleports away.
    
    ====Suffocation====
    {{Main|Damage#Suffocation in water}}
    
    Players and mobs (except [[aquatic mob]]s, [[undead mob]]s and [[iron golem]]s) have a breath meter that lasts 15 seconds. After they run out of breath, they take {{hp|2}} suffocation damage every second until they die, surface, or enter [[bubble column]]s.
    
    [[Dolphin]]s are a special case in drowning: they take suffocation damage when underwater for about 4 minutes, but also take suffocation damage when in air for about 2 minutes.
    
    Each level of the [[Respiration]] enchantment adds 15 seconds to the breath meter and grants an x/(x+1) chance (where x is the Respiration level) of not taking damage after that time: 30 seconds and an average {{hp|1}}/second with Respiration I, 45 seconds and an average of {{frac|2|3}} damage/second with Respiration II, and 60 seconds and an average of {{frac|1|2}} damage/second with Respiration III.
    
    If a [[husk]] suffocates underwater, it starts to shake and eventually becomes a [[zombie]]. If a [[zombie]] suffocates underwater, it starts to shake and eventually transforms into a [[drowned]].
    
    === Slower mining speed===
    Players with their head underwater require 5 times the normal amount of time to mine blocks while standing on the ground, or 25 times while not on the ground. If a player wears a helmet with the [[Aqua Affinity]] enchantment, then underwater mining speed while standing on the ground is the same as on land, and 5 times slower if not standing on the ground.
    
    ===Explosions===
    Water does not prevent explosions from activating. Water has a high blast resistance, causing it to absorb any normal blasts, with the exception of explosions from [[underwater TNT]].
    
    ===Hardening concrete powder ===
    When water comes into contact with [[concrete powder]], the powder hardens into solid [[concrete]].
    
    ===Sponges===
    When a dry [[sponge]] comes into contact with a water source or flowing block, it becomes a wet [[sponge]], absorbing all water within 3 to 5 blocks in all directions. [[Kelp]] and [[lily pad]]s within the absorbed water blocks are destroyed and drop as items, and [[seagrass]] is destroyed without dropping anything. Mobs that take damage out of water are affected as a side-effect. 
    
    Sponges do not absorb water from [[Waterlogging|waterlogged]] blocks, nor water that comes into contact by flowing back in from outside the area of absorption. For instance, placing a sponge 4 or more blocks from a single water source removes the flowing water in the area of effect, but as the flow from the source resumes it is not affected by the wet sponge.
    
    A sponge instantly absorbs nearby water when it is placed next to water or when water comes into contact with it (by being placed next to the sponge, or by flowing toward it). A sponge absorbs [[water]] around itself (water source blocks or flowing water) out to a [[taxicab distance]] of 7 in all directions (including up and down), but won't absorb more than 65 blocks of water (water closest to the sponge is absorbed first). The absorption propagates only from water to water and does not "jump over" non-water blocks (including air).
    
    ===Dripping===
    [[File:WaterDropletsExample.png|thumb|Dripping water.]]
    Water above a non-transparent block (except for stairs, fences, or slabs) produces dripping particles on the underside of that block. If a block of [[Pointed Dripstone|pointed dripstone]] hangs under any block directly beneath a water source, the drips can slowly fill up a [[cauldron]] placed underneath. Without the dripstone, a cauldron does not fill.
    
    ===Vertical transport===
    [[Bubble column]]s are created by placing magma blocks or [[soul sand]] under water. These can be used to transport [[mobs]] or items quickly vertically.
    
    ==Sounds==
    {{el|je}}:
    {{Sound table
    |sound=Entering water1.ogg
    |sound2=Entering water2.ogg
    |sound3=Entering water3.ogg
    |subtitle=MC-177092
    |source=ambient
    |description=When the player's eye level goes underwater
    |id=ambient.underwater.enter
    |translationkey=-
    |volume=0.8<wbr>{{Until|JE 1.20.2}}<br>0.5<wbr>{{Upcoming|JE 1.20.2}}
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Exiting water1.ogg
    |sound2=Exiting water2.ogg
    |sound3=Exiting water3.ogg
    |subtitle=MC-177092
    |source=ambient
    |description=When the player's eye level goes above water
    |id=ambient.underwater.exit
    |translationkey=-
    |volume=0.5<wbr>{{Until|JE 1.20.2}}<br>0.3<wbr>{{Upcoming|JE 1.20.2}}
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Underwater Ambience.ogg
    |subtitle=MC-196825
    |source=ambient
    |description=Randomly when underwater
    |id=ambient.underwater.loop
    |translationkey=-
    |volume=0.65
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Bubbles1.ogg
    |sound2=Bubbles2.ogg
    |sound3=Bubbles3.ogg
    |sound4=Bubbles4.ogg
    |sound5=Bubbles5.ogg
    |sound6=Bubbles6.ogg
    |sound7=Water1.ogg
    |sound8=Water2.ogg
    |subtitle=MC-196825
    |source=ambient
    |description=Randomly when underwater
    |id=ambient.underwater.loop.additions
    |translationkey=-
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Animal1.ogg
    |sound2=Bass Whale1.ogg
    |sound3=Bass Whale2.ogg
    |sound4=Crackles1.ogg
    |sound5=Crackles2.ogg
    |sound6=Driplets1.ogg
    |sound7=Driplets2.ogg
    |sound8=Earth Crack.ogg
    |subtitle=MC-196825
    |source=ambient
    |description=Randomly when underwater
    |id=ambient.underwater.loop.additions.rare
    |translationkey=-
    |volume=''varies'' <ref group=sound>The first, fifth, and eighth sounds are 1.0; the second sound is 0.45; the third, sixth, and seventh sounds are 0.5; the fourth sound is 0.7</ref>
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Animal2.ogg
    |sound2=Dark1.ogg
    |sound3=Dark2.ogg
    |sound4=Dark3.ogg
    |sound5=Dark4.ogg
    |subtitle=MC-196825
    |source=ambient
    |description=Randomly when underwater
    |id=ambient.underwater.loop.additions.ultra_rare
    |translationkey=-
    |volume=1.0 <ref group=sound>Except the third sound, which is 0.7</ref>
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Water1.ogg
    |sound2=Water2.ogg
    |subtitle=Water flows
    |source=block
    |description=Randomly from flowing water
    |id=block.water.ambient
    |translationkey=subtitles.block.water.ambient
    |volume=0.75-1.0
    |pitch=0.5-1.5
    |distance=16}}
    {{Sound table
    |sound=Water splash1.ogg
    |sound2=Water splash2.ogg
    |subtitle=Splashing
    |source=dependent
    |description=When something enters water
    |id=entity.generic.splash
    |translationkey=subtitles.entity.generic.splash
    |volume=0.0-1.0 <ref group=sound name=speedvolume>The mob's momentum, with the horizontal axes' velocities multiplied by 0.2 (capped at 1.0)</ref>
    |pitch=0.6-1.4
    |distance=16}}
    {{Sound table
    |sound=Swim1.ogg
    |sound2=Swim2.ogg
    |sound3=Swim3.ogg
    |sound4=Swim4.ogg
    |subtitle=Swimming
    |source=dependent
    |description=While something is moving through water
    |id=entity.generic.swim
    |translationkey=subtitles.entity.generic.swim
    |volume=0.0-1.0 <ref group=sound name=speedvolume/>
    |pitch=0.6-1.4
    |distance=16}}
    {{Sound table
    |sound=Empty water bucket1.ogg
    |sound2=Empty water bucket1.ogg
    |sound3=Empty water bucket2.ogg
    |sound4=Empty water bucket3.ogg
    |subtitle=Bucket empties
    |source=block
    |description=When water is placed with a bucket
    |id=item.bucket.empty
    |translationkey=subtitles.item.bucket.empty
    |volume=1.0 <ref group=sound>Except for the second copy of {{cd|empty1}}, which is 0.9</ref>
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Fill water bucket1.ogg
    |sound2=Fill water bucket2.ogg
    |sound3=Fill water bucket3.ogg
    |subtitle=Bucket fills
    |source=player
    |description=When water is collected with a bucket
    |id=item.bucket.fill
    |translationkey=subtitles.item.bucket.fill
    |volume=1.0
    |pitch=1.0
    |distance=16}}
    {{Sound table
    |sound=Axolotl.ogg
    |sound2=Dragon fish.ogg
    |sound3=Shuniji.ogg
    |subtitle=-
    |source=music
    |description=Randomly when underwater
    |id=music.under_water
    |translationkey=-
    |volume=0.4
    |pitch=1.0
    |distance=16
    |foot=1}}
    
    {{el|be}}:
    {{Sound table
    |type=bedrock
    |sound=Water2.ogg
    |source=block
    |description=Randomly from flowing water
    |id=liquid.water
    |volume=0.75-1.0
    |pitch=0.5-1.5}}
    {{Sound table
    |sound=Water Splash Old.ogg
    |source=player
    |description=When something enters water<wbr><ref group=sound>{{Bug|MCPE-44120}}</ref>
    |id=random.splash
    |pitch=0.6-1.4}}
    {{Sound table
    |sound=Water splash1.ogg
    |sound2=Water splash2.ogg
    |source=ambient
    |description=?[[Category:Pages missing sound description]]<wbr>{{Upcoming|BE 1.20.40}}
    |id=entity.generic.splash
    |pitch=0.6-1.4}}
    {{Sound table
    |sound=Entering water1.ogg
    |sound2=Entering water2.ogg
    |sound3=Entering water3.ogg
    |source=player
    |description=When the player's eye level goes underwater<wbr>{{Upcoming|BE 1.20.40}}
    |id=ambient.underwater.enter
    |volume=<!--0.8 (other multipliers)-->
    |pitch=1.0}}
    {{Sound table
    |sound=Exiting water1.ogg
    |sound2=Exiting water2.ogg
    |sound3=Exiting water3.ogg
    |source=player
    |description=When the player's eye level goes above water<wbr>{{Upcoming|BE 1.20.40}}
    |id=ambient.underwater.exit
    |volume=<!--1.0 (other multipliers)-->
    |pitch=1.0}}
    {{Sound table
    |sound=Swim1.ogg
    |sound2=Swim2.ogg
    |sound3=Swim3.ogg
    |sound4=Swim4.ogg
    |source=player
    |description=While something is moving through water
    |id=random.swim
    |pitch=0.6-1.4}}
    {{Sound table
    |sound=Empty water bucket1.ogg
    |sound2=Empty water bucket2.ogg
    |sound3=Empty water bucket3.ogg
    |source=block
    |description=When water is placed with a bucket
    |id=bucket.empty_water
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Fill water bucket1.ogg
    |sound2=Fill water bucket2.ogg
    |sound3=Fill water bucket3.ogg
    |source=block
    |description=When water is collected with a bucket
    |id=bucket.fill_water
    |volume=1.0
    |pitch=1.0}}
    {{Sound table
    |sound=Axolotl.ogg
    |sound2=Dragon fish.ogg
    |sound3=Shuniji.ogg
    |source=music
    |description=Randomly when underwater
    |id=music.game.water
    |volume=0.2
    |pitch=1.0
    |foot=1}}
    
    ==Data values==
    ===ID===
    {{edition|java}}:
    {{ID table
    |edition=java
    |firstcolumnname=Water
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Block
    |spritename=water
    |spritetype=block
    |nameid=water
    |form=block
    |foot=1}}
    {{ID table
    |edition=java
    |firstcolumnname=Water
    |showfluidtags=y
    |displayname=Fluid
    |spritename=water
    |spritetype=block
    |nameid=water
    |fluidtags=water}}
    {{ID table
    |displayname=Flowing Fluid
    |spritetype=block
    |spritename=water
    |nameid=flowing_water
    |fluidtags=water
    |foot=1}}
    
    {{edition|bedrock}}:
    {{ID table
    |edition=bedrock
    |firstcolumnname=Water
    |shownumericids=y
    |showforms=y
    |generatetranslationkeys=y
    |displayname=Flowing
    |spritename=water
    |spritetype=block
    |nameid=flowing_water
    |id=8
    |form=block}}
    {{ID table
    |displayname=Stationary
    |spritename=water
    |spritetype=block
    |nameid=water
    |id=9
    |form=block
    |foot=1}}
    
    ===Block states===
    {{see also|Block states}}
    
    {{/BS}}
    
    === Fluid states===
    {{see also|Block states}}
    
    {{/FS}}
    
    ==Achievements==
    {{load achievements|Free Diver;Sleep with the Fishes}}
    
    ==Advancements==
    {{load advancements|Tactical fishing;The Cutest Predator}}
    
    ==History==
    {{Main|/History}}
    {{History|java classic}}
    {{History||May 17, 2009|link=https://archive.org/download/Minecraft_IRC_Logs_2009/history/files/May-15-to-June-03-2009/2009-05-17.140618-0400EDT.txt.~1~|Notch mentions developing water.{{q|a very very first version of the water is somewhat working now, heh [/] the level starts out without any water and is surrounded a by a huge ocean [/] it quickly fills, leaving islands}}}}
    {{History||0.0.12a|snap=May 18, 2009|slink=Java Edition Classic 0.0.12a/Development#Water test (May 18, 2009)|[[File:Water (pre-release).png|32px]] Water is shown.}}
    {{History|||snap=release|slink=Java Edition Classic 0.0.12a|[[File:Water JE1.png|32px]] Added water.
    |Water flows to any available space below or beside it and creates a new source [[block]], making it easy to flood a whole world just with one source.}}
    {{History||May 22, 2009|link=wordofnotch:111386404|[[Notch]] pointed out that when a [[plant]] or non-cube block is placed in water, it produces a box of [[air]] around it. He asked how it could be fixed, and whether he even had to.}}
    {{History||0.0.13a|[[File:Water JE2.png|32px]] The model of water has been changed.}}
    {{History||May 24, 2009|link=wordofnotch:112481256|A new water system is mentioned.}}
    {{History||May 24, 2009|link=wordofnotch:112481370|A new water system is shown.}}
    {{History||May 24, 2009|link=wordofnotch:112487511| Another test of water is shown.}}
    {{History||May 26, 2009|link=wordofnotch:113350683|While sharing feedback on experiments with random vertex and color offsets, and deciding to scrap it, Notch said he would investigate salvaging the technique to add animation to water tiles.}}
    {{History||0.0.19a|[[File:Water JE3.png|32px]] Added [[Procedural animated texture generation|procedural animated texture]] to water. The old texture is retained for use as a [[animation placeholder texture|placeholder]].
    |Upscaled model 2% to fix z-fighting with blocks below water. It's created water or lava models overlapping and z-fighting with each other.
    |Added [[sponge]]s, which remove water.
    |Water part of the [[world boundary]] still uses the old water texture.}}
    {{History||0.0.20a_02|[[File:Water JE4.png|32px]] Changed model scale back to normal with 1% offset on all coordinates.}}
    {{History||0.26 SURVIVAL TEST|[[File:Water JE5.png|32px]] UV mapping on side faces now has 11% v offset up.}}
    {{History||0.28|[[File:Water JE4.png|32px]] Fixed UV mapping.}}
    {{History|java indev}}
    {{History||0.31|snap=20091223-1|[[File:Water JE6.png|32px]] Added the flowing water texture, which is now used on the sides of water.}}
    {{History|||snap=20100106|Water part of the [[world boundary]] now uses the animated water texture.}}
    {{History|||snap=20100113|Water is now finite.|[[Ocean]]s now have infinite water.
    |Water now always drains from its highest remove location.
    |Water no longer moves on the surface on its own.
    |Water now has a {{frac|2|3}} probability to evaporate and a {{frac|1|3}} probability to copy.}}
    {{History|||snap=20100122|Water now spawns in level generation as [[spring]]s and lakes.}}
    {{History|||snap=20100131|The texture of water is now seen when underwater.}}
    {{History|java infdev}}
    {{History||20100227-1|Water no longer flows due to changes in chunk handling for infinite worlds.{{verify|type=change}}}}
    {{History||20100607|[[File:Water JE7.png|32px]] UV mapping now has 1% uv offset on top and bottom faces and 1% u, 11% v offset on side faces.}}
    {{History||20100608|[[File:Water JE6.png|32px]] Fixed UV mapping, once again.}}
    {{History||20100615|[[File:Water JE8.png|32px]] The model has been changed.
    |Added flowing water.
    |Sources placed in isolation flow exclusively downward, rather than spreading out one block in each direction as well.
    |Water and lava do not produce any solid blocks when combined.
    |Water does not replace plants.
    |Water is now infinite again.
    |Added [[water bucket]]s, which can be filled with water.}}
    {{History||20100616-1|[[File:Water JE9.png|32px]] Added vertex offset.
    |Water and flowing water now has visual connection to blocks.
    |Downward flowing water now pushes the [[player]] out.{{info needed|and other entities?}}}}
    {{History||20100617-2|[[File:Water JE10.png|32px]] Removed vertex offset.
    |Water sources placed in the air now flow outward.
    |Lava and flowing lava touching water, flowing water now replaces with [[obsidian]].
    |Downward flowing water no longer pushes the player out.
    |Water now can replace [[plants]]. However no items are dropped.}}
    {{History||20100618|Water can now replace [[rail]]s.}}
    {{History||20100624|Water now destroys plants, dropping as items.}}
    {{History|java alpha}}
    {{History||v1.0.2_02|[[Fluids]], including water, have been slightly tweaked.}}
    {{History||v1.0.5_01|Water can now freeze into [[ice]].}}
    {{History||v1.2.6|[[Lake]]s, which contain water, have been added.}}
    {{History|java beta}}
    <!--{{History||1.5|Dropped [[item]]s in flowing water now move faster.{{check version|Taken from trivia, may not be beta}}}}-->
    {{History||1.6|snap=Test Build 3|[[Rain]] and [[snow]] no longer fall through water.
    |Water sources now form over [[glass]].}}
    {{History||1.8|snap=Pre-release|[[File:Water JE11.png|32px]] Changed [[lighting]].
    |Underwater [[particles]] have been added.
    |Because of the change in how land is generated, if a [[player]] is in a world that was made pre-1.8 and travels into new [[chunk]]s, there's a chance that a large [[ocean]] may be formed as the ocean [[biome]]. There is also a one-[[block]]-high drop in sea level along the discontinuity between the old and new chunks with the old chunks being higher.
    |Water can now be found in the farms and wells of [[village]]s, and the fountain rooms of [[stronghold]]s.
    |Two [[biome]]s have been added that are almost all water: [[ocean]]s and [[river]]s.}}
    {{History|java}}
    {{History||1.0.0|snap=Beta 1.9 Prerelease|[[File:Swamp Water JE1.png|32px]] {{color|#E0FF70}} Added water color in swampland.
    |Added dripping water.}}
    {{History|||snap=Beta 1.9 Prerelease 4|Added [[Respiration]] and [[Aqua Affinity]] enchantments, which allow more breathing time in water and normal digging speed in water.}}
    {{History|||snap=Beta 1.9 Prerelease 5|Now flowing downward creates source blocks}}
    {{History|||snap=RC1|[[File:Water JE12.png|32px]] [[File:Swamp Water JE2.png|32px]] Faces on model now 0.1% moved to center to fix z-fighting on inner faces.}}
    {{History||1.1|snap=12w01a|[[File:Swamp Water JE3.png|32px]] {{color|#E0FFAE}} The water color in swampland is now less intense.}}
    {{History||1.2.1|snap=12w04a|Added [[desert well]]s, which contain water.}}
    {{History||1.3.1|snap=12w17a|The ability to bring water using [[ice]] into [[the Nether]] has been removed.}}
    {{History|||snap=12w21a|[[Dispenser]]s have been given the ability to shoot out [[fluids]], including water, inside [[water bucket]]s. They can also collect the fluids if activated again.}}
    {{History||1.4.2|snap=12w38a|The [[sound]] when jumping and swimming in water has been changed.
    |The sound of flowing water is now continuous.
    |The water overlay is a more saturated blue.}}
    {{History||1.4.4|snap=1.4.3|Water of any depth now negates all [[Damage#Fall damage|fall damage]]. [[Player]]s and [[mob]]s no longer die from great heights in shallow water.<ref>{{bug|MC-1644}} resolved as Works As Intended</ref>}}
    {{History||1.5|snap=13w02a|[[File:Water JE13.png|32px]] [[File:Swamp Water JE4.png|32px]] The texture of water has been changed to use an animated texture file. Prior to this version, the texture was procedurally generated by the game (see dedicated section below).}}
    {{History|||snap=13w03a|A water source [[block]] now forms if there is another water source block below it.}}
    {{History|||snap=13w04a|Flowing water in [[Creative]] mode no longer slows the [[player]] down when flying.}}
    {{History||1.6.1|snap=13w17a|Water [[lake]]s no longer generate in [[desert]]s.}}
    {{History||1.7.2|snap=13w36a|[[File:Swamp Water JE4.png|32px]] {{color|#E0FFAE}} Added water color in swampland M, which is the same as in swampland.}}
    {{History||1.7.2|snap=13w36a|Water pools now generate in the new desert M [[biome]].
    |[[Ocean]]s are much smaller.}}
    {{History|||snap=13w41a|[[File:Water JE14.png|32px]] [[File:Swamp Water JE5.png|32px]] Water's six internal faces are now visible from the outside.
    |Water, [[ice]] and [[portal]]s are now visible through each other. This also now allows water's inside faces to be visible from outside.}}
    {{History|||snap=13w42a|[[File:Water JE13.png|32px]] [[File:Swamp Water JE6.png|32px]] Water's internal faces have been removed. This visually reverts water to its pre-13w41a appearance when seen from the outside.}}
    {{History||1.7.4|snap=13w47a|Water's internal top face has been readded.<ref>{{bug|MC-35658}}</ref>}}
    {{History|||snap=13w48a|[[File:Water JE15.png|32px]] [[File:Swamp Water JE7.png|32px]] Water's internal side faces except the bottom face, have been readded.<ref>{{bug|MC-40621}}</ref><ref>{{bug|MC-190053}}</ref>}}
    {{History||1.9|snap=15w43b|When viewed through [[glass]], water now appears as a solid blue color, as opposed to a downward flowing water texture.<ref name="badwatergraphicsJE">{{bug|MC-35790}}</ref>}}
    {{History||1.11|snap=16w39a|Water now generates in [[woodland mansion]]s.}}
    {{History||1.12|snap=17w06a|Water now hardens [[concrete powder]] into [[concrete]], on contact.}}
    {{History||1.13|snap=18w07a|[[Item]]s now float in water.
    |The [[player]]'s underwater visibility has been changed - the longer a player stays underwater, the better they can see.}}
    {{History|||snap=18w10a|Underwater visibility now depends on the [[biome]] the player is in.}}
    {{History|||snap=18w10c|Water can now be placed in the same block as [[chest]]s, [[trapped chest]]s, [[stairs]], [[slab]]s, [[fence]]s, [[wall]]s, [[iron bars]] and [[glass pane]]s.}}
    {{History|||snap=18w10d|Water can now be placed in [[ender chest]]s, [[trapdoor]]s, [[ladder]]s, and [[sign]]s.}}
    {{History|||snap=18w15a|[[File:Water JE16.png|32px]] {{color|#3F76E4}} Added default water color. The textures of water have been changed from blue to grayscale.<ref>{{bug|MC-200838}}</ref>
    |[[File:Warm Ocean Water JE.png|32px]] [[File:Lukewarm Ocean Water JE.png|32px]] [[File:Frozen Ocean Water JE.png|32px]] [[File:Cold Ocean Water JE.png|32px]] Added water colors for [[warm ocean]], [[lukewarm ocean]], [[frozen ocean]] and [[cold ocean]].
    |[[File:Swamp Water.png|32px]] {{color|#617B64}} Water color in swampland has been changed.
    |[[File:Swamp Hills Water 18w15a.png|32px]] {{color|#E0FFAE}} Water color in swampland M is unchanged.<ref>{{bug|MC-128558}}</ref>
    |Water now blocks 1 [[light]] level per [[block]] instead of 3.
    |[[Player]]s no longer receive the [[Night Vision]] effect while underwater.{{verify|type=change|Did this ever happen, or is it just being used as an analogy?}}}}
    {{History|||snap=18w16a|When water spreads and would later turn into a source [[block]], it now immediately places a source block.}}
    {{History|||snap=18w19a|[[Experience orb]]s now float in water.}}
    {{History|||snap=pre3|[[File:Swamp Water.png|32px]] {{color|#617B64}} water color in swamp hills now the same as in [[swamp]].}}
    {{History|||snap=pre7|Pressing the {{control|jump}} button in flowing water at <code>level=1</code>, <code>level=2</code> and <code>level=3</code> now do normal jumps instead of {{control|swimming}} up.}}
    {{History||1.15|snap=19w34a|Added [[bee]]s, which get damaged while in water.}}
    {{History|||snap=19w35a|Bees now try to avoid water.}}
    {{History||1.17|snap=20w45a|Flowing water no longer breaks rails.}}
    {{History|||snap=21w06a|[[Aquifer]]s, large bodies of water in caves, have been added.}}
    {{History|||snap=21w07a|Aquifers generate less often.}}
    {{History|||snap=21w08a|Water [[spring]]s are now able to generate below Y{{=}}0.}}
    {{History|||snap=21w10a|The FOV shrinking effect now respects the "FOV Effects" accessibility slider.<ref>{{bug|MC-214629}}</ref>}}
    {{History|||snap=21w15a|All changes to water generation from 21w06a to 21w08a have been reverted.}}
    {{History|||snap=Pre-release 2|[[Smooth lighting]] now works properly underwater.<ref>{{bug|MC-68129}} resolved as "Fixed"</ref>}}
    {{History||1.18|snap=Experimental Snapshot 1|[[File:Meadow Water.png|32px]] Added water color in [[meadow]].
    |All changes to water generation in the 1.17 snapshots have been reintroduced.}}
    {{History||1.18|snap=21w40a|[[Water lake]]s no longer generate.}}
    {{History||1.19|snap=Deep Dark Experimental Snapshot 1|Water can now generate as part of [[Ancient City|ancient cities]].}}
    {{History||1.19|snap=22w14a|[[File:Mangrove Swamp Water.png|32px]] Added water color in [[mangrove swamp]].}}
    {{History||1.19.3|snap=22w44a|Added the [[game rule]] {{cd|waterSourceConversion}}, which disables the formation of new water source blocks when set to {{cd|false}}.}}
    {{History||1.20<br>(experimental)|link=1.19.4|snap=23w07a|[[File:Cherry Grove Water JE1.png|32px]] Added water color in [[cherry grove]].}}
    
    {{History|pocket alpha}}
    {{History||v0.1.0|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} Added water. 
    |[[File:Water JE2.png|32px]] On older or much newer devices, the old [[Java Edition|Java]] water texture is used, whereas the newer animated texture is used on intermediately modern devices.}}
    {{History||v0.7.0|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} The texture of water has been changed to the new texture for all devices.}}
    {{History||v0.9.0|snap=build 1|[[File:Swamp Water BE1.png|32px]] Water now uses a dark blue coloration in [[swamp]]s.
    |Water dripping [[particles]] have been changed.
    |[[Water lake]]s have been added.
    |Water can now be found in the farms and wells of [[village]]s.
    |Two [[biome]]s have been added that are almost all water: [[ocean]]s and [[river]]s.
    |Oasis now generate in the new [[desert]] M [[biome]].}}
    {{History||v0.10.0|snap=build 1|Smooth lighting for water has been added.
    |A gradient effect has been added to water that increases its opacity with distance.
    |[[File:Old bedrock swamp water.png|32px]] Water color in swampland has been changed.
    |Flowing water can now push [[entities]].}}
    {{History|||snap=build 7|Running water now has [[sound]]s.}}
    {{History|||snap=?|Water now destroys [[block]]s.{{info needed|if this is referring to washing away plants and torches and stuff, it's been able to do that since 0.1.0}}}}
    {{History||v0.14.0|snap=build 1|[[Dispenser]]s can now shoot out water from [[water bucket]]s. They can also suck up [[fluids]], including water, directly adjacent to the side they are facing.}}
    {{History||v0.14.2|[[File:Old bedrock water.png|32px]] Water now uses animated texture files.}}
    {{History|pocket}}
    {{History||1.0.0|snap=alpha 1.0.0.0|When viewed through [[glass]], water now appears as a solid blue color, as opposed to a downward flowing water texture.<ref name="badwatergraphicsBE">{{bug|MCPE-11140}}</ref>}}
    {{History||1.1.0|snap=alpha 1.1.0.0|Water now generates in [[woodland mansion]]s.
    |Water now hardens [[concrete powder]] into [[concrete]], on contact.}}
    {{History|bedrock}}
    {{History||?|The rendering change for water in 1.0.0 has been reverted for an unknown reason.}}
    {{History||1.2.13|snap=beta 1.2.13.5|Water can now be placed in the same [[block]]s as [[slab]]s and [[stairs]].}}
    {{History||1.4.0|snap=beta 1.2.14.2|Water can now be placed in the same block as most transparent blocks, instead of slabs and stairs only.}}
    {{History|||snap=beta 1.2.20.1|[[File:Plains Water.png|32px]] Water now has a completely new look for every [[biome]] and it is now much easier to see above and underwater (see [[Water#Bedrock Edition]] for all biome colors).
    |[[Item]]s now float to the top of water.
    |Underwater visibility now depends on the [[biome]] the [[player]] is in.
    |[[Respiration]] enchantment and [[Water Breathing]] effect no longer grants enhanced underwater visibility.}}
    {{History|||snap=?|When viewed through [[glass]], water now appears as its own top texture, as opposed to a downward flowing water texture.<ref name="badwatergraphicsBE"/>}}
    {{History||1.14.0|snap=beta 1.14.0.1|Added [[bee]]s, which get damaged when touching water and try to avoid it.}}
    
    {{History|console}}
    {{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} [[File:Swamp Water JE2.png|32px]] Added water.}}
    {{History||xbox=TU9|[[Dispenser]]s have been given the ability to shoot out [[fluids]], including water, inside [[water bucket]]s. They can also suck up the fluids if activated again, but a bug prevents the empty [[bucket]] from being filled.}}
    {{History||xbox=TU12|[[File:Water JE15.png|32px]] Water now uses animated texture files.}}
    {{History||xbox=TU25|xbone=CU14|ps=1.17|Water can be used in custom superflats. It appears as a 3D block in the block selection screen of the custom superflat interface.}}
    {{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|Water splash [[sound]]s have been updated.
    |Most [[mob]]s can now [[swimming|swim]] in water.}}
    {{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|[[File:Warm Ocean Water.png|32px]] [[File:Lukewarm Ocean Water.png|32px]] [[File:Frozen Ocean Water.png|32px]] [[File:Cold Ocean Water.png|32px]] Added [[warm ocean]], [[lukewarm ocean]], [[frozen ocean]] and [[cold ocean]] texture colors for water in those [[biome]]s.}}
    {{History||ps=1.78|The animation of water is now less smooth.}}
    
    {{History|New 3DS}}
    {{History||0.1.0|[[File:Water JE15.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} [[File:Old bedrock swamp water.png|32px]] Added water.}}
    {{History|foot}}
    <!-- Still need to add in the right version: Drowning added, Water can turn into ice -->
    <!--- Still need to add "1.16 pre-release 5 - Water overlay texture turned slightly darker" -->
    {{More sounds|Old and older water splash sounds.|type=historical}}
    
    ===Data history===
    {{History|java}}
    {{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these blocks' numeral IDs were 8 and 9. Both blocks have been merged into a single one.}}
    {{History|||snap=18w10c|Removed <code>flowing_water</code>.}}
    {{History|foot}}
    
    <gallery>
    EarlyFlowingWater.png|The water and flowing water in [[Infdev 20100615]].
    </gallery>
    
    ==Issues==
    {{Issue list}}
    
    ==Trivia==
    *The texture subtly overlaid on the screen when underwater is that of the original water texture from 0.0.12a.
    **The outdatedness of this texture is not considered a bug or oversight, unlike many other outdated textures.<ref>{{bug|MC-241000|||Invalid}}</ref>
    **This texture is particularly difficult to notice due to its extreme transparency,<ref>{{bug|MC-128337}}</ref> as well as the fact that other blocks likely make the scene visually noisy enough to further obscure it under most conditions.
    * While underwater, the player's FOV (field of vision) is lowered by 10 to simulate light {{w|refraction}}. This can be disabled via the "FOV Effects" [[option]].
    *If a player or mob with the [[Levitation]] effect touches water, the effect is completely negated.<ref>{{bug|MC-83369}}</ref>
    
    ==Gallery==
    <gallery>
    1.8underwater.png|Underwater particles, or "bubbles".
    Underground water mix.png|Water that is underground, but is still part of 2 different biomes. The color is split.
    InvisibleWater.png|A glitch where water is invisible below its surface level.
    Water Cave Filling.png|Water flowing into a [[cave]].
    Under water.png|A view underwater.
    Mac os water texture V1.13-920.gif|Animated view of the Java edition water texture.
    Bubbles.gif|These bubbles appear above the [[hunger]] bar when the player's head is in water, and when all the bubbles pop, a heart of damage is dealt every second until the player is no longer entirely under water.
    Waterfall.png|A naturally occurring waterfall.
    Water (texture) JE1 BE1.png|This texture is subtly overlaid on the screen when underwater.
    Land ruin.png|An underwater ruin {{in|bedrock}} that generated on land with a water block on top of it.
    Land ruin Java.png|An underwater ruin {{in|java}} that generated on land with a visible loot chest that is not waterlogged and doesn't have water on top of it.
    Largelake.png|A large lake, during a [[thunderstorm]].
    Coral reef at night.png|A [[coral reef]] at night, in a [[warm ocean]] biome.
    WaterRavine.jpg|A bug that causes the water to not flow into the pit.
    Obsidian Spring.png|A water flowing on lava lake, creating obsidian. The water was placed by a player.
    Two flowing streams.png|Waterfalls made by a player.
    Watercave.png|Water flowing into the cave from nearby lake.
    RavineandStornghold.png|Ravine with multiple ores, water and lava falls, and stronghold bridge over it.
    Water shade.png|Different water colors in swamp biome.
    File:Nonflowingwater.png|A block of water, which is not flowing because of a glitch, besides a village farm.
    </gallery>
    
    ==See also==
    *[[Waterlogging]]
    
    ==References ==
    {{Reflist}}
    
    ==External Links ==
    *[https://www.minecraft.net/en-us/article/block-week-water Block of the Week: Water] – Minecraft.net on July 14, 2017
    
    {{Blocks|natural}}
    {{Items}}
    
    [[Category:Fluids]]
    [[Category:Natural blocks]]
    [[Category:Non-solid blocks]]
    [[Category:Generated structure blocks]]
    
    [[cs:Voda]]
    [[de:Wasser]]
    [[es:Agua]]
    [[fr:Eau]]
    [[hu:Víz]]
    [[it:Acqua]]
    [[ja:水]]
    [[ko:물]]
    [[nl:Water]]
    [[pl:Woda]]
    [[pt:Água]]
    [[ru:Вода]]
    [[th:น้ำ]]
    [[tr:Su]]
    [[uk:Вода]]
    [[zh:水]]</li></ul></nowiki>
    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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