Java Edition unused features

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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.




Giants are an unused mob added in Indev. They appear to be a giant zombie. Giants have no movement AI, therefore they are unable to walk around. They cannot spawn naturally because the game requires the light level to be both greater than 11 and less than 8 and those conditions cannot be met in vanilla. This makes them impossible to appear through spawners.

Giants can only 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 tamed wolves. 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 it being a hostile mob. It will still attack wolves and tamed wolves. 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. Like other illagers, 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.

The illusioner has a face that is just like the face of a vindicator.

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


The uncraftable potion is a potion added in the 1.9 snapshot 15w44b with no effect that is unobtainable in survival without cheats. 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 the player 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[edit]

Bad Luck reduces chances of high-quality loot.

Blindness[until JE 1.14][edit]

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. In 1.14[upcoming], this effect is no longer unused and can be obtained from eating suspicious stew.

Health Boost[edit]

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[until JE 1.14][edit]

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. In 1.14[upcoming], this effect is no longer unused and can be obtained from eating suspicious stew.


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 world type.

Biome ID Name and Features Description Images

Mountain 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 mountains biomes (or any variant). Mountain Edge.png

Deep Warm Ocean

Temperature: 0.1

Pufferfish mobs, Tropical fish mobs, Warm underwater ruins, Sand, Kelp, Seagrass, 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. Deep Warm 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, forests, 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
Pling[until JE 1.14]
Successful Hit
Wolf Howl 1
Wolf Howl 2

However, the "Breath" sound is still usable by running /playsound minecraft:entity.player.breath ambient @a in chat and command blocks.

Silverfish Walking Sounds Track


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

Angry villager head[edit]


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

Purple arrow[edit]

The arrow and the purple arrow beside each other, in that respective order.
This page would benefit from the addition of an image.
Please remove this notice once you've added a suitable image to the article. The specific instructions are: Render the purple arrow as a shot entity
The purple arrow shot by a skeleton in survivaltest.

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.


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 colorblind and he had a hard time spotting the difference between ruby ore and redstone ore.
The names "Ruby Ore" and "Ruby" were still in the .lang files, but they were removed.

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.

debug.png and debug2.png[edit]

Vector debug2.svg Vector debug.svg

These textures were added in 1.9 snapshot 15w31a. They are used by the developers, maybe for making block models.

Despite being unused, both of these blocks were given new textures for the 2018 April Fools' update: .


Java Edition Indev
0.31 2010-02-05 Added giants.
Giants act like any normal hostile mob – they will walk towards the player until they are touching them. However, the giant is not able to "touch" anything unless standing on top of it, making it hard for them to do combat against opponents.
Java Edition
1.7.2 13w36a Giants can now be spawned without mods by using the new /summon command.
13w36a Zombie horses are now available without third-party tools, with the introduction of the /summon command.
1.8 14w06a Armor on giants is now rendered. This originated from a bug in 14w05a, which caused all mobs to render worn armor. In repairing this bug, Grum has now allowed giants to render armor.
Giants' AI has now been removed.
14w28a Killer Rabbit spawn rate has now been reduced from 1/1000 to 1/2500.
14w29a Killer Rabbits will now no longer spawn in peaceful difficulty.
14w31a Killer Bunny Revision 2.png Rabbits will now have sounds and a revised model that includes a tail, and can now take fall damage.
14w34a Killer Bunny Revision 3.png Hostile rabbits have now given a new texture, a new name ('The Killer Bunny'), and will now ignore creative mode players.
Killer Bunnies will now no longer spawn without the use of commands. According to a later comment by Jeb, the Killer Bunny was removed from normal gameplay because "it's a tired joke and it's been referenced in so many games," another reason being "they're basically a random death event."[3]
Black and white mottled fur rabbit's eye color has now been changed from pink to black.
pre1 Killer Bunny.png Killer Bunny texture has now been changed, as it now no longer has blood.
1.9 15w43a44bDrops changed several times. The end result is that zombie horses now always drop 1 rotten flesh, not affected by Looting.
15w47b Added sounds for zombie horses eating food given by a player.
1.10 16w20a Added zombie horse spawn egg.
pre2 Removed zombie horse spawn eggs.
1.11 16w32a Changed entity ID from Giant to giant.
Now has a separate ID from horses: zombie_horse
Re-added zombie horse spawn egg.
1.12 17w16a Added illusioners.
17w17a The blindness spell that illusioners cast will now only be casted if the regional difficulty was 3 or above.
Illusioners will now have new sound effects.
17w17b The blindness spell that illusioners cast will now only be casted if the regional difficulty is greater than 2.
1.13 pre5 The entity ID for illusioners has now been changed from illusion_illager to illusioner.
Upcoming Java Edition
1.14 18w46a Added a loot table to illusioners.
18w50a Giants now use zombie AI (for instance, they will move and burn in sunlight) and NBT data.
Giants now have the zombie hurt sound effect.
Giants no longer have the player hurt sound effect.
Giants now move twice as fast as zombies and burn in the sun.
Giants now attack and infect villagers.
19w03a Reverted giant changes in snapshot 18w50a.