Join us on Discord!

Java Edition unused features

From Minecraft Wiki
Jump to: navigation, search

Since the beginning of Minecraft's development, there have been a number of features added to the game that have no actual use in Survival or in Creative. Some of these features are leftover from removed features, or simply placeholders for new features.

Note that this page only documents unused features that are currently in the game. See Java Edition removed features for features previously in the game that are no longer available.

Blocks[until 1.13][edit]

Seamless slabs[edit]

Grass Block.svg
This section contains content on features that may be included in the next update.
These features have appeared in development versions, but the full update containing these features has not been released yet.
See also: Slab
Smooth Stone.pngSmooth Sandstone.pngSmooth Red Sandstone.pngSmooth Quartz.png

All double slabs above data value 8 have the seamless tag. This displays the top texture of the slab on all 6 sides. This is only visible on four slabs: stone, sandstone, red sandstone and quartz. All other seamless slabs look identical to their normal counterparts. Breaking seamless slabs will yield two of their respective slabs, which will create normal double slabs if stacked. Seamless slabs can be obtained in versions 14w25a and below and 17w47a and above. In the upcoming 1.13 update they will be renamed to Smooth. They can be obtained by using the following commands:

Block pre-1.13 1.13
Smooth Stone /give <player> double_stone_slab 1 8[until 1.13] /give <player> smooth_stone[upcoming 1.13]
Smooth Sandstone /give <player> double_stone_slab 1 9[until 1.13] /give <player> smooth_sandstone[upcoming 1.13]
Smooth Red Sandstone /give <player> double_stone_slab2 1 8[until 1.13] /give <player> smooth_red_sandstone[upcoming 1.13]
Smooth Quartz /give <player> double_stone_slab 1 14[until 1.13] /give <player> smooth_quartz[upcoming 1.13]


Upcoming Java Edition
1.13 17w47a Smooth blocks added to the creative inventory.

Bark blocks[edit]

Grass Block.svg
This section contains content on features that may be included in the next update.
These features have appeared in development versions, but the full update containing these features has not been released yet.
See also: Log
Oak Bark.pngBirch Bark.pngSpruce Bark.pngJungle Bark.pngAcacia Bark.pngDark Oak Bark.png

Wood blocks with data values 12 through 15 have the bark texture on all 6 sides. These are not found naturally and cannot be crafted[until 1.13]. When obtained in the inventory and placed, they will act like a normal wood block, placing with their axis corresponding to the face of the block clicked. They can be obtained using the /give command. They can be placed, but just like as normal (depending on the wood) log.


Upcoming Java Edition
1.13 17w47a Bark added to the creative inventory.
17w47b Crafting recipe added.

Old wood slabs[edit]

Before unique slabs corresponding to different wooden planks species were added, oak wooden slabs were treated like other stone-type slabs. They required a pickaxe to break, had a blast resistance greater than normal planks, and had stone sounds. They are still obtainable in worlds which had them in it previously. They are tagged as Wooden Slab, reflecting on the fact oak was the only wood species in plank form. It has a missing texture in the inventory.[until 1.13] In 1.13 snapshot 17w47a, this block is now called "Petrified Oak Slab" and it is available in the creative inventory and has a model.[upcoming 1.13]


Upcoming Java Edition
1.13 17w47a Petrified Oak Slab added to the creative inventory.




Giants are an unused mob added in Indev. They appear to be a giant zombie. Giants currently have no AI and they cannot spawn naturally because the game requires the light level to be both greater than 11 and less than 8. They can be summoned using the /summon giant command.

The Killer Bunny[edit]

Killer Bunny.png

The killer bunny is a variant of the rabbit that is hostile to all players and dogs. Its fur is pure white with blood-red eyes that are horizontal, compared to a normal rabbit's vertical eyes.

On peaceful difficulty, the killer bunny will not despawn, despite its hostile nature. It will still attack wolves and pet dogs. When it was originally added in snapshots of 1.8, it spawned as a rare type of rabbit, but it was removed before the final release.

The Killer Bunny can only be spawned with the /summon rabbit ~ ~ ~ {RabbitType:99} command.

Zombie Horse[edit]

Zombie Horse.png

Zombie Horses are a variant of horses that were added in 1.6, along with normal and skeleton horses. There is a zombie horse spawn egg available only in creative, but they remain unused in survival.

In addition to spawn eggs, zombie horses can be spawned with the /summon zombie_horse command.



The Illusioner is an unused Illager that was added in 1.12. They will attack players, villagers, and iron golems within a 12 blocks range. It will attack with its spells, and with its bow.

The illusioner has two spells: a spell that blinds its opponent, and a spell that summons duplicates and makes the illusioner invisible.

Illusioners can only be spawned with the /summon illusion_illager command.


The uncraftable potion is a potion added in the 1.9 snapshot 15w44b with no effect that is unobtainable in survival. It is also available in splash potion and lingering potion forms, as well as for tipped arrows. It serves as a placeholder for potions that have missing or invalid potion-effect tags, which they automatically default to.

It can be obtained using the following command: /give @p minecraft:potion 1 0 {Potion:"minecraft:empty"}.

Icon Name DV

Uncraftable Potion 373

Uncraftable Splash Potion 438

Uncraftable Lingering Potion 440

Uncraftable Tipped Arrow 441

There are also potions that cannot be brewed, and give you status effects not intended to be received by potions; e.g. Wither, Nausea. Again, these can only be obtained through custom potions.

Status effects[edit]

Various status effects remain unused in the game. They can be obtained using /effect or potion NBT data, but have no way of being obtained other than that.

Bad Luck

Bad Luck reduces chances of high-quality loot.


Blindness is a status effect which creates thick black fog around the player and prevents them from sprinting. As of snapshot 17w16a for 1.12, this effect can be obtained from an illusioner, though those mobs are also unused.

Health Boost

During the 1.6 snapshots, the health boost status effect was added. It boosted the player's hearts for a temporary time. It could be obtained from eating a golden apple.

In the next main snapshot, golden apples give the player absorption instead of health boost, but the effect was still left in the game.

In 1.9, the developers gave the Health Boost effect a new texture from its original golden heart texture, despite the fact that it is still not in use.


Saturation is a status effect added in the 1.6.1 pre-release. It causes the hunger bar to refill by 1 (Half Hunger.svg) each tick.


The following biomes remain unused since 13w36a and 18w08b. While they do not naturally generate in default worlds, they can be accessed using the Buffet & Customized world type.

Biome ID Name and Features Description Images

Extreme Hills Edge

Temperature: 0.2

Grass, Dirt, Stone, Pigs, Sheep, Cows, Wolves, Spruce trees, Oak trees, Snow (occasionally)

Similar to the jungle edge sub-biome, this sub-biome generates exclusively at the edge of extreme hills biomes (or any variant). Extreme Hills Edge.png

Warm Deep Ocean

Temperature: 0.1

Puffer fish mobs, Tropical fish mobs, Warm underwater ruins, Sand, Kelp, Sea grass, Ocean monuments, Guardians, Elder guardians

Similar to warm ocean biomes, but twice as deep. Because they are a deep ocean variant, they can generate ocean monuments, resulting in the spawning of guardians, elder guardians, prismarine, and sponges. Warm Deep Ocean.png


Audio loops[edit]

Loops were unused sounds, found in the game files, and were possibly meant for when the player is in a specific type of location (i.e., in caves, woods, the ocean and beside a waterfall).

They were found in .minecraft/resources/sound/loops/, and could be converted to reveal four loops, of birds chirping, cave chimes, ocean and waterfall noises.

Loop Track
Birds Chirping
Cave Chimes


Zombie Horse Track
Others Track
Ghast affectionate scream
Classic Hurt
Successful Hit
Wolf Howl 1
Wolf Howl 2

However, the "Breath" sound is still usable by running "/playsound random.breath master @p" in chat/command blocks.

Silverfish Walking Sounds Track


Various resources located in the game's assets files that remain unused.

Angry villager head[edit]

See also: Villager

In the particles sheet, there is an angry villager head which remains unused.

chunkinfo[until 1.13][edit]

As of 1.8 (14w30a), the file en_us.lang contains translation strings for a /chunkinfo command which does not exist in game. The following keys exist:

commands.chunkinfo.usage=/chunkinfo [<x> <y> <z>]
commands.chunkinfo.location=Chunk location: (%s, %s, %s)
commands.chunkinfo.noChunk=No chunk found at chunk position %s, %s, %s
commands.chunkinfo.notEmpty=Chunk is not empty.
commands.chunkinfo.empty=Chunk is empty.
commands.chunkinfo.notCompiled=Chunk is not compiled.
commands.chunkinfo.compiled=Chunk is compiled.
commands.chunkinfo.hasNoRenderableLayers=Chunk has no renderable layers.
commands.chunkinfo.hasLayers=Chunk has layers: %s
commands.chunkinfo.isEmpty=Chunk has empty layers: %s
commands.chunkinfo.vertices=%s layer's buffer contains %s vertices 64 vertices are: %s

It is unknown if this command is used by Mojang for development or was simply a dropped feature.

Old conduit particle[edit]

See Conduit#History.

Paeonia[until 1.13][edit]

Paeonia texture.png

Paeonias are unimplemented flowers that were replaced by the two-block-tall peonies.

There was only one screenshot of the block released by Jeb. Its texture file can still be found; it is named flower_paeonia.png.

Purple arrow[edit]

This page would benefit from the addition of one or more images.
Please remove this notice once you've added suitable images to the article. The specific instructions are: Render the purple arrow as a shot entity
See also: Arrow § History

Purple arrows were shot by skeletons in Survival Test and acted the same as regular arrows, and used a texture on the same sheet as the normal arrows, but the texture is not currently in use.

In 1.9, a new texture was added for arrows, causing the original arrow texture including the purple arrows to be entirely unused.


See also: Emerald
Ruby (Item).png

On May 21, 2012, Jeb released a screenshot of himself testing the trading system. At this time, what would become emerald ore in 1.3.1 was ruby ore. The previous ruby texture remains in the ruby.png file. It is unknown if the texture will ever be used. Dinnerbone stated in a forum post[1] that they went with emeralds instead of rubies at the last minute because he is color-blind and he had a hard time spotting the difference between ruby ore and redstone ore. The names "Ruby Ore" and "Ruby" are still in the .lang files.

Villager speech bubble[edit]

Unused villager speech bubble.png

The villager speech bubble is an image that was added along with the villager.png file in the jar when the trading system was added. It showed a trade, where raw chicken could be sold to villagers for another raw chicken. Both raw chickens have the old texture. During an interview about villagers, Jeb offered a possible explanation: "We did some experiments with thoughts bubbles, but it didn't look good. So in the end, after I’d been lead on Minecraft for a year, we just decided to add an interface instead." [2]

Since 1.9, the texture has been partially overwritten by the selection arrows.


Promotional Content