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Manages and displays scores for various scoreboard objectives.

Objectives commands[]

list[]

Syntax
scoreboard objectives list
Description
List all existing objectives with their display names and criteria.
Result
CommandTriggerJava EditionBedrock Edition
... listthere's no objective in scoreboard system Successful Failed
OtherwiseSuccessful
Output
CommandEditionSituationSuccess Count/execute store success .../execute store result ...
... listJava EditionOn success11the number of objectives in scoreboard system
Bedrock EditionOn fail0N/AN/A
On successthe number of objectives in scoreboard systemN/AN/A

add[]

Syntax
scoreboard objectives add <objective> <criteria> [<displayName>] (Java Edition)
scoreboard objectives add <objective: string> dummy [displayName: string] (Bedrock Edition)
Description
Create a new objective with the given internal objective name, specified criterion, and the optional display name.
Arguments
JE<objective>: string
BE: objective: string: basic_string
Specifies the internal objective name.
Must be a string. In Java Edition, it must be in a single word (Allowed characters include: -, +, ., _, A-Z, a-z, and 0-9). In Bedrock Edition, it must be a single word that has no space or a quoted string. In Bedrock Edition, it must be either a single word that isn't a number (allowed characters: -, :, ., _, A-Z, a-z, and 0-9) or a double-quoted string.
JE<criteria>: objective_criteria
BE: dummy
Specifies the criterion of the new objective.
Must be a scoreboard objective criterion. In Bedrock Edition, "dummy" is the only criterion currently supported.
JE<displayName>: component
BE: displayName: string: basic_string
Specifies the display name, defaulting to <objective> when unspecified.
In Java Edition, must be a raw JSON text. In Bedrock Edition, it must be either a single word that isn't a number (allowed characters: -, :, ., _, A-Z, a-z, and 0-9) or a double-quoted string.
Result
CommandTriggerJava EditionBedrock Edition
... add ...the arguments are not specified correctly Unparseable Unparseable
<objective> already exists Failed Failed
OtherwiseSuccessful
Output
CommandEditionSituationSuccess Count/execute store success .../execute store result ...
... add ...Java EditionOn fail000
On success11the number of objectives in scoreboard system after execution
Bedrock EditionOn fail0N/AN/A
On success1N/AN/A

remove[]

Syntax
scoreboard objectives remove <objective> (Java Edition)
scoreboard objectives remove <objective: string> (Bedrock Edition)
Description
Delete the named objective from the scoreboard system. Data is deleted from the objectives list and score holders' scores, and if it was on a display list it is no longer displayed.
Arguments
JE<objective>: objective
BE: objective: string: basic_string
Specifies the internal objective name.
In Java Edition, it must be a valid scoreboard objective name. In Bedrock Edition, it must be a single word that has no space or a quoted string.
Result
CommandTriggerJava EditionBedrock Edition
... remove ...the arguments are not specified correctly Unparseable Unparseable
<objective> doesn't exist Failed Failed
OtherwiseSuccessful
Output
CommandEditionSituationSuccess Count/execute store success .../execute store result ...
... remove ...Java EditionOn fail000
On success11the number of objectives in scoreboard system after execution
Bedrock EditionOn fail0N/AN/A
On success1N/AN/A

setdisplay[]

Syntax
scoreboard objectives setdisplay <slot> [<objective>] (Java Edition)
scoreboard objectives setdisplay <list|sidebar> [objective: string] [ascending|descending] (Bedrock Edition)
scoreboard objectives setdisplay belowname [objective: string] (Bedrock Edition)
Description
Display score info for the objective in the given slot. Note that the objective parameter is optional; if no objective is provided, this display slot is cleared (returned to its default state). In Bedrock Edition, if slot is list or sidebar, there is an additional optional argument ascending|descending to specify the sort order.
Arguments
JE<slot>: scoreboard_slot
BE: list|sidebar|belowname
Specifies the slot to display the objective.
Must be a scoreboard display slot. Valid slots are listed and described in Display Slots.
JE<objective>: objective
BE: objective: string: basic_string
Specifies the internal objective name.
In Java Edition, it must be a valid scoreboard objective name. In Bedrock Edition, it must be a single word that has no space or a quoted string.
BE: ascending|descending
Specifies the sort order.
Result
CommandTriggerJava EditionBedrock Edition
... setdisplay ...the arguments are not specified correctly Unparseable Unparseable
... setdisplay <slot> <objective>
... setdisplay ... [objective: string]
<objective> doesn't exist Failed Failed
<objective> already displays in the specified slot Successful
... setdisplay <slot>
... setdisplay <list|sidebar|belowname>
the slot is already empty
anyOtherwiseSuccessful
Output
CommandEditionSituationSuccess Count/execute store success .../execute store result ...
... setdisplay ...Java EditionOn fail000
On success110
Bedrock EditionOn fail0N/AN/A
On success1N/AN/A

modify ... displayname[]

Syntax
scoreboard objectives modify <objective> displayname <displayName> (Java Edition)
Description
Change the display name of the scoreboard in display slots.
Arguments
<objective>: objective
Specifies the internal objective name.
It must be a valid scoreboard objective name.
<displayName>: component
Specifies the display name.
Must be a raw JSON text.
Result
CommandTriggerJava Edition
... modify <objective> displayname ...the arguments are not specified correctly Unparseable
<objective> doesn't exist Failed
OtherwiseSuccessful
Output
CommandEditionSituationSuccess Count/execute store success .../execute store result ...
... modify <objective> displayname ...Java EditionOn fail000
On success110

modify ... rendertype[]

Syntax
scoreboard objectives modify <objective> rendertype (hearts|integer) (Java Edition)
Description
Change the display format for scores in the tab player list.
Arguments
<objective>: objective
Specifies the internal objective name.
It must be a valid scoreboard objective name.
hearts|integer
Specifies the format.
Result
CommandTriggerJava Edition
... modify <objective> rendertype ...the arguments are not specified correctly Unparseable
<objective> doesn't exist Failed
anyOtherwiseSuccessful
Output
CommandEditionSituationSuccess Count/execute store success .../execute store result ...
... modify <objective> displayname ...Java EditionOn fail000
On success110

Players commands[]

list[]

Syntax
scoreboard players list [<target>] (Java Edition)
scoreboard players list [playername: target] (Bedrock Edition)
Description
Lists all score holders which are tracked in some way by the scoreboard system. The optional <target> or playername: target parameter is used to list the scores of particular score holders.
Arguments
JE<target>: score_holder
BE: playername: target: WildcardCommandSelector<Actor>
Specifies the score holder(s).
Must be a selection of score holders. It may be either a target selector, a player name, a UUID[Java Edition only], a unique ID of an entity‌[Bedrock Edition only], or * for all score holders tracked by the scoreboard. Named player needn't be online, and it even needn't be a real player's name.
In Java Edition, only a single score holder can be specified, and * doesn't work (MC-136858). In Bedrock Edition, it can specify multiple score holders.
Result
CommandTriggerJava EditionBedrock Edition
... list [<target>]the arguments are not specified correctly Unparseable Unparseable
... listthere's no score holder being tracked by the scoreboard system Successful Failed
... list <targets><targets> fails to resolve to a single score holder Failed N/A
... list [playername: target]playername: target fails to resolve to one or more score holders N/A Failed
... list <targets>
... list [playername: target]
the specified score holder isn't tracked by any objectives Successful
anyOtherwiseSuccessful
Output
CommandEditionSituationSuccess Count/execute store success .../execute store result ...
... listJava EditionOn fail000
On success11the number of score holders
Bedrock EditionOn fail0N/AN/A
On successthe number of score holdersN/AN/A
... list <targets>
... list [playername: target]
Java EditionOn fail000
On success11the number of tracking objectives of the specified score holder
Bedrock EditionOn fail0N/AN/A
On successthe total number of tracking objectives of each score holderN/AN/A

get[]

Syntax
scoreboard players get <target> <objective> (Java Edition)
Description
Return the scoreboard value. Can be used in conjunction with the /execute command: /execute store result ...run scoreboard players get ...
Arguments
<target>: score_holder
Specifies the score holder.
Must be a selection of score holders. It may be either a target selector, a player name, a UUID, or * for all score holders tracked by the scoreboard. Named player needn't be online, and it even needn't be a real player's name. Only a single score holder can be specified, and * doesn't work.
<objective>: objective
Specifies the objective to get score from it.
It must be a valid scoreboard objective name.
Result
CommandTriggerJava Edition
... get ...the arguments are not specified correctly Unparseable
the objective doesn't exist Failed
<targets> fails to resolve to a single score holder
the score holder has no score in the specified objective
OtherwiseSuccessful
Output
CommandEditionSituationSuccess Count/execute store success .../execute store result ...
... get ...Java EditionOn fail000
On success11the score's value

set[]

Syntax
scoreboard players set <targets> <objective> <score> (Java Edition)
scoreboard players set <player: target> <objective: string> <count: int> (Bedrock Edition)
Description
Set the targets' scores in the given objective, overwriting any previous score.
Arguments
JE<targets>: score_holder
BE: player: target: WildcardCommandSelector<Actor>
Specifies the score holders.
Must be a selection of score holders. It may be either a target selector, a player name, a UUID[Java Edition only], a unique ID of an entity‌[Bedrock Edition only], or * for all score holders tracked by the scoreboard. Named player needn't be online, and it even needn't be a real player's name.
JE<objective>: objective
BE: objective: string: basic_string
Specifies the objective.
In Java Edition, it must be a valid scoreboard objective name. In Bedrock Edition, it must be a single word that has no space or a quoted string.
JE<score>: integer
BE: count: int: int
Specifies the new score.
Must be a 32-bit integer number.
Result
CommandTriggerJava EditionBedrock Edition
... set ...the arguments are not specified correctly Unparseable Unparseable
the objective doesn't exist Failed Failed
<targets> or player: target fails to resolve to one or more score holders
the objective isn't writable N/A
OtherwiseSuccessful
Output
CommandEditionSituationSuccess Count/execute store success .../execute store result ...
... set ...Java EditionOn fail000
On success11the number of targets multiplied by the specified score
Bedrock EditionOn fail0N/AN/A
On success1N/AN/A

add[]

Syntax
scoreboard players add <targets> <objective> <score> (Java Edition)
scoreboard players add <player: target> <objective: string> <count: int> (Bedrock Edition)
Description
Increments the targets' scores in that objective by the given amount.
Arguments
JE<targets>: score_holder
BE: player: target: WildcardCommandSelector<Actor>
Specifies the score holders.
Must be a selection of score holders. It may be either a target selector, a player name, a UUID[Java Edition only], a unique ID of an entity‌[Bedrock Edition only], or * for all score holders tracked by the scoreboard. Named player needn't be online, and it even needn't be a real player's name.
JE<objective>: objective
BE: objective: string: basic_string
Specifies the objective.
In Java Edition, it must be a valid scoreboard objective name. In Bedrock Edition, it must be a single word that has no space or a quoted string.
JE<score>: integer
BE: count: int: int
Specifies an amount to add to the score.
Must be a 32-bit integer number. In Java Edition, it must be between 0 and 2147483647 (inclusive). In Bedrock Edition, a negative number will subtract from the score.
Result
CommandTriggerJava EditionBedrock Edition
... add ...the arguments are not specified correctly Unparseable Unparseable
the objective doesn't exist Failed Failed
<targets> or player: target fails to resolve to one or more score holders
the objective isn't writable N/A
OtherwiseSuccessful
Output
CommandEditionSituationSuccess Count/execute store success .../execute store result ...
... add ...Java EditionOn fail000
On success11the sum of the objective's score value of each target after execution
Bedrock EditionOn fail0N/AN/A
On success1N/AN/A

remove[]

Syntax
scoreboard players remove <targets> <objective> <score> (Java Edition)
scoreboard players remove <player: target> <objective: string> <count: int> (Bedrock Edition)
Description
Decrements the targets' scores in that objective by the given amount.
Arguments
JE<targets>: score_holder
BE: player: target: WildcardCommandSelector<Actor>
Specifies the score holders.
Must be a selection of score holders. It may be either a target selector, a player name, a UUID[Java Edition only], a unique ID of an entity‌[Bedrock Edition only], or * for all score holders tracked by the scoreboard. Named player needn't be online, and it even needn't be a real player's name.
JE<objective>: objective
BE: objective: string: basic_string
Specifies the objective.
In Java Edition, it must be a valid scoreboard objective name. In Bedrock Edition, it must be a single word that has no space or a quoted string.
JE<score>: integer
BE: count: int: int
Specifies an amount to subtract from the score.
Must be a 32-bit integer number. In Java Edition, it must be between 0 and 2147483647 (inclusive). In Bedrock Edition, a negative number will add to the score.
Result
CommandTriggerJava EditionBedrock Edition
... remove ...the arguments are not specified correctly Unparseable Unparseable
... remove ...the objective doesn't exist Failed Failed
<targets> or player: target fails to resolve to one or more score holders
the objective isn't writable N/A
OtherwiseSuccessful
Output
CommandEditionSituationSuccess Count/execute store success .../execute store result ...
... remove ...Java EditionOn fail000
On success11the sum of the objective's score value of each target after execution
Bedrock EditionOn fail0N/AN/A
On success1N/AN/A

random[]

Syntax
scoreboard players random <player: target> <objective: string> <min: int> <max: int> (Bedrock Edition)
Description
Sets the targets' scores in that objective to a random number between min and max (both inclusive).
Arguments
player: target: WildcardCommandSelector<Actor>
Specifies the score holders.
Must be a selection of score holders. It may be either a target selector, a player name, a unique ID of an entity, or * for all score holders tracked by the scoreboard. Named player needn't be online, and it even needn't be a real player's name.
objective: string: basic_string
Specifies the objective.
Must be either a single word that isn't a number (allowed characters: -, :, ., _, A-Z, a-z, and 0-9) or a double-quoted string.
min: int: int
max: int: int
Specifies the min value and max value that the random number is between.
Must be a 32-bit integer number.
Result
CommandTriggerBedrock Edition
... random ...the arguments are not specified correctly Failed
the objective doesn't exist
player: target fails to resolve to one or more score holders
max: int isn't greater than min: int
OtherwiseSuccessful
Output
CommandEditionSituationSuccess Count/execute store success .../execute store result ...
... random ...Bedrock EditionOn fail0N/AN/A
On success1N/AN/A

reset[]

Syntax
scoreboard players reset <targets> [<objective>] (Java Edition)
scoreboard players reset <player: target> [objective: string] (Bedrock Edition)
Description
Deletes score or all scores for the targets. If <objective> is specified, then only that objective is cleared. Otherwise, this applies to all objectives.
Note that this does not merely set the scores to 0: it removes the targets from the scoreboard system (or for the given objective) altogether.
In Java Edition, this will also disable the target players' ability to use /trigger command (on the given objective if specified).
Arguments
JE<targets>: score_holder
BE: player: target: WildcardCommandSelector<Actor>
Specifies the score holders.
Must be a selection of score holders. It may be either a target selector, a player name, a UUID[Java Edition only], a unique ID of an entity‌[Bedrock Edition only], or * for all score holders tracked by the scoreboard. Named player needn't be online, and it even needn't be a real player's name.
JE<objective>: objective
BE: objective: string: basic_string
Specifies the objective.
In Java Edition, it must be a valid scoreboard objective name. In Bedrock Edition, it must be a single word that has no space or a quoted string.
Result
CommandTriggerJava EditionBedrock Edition
... reset ...the arguments are not specified correctly Unparseable Unparseable
<targets> or player: target fails to resolve to one or more score holders Failed Failed
... reset ... [<objective>]
... reset ... [<objective: string>]
the objective doesn't exist
... reset <player: target>all the targets are not tracked by any objective N/A
... reset <player: target> [<objective: string>]all the targets are not tracked by the specified objective
anyOtherwiseSuccessful
Output
CommandEditionSituationSuccess Count/execute store success .../execute store result ...
... reset ...Java EditionOn fail000
On success11the number of the targets
Bedrock EditionOn fail0N/AN/A
On successthe number of the targets that is tracked by the scoreboard (or the specified objective)N/AN/A

test[]

Syntax
scoreboard players test <player: target> <objective: string> <min: wildcard int> [<max: wildcard int>] (Bedrock Edition)
Description
Tests if targets' scores are between min and max (defaults to MAX_INT(2,147,483,647)).
Arguments
player: target: WildcardCommandSelector<Actor>
Specifies the score holders.
Must be a selection of score holders. It may be either a target selector, a player name, a UUID[Java Edition only], a unique ID of an entity‌[Bedrock Edition only], or * for all score holders tracked by the scoreboard. Named player needn't be online, and it even needn't be a real player's name.
objective: string: basic_string
Specifies the objective.
Must be either a single word that isn't a number (allowed characters: -, :, ., _, A-Z, a-z, and 0-9) or a double-quoted string.
min: wildcard int: CommandWildcardInt
max: wildcard int: int
Specifies the min value and max value that the random number is between.
Must be a 32-bit integer. And min: wildcard int can be replaced with asterisk (*) to represent -2,147,483,648, and max: wildcard int can be replaced with asterisk (*) to represent 2,147,483,647.
Result
CommandTriggerBedrock Edition
... test ...the arguments are not specified correctly N/A
... test ...the objective doesn't exist
player: target fails to resolve to one or more score holders
max: int is less than min: int
OtherwiseSuccessful
Output
CommandEditionSituationSuccess Count/execute store success .../execute store result ...
... test ...Bedrock EditionOn fail0N/AN/A
On successthe number of the specified score holders whose score is between min and maxN/AN/A

enable[]

Syntax
scoreboard players enable <targets> <objective> (Java Edition)
Description
Enables the target(s) to use the /trigger command on the specified objective. This command accepts non-player entities, but only players are able to actually use the /trigger command. Until this command has been run, players can't /trigger that objective. Using the /trigger command will disable it again.
Note that if any of the targets did not previously have a score for that scoreboard, this command will set their score to 0.
Arguments
<targets>: score_holder
Specifies the score holders.
Must be a selection of score holders. It may be either a target selector, a player name, a UUID, or * for all score holders tracked by the scoreboard. Named player needn't be online, and it even needn't be a real player's name.
<objective>: objective
Specifies the objective.
It must be a valid scoreboard objective name.
Result
CommandTriggerJava Edition
... enable ...the arguments are not specified correctly Unparseable
<targets> fails to resolve to one or more score holders Failed
the objective doesn't exist
the objective's criterion is not "trigger"
all the targets' scores are already enabled
OtherwiseSuccessful
Output
CommandEditionSituationSuccess Count/execute store success .../execute store result ...
... enable ...Java EditionOn fail000
On success11the number of the targets whose scores are newly enabled

operation[]

Syntax
scoreboard players operation <targets> <targetObjective> <operation> <source> <sourceObjective> (Java Edition)
scoreboard players operation <player: target> <targetObjective: string> <operation: operator> <selector: target> <objective: string> (Bedrock Edition)
Description
Applies an arithmetic operation altering the targets' scores in the target objective, using sources' scores in the source objective as input.
Arguments
JE<targets>: score_holder
BE: player: target: WildcardCommandSelector<Actor>
Specifies the target score holders whose scores will be modified.
Must be a selection of score holders. It may be either a target selector, a player name, a UUID[Java Edition only], a unique ID of an entity‌[Bedrock Edition only], or * for all score holders tracked by the scoreboard. Named player needn't be online, and it even needn't be a real player's name.
JE<targetObjective>: objective
BE: targetObjective: string: basic_string
Specifies the objective for targets.
In Java Edition, it must be a valid scoreboard objective name. In Bedrock Edition, it must be a single word that has no space or a quoted string.
JE<source>: score_holder
BE: selector: target: WildcardCommandSelector<Actor>
Specifies the source score holders whose scores will be used as source inputs.
Must be a selection of score holders. It may be either a target selector, a player name, a UUID[Java Edition only], a unique ID of an entity‌[Bedrock Edition only], or * for all score holders tracked by the scoreboard. Named player needn't be online, and it even needn't be a real player's name.
JE<sourceObjective>: objective
BE: objective: string: basic_string
Specifies the objective for sources.
In Java Edition, it must be a valid scoreboard objective name. In Bedrock Edition, it must be a single word that has no space or a quoted string.
JE<operation>: operation
BE: operation: operator: CommandOperator
Specifies the operation to be applied.
Must be an arithmetic operator for /scoreboard.
Valid values include = (assignment), += (addition), -= (subtraction), *= (multiplication), /= (floor division), %= (modulus), >< (swapping), < (choosing minimum) and > (choosing maximum).
  • = Assignment: Set target's score to source's score
  • += Addition: Add source's score to target's score
  • -= Subtraction: Subtract source's score from target's score
  • *= Multiplication: Set target's score to the product of the target's and source's scores
  • /= Floor division: Divide target's score by source' scores, and the result will be rounded down to an integer.
  • %= Modulus: Divide target's score by source's score, and use the positive remainder to set the target score
  • >< Swapping: swaps target's score and source's score
  • < Choosing minimum: Set target's score to source's score only if source's score is less.
  • > Choosing maximum: Set target's score to source's score only if source's score is bigger.
In all cases except ><, source's score remains unchanged when performing the operation on a target. If target or source isn't tracked by the specified objective, it will be set to 0. If more than one score holder is specified as sources, performs the operation once with each source's score. If more than one target score holder is specified, performs the operation for each target one by one.
Result
CommandTriggerJava EditionBedrock Edition
... operation ...the arguments are not specified correctly Unparseable Unparseable
<targets>, <source>, or player: target, selector: target fails to resolve to one or more score holders Failed Failed
... operation ...the source objective or target objective doesn't exist
the objective isn't writable N/A
anyOtherwiseSuccessful
Output
CommandEditionSituationSuccess Count/execute store success .../execute store result ...
... operation ...Java EditionOn fail000
On success11the sum of the objective's score value of each target after the operation on it
Bedrock EditionOn fail0N/AN/A
On success1N/AN/A

History[]

Java Edition
1.5
{{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>[[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>
13w04aAdded /scoreboard.
1.13
{{Extension DPL}}<ul><li>[[Golden Apple|Golden Apple]]<br/>{{Distinguish|Enchanted Golden Apple}}
{{Item
| image = Golden Apple.png
| rarity = Rare
| heals = {{hunger|4}}
|effects=: {{EffectLink|Absorption}} (2:00)
: {{EffectLink|Regeneration}} II (0:05)
|renewable = Yes
|stackable = Yes (64)
}}

A '''golden apple''' is a [[food]] item that bestows beneficial effects when consumed, and is also used to cure a [[Zombie Villager|zombie villager]] under the [[Weakness]] effect into a normal [[villager]].

== Obtaining ==
=== Crafting ===
{{Crafting
|A1= Gold Ingot
|B1= Gold Ingot
|C1= Gold Ingot
|A2= Gold Ingot
|B2= Apple
|C2= Gold Ingot
|A3= Gold Ingot
|B3= Gold Ingot
|C3= Gold Ingot
|Output= Golden Apple
|type= Foodstuff
}}

=== Chest loot ===
On the base of <code>ancient_city/city_center/city_center_2</code>, a single golden apple is contained in the [[chest]]. Eating it at that location unlocks the [[piston]] doors to the [[redstone]] labs beneath.
{{LootChestItem|golden-apple}}

== Usage ==
{{see also|Tutorials/Hunger management|title1=Hunger management}}

To eat a golden apple, press and hold {{control|use}} while it is selected in the hotbar. It restores {{hunger|4}} points of hunger and 9.6 hunger [[Hunger#Mechanics|saturation]].

Unlike most foods, golden apples can be eaten when the hunger bar is full.

The golden apple provides: 
*[[Absorption]] I for 2 minutes (providing {{hp|4|absorption=1}} points of absorption health)
*[[Regeneration]] II ({{hp|1}} every 25 ticks, {{hp|2|notag=1}} × 0.4 per second) for 5 seconds (long enough to heal {{hp|4}} points of damage)

=== Curing zombie villagers ===
{{main|Zombie Villager#Curing}}

A golden apple and a [[potion of weakness]] can be used to convert a [[zombie villager]] into a regular [[villager]].

=== Horses ===
Golden apples can be used for improving the chances of taming a [[horse]] by 10%, for [[breeding]] and leading horses, and for speeding up the growth of baby horses by 4 minutes.

===Piglins===
{{EntityLink|Piglin|Piglins}} are attracted to golden apples. They run toward any golden apples on the ground, and inspect it for 6 to 8 seconds before putting it in their inventory. However, piglins do not eat golden apples (or any [[food]]).

== Sounds ==
{{Sound table/Entity/Food}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Golden Apple
|spritetype=item
|nameid=golden_apple
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Golden Apple
|spritetype=item
|nameid=golden_apple
|id=258
|form=item
|foot=1}}

== Achievements ==
{{load achievements|Zombie Doctor;Oooh, shiny!}}

== Advancements ==
{{load advancements|Zombie Doctor;Oh Shiny;A Furious Cocktail;How Did We Get Here;Husbandry;A Balanced Diet}}

== History ==
{{History|java infdev}}
{{History||February 23, 2010|link=http://www.minecraftforum.net/topic/2750582-the-secret-history-of-minecraft/|A [[player]] named JTE put a [[crafting]] recipe for golden apples as a joke at the bottom of a crafting guide she made. The recipe used [[gold ingot]]s instead of [[block of gold|gold blocks]].}}
{{History||20100227-1|[[File:Golden Apple JE1 BE1.png|32px]] Added golden apples. 
|Golden apples heal a full {{hp|20}} [[health]] points, making them the best [[food]] in the entire game. 
|Golden apples are [[crafting|crafted]] with an [[apple]] and eight [[gold block|blocks of gold]].
|However, since apples were not yet obtainable in normal gameplay, golden apples were not obtainable either.}}
{{History||20100625-2|Golden apples can now be rarely found in [[dungeon]]s, making them obtainable in normal gameplay.}}
{{History|java beta}}
{{History||1.8|snap=Pre-release|Due to the addition of [[hunger]], golden apples have been changed so that they restore {{hunger|10}}, instead of {{hp|20}} [[health]] points, but also give [[Regeneration]] for 30 seconds.
|[[Apple]]s can now be found in [[stronghold]] storeroom [[chest]]s, making golden apples craftable in normal gameplay for the first time.}}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease 2|Golden apples have been given 'glint' (animated purple glow) when viewed from the [[player]]'s [[inventory]], and its tooltip has now changed from the standard white to a magenta color.}}
{{History|||snap=Beta 1.9 Prerelease 3|Golden apples can now be found in the new [[stronghold]] altar [[chest]]s.}}
{{History||1.1|snap=11w48a|Golden apples are now easier to [[crafting|craft]]. Standard [[apple]]s now rarely [[drops|drop]] from oak [[leaves]], meaning that [[player]]s no longer need to venture into [[stronghold]]s/[[dungeon]]s to find one.
|As [[gold]] is also renewable via [[Zombified Piglin|zombie pigmen]], golden apples have become a [[renewable resource]].}}
{{History|||snap=release|Golden apples have been changed, so that they now restore {{hunger|4}} and give only 4 seconds of [[Regeneration]]. 
|The [[crafting]] recipe of golden apples has been modified, requiring 8 [[gold nugget]]s instead of 8 [[blocks of gold]] to craft. Although its natural spawn is rare, it is easier to obtain through crafting.}}
{{History||1.3.1|snap=12w21a|With the addition of [[enchanted golden apple]]s, which got a purple tooltip, the standard golden apple's tooltip changed to blue. However, the standard golden apple's effects remain unchanged.}}
{{History||1.4.2|snap=12w32a|Golden apples can now be fed to [[zombie villager]]s with the [[Weakness]] debuff causing them to revert to [[villager]]s after a delay of about 3 minutes.}}
{{History||1.6.1|snap=13w23a|Golden apples now use 8 [[gold ingot]]s instead of 8 [[gold nugget]]s.
|The [[Regeneration]] effect of golden apples has been slowed down.}}
{{History|||snap=13w23b|Golden apples now give the player [[Health Boost]] for 1:30 and [[Regeneration]] II for 0:10. This temporarily gives the [[player]] 4 extra base [[health]] points, and it heals a total of {{hp|4}} health points.}}
{{History|||snap=13w24b|The Health Boost effect has been replaced with [[Absorption]], lasting 1:30.}}
{{History|||snap=13w25a|Absorption from golden apples now lasts 2:00.}}
{{History|||snap=?|Golden apples can now be used to tame, breed and heal horses and donkeys.}}
{{History||1.9|snap=15w37a|The [[Regeneration]] effect from golden apples has been reduced to Regeneration I (from II in [[Java Edition 1.8]]).}}
{{History|||snap=15w43a|A single golden apple can now sometimes be found in [[igloo]] [[chest]]s.}}
{{History|||snap=15w43b|A single golden apple is now always found in igloo chests.}}
{{History|||snap=15w44a|The [[Regeneration]] effect from golden apples has been returned to Regeneration II, as it had been in [[Java Edition 1.8|1.8]].
|The average yield of golden apples from [[dungeon]] chests has been increased.
|Golden apples have been added to [[desert temple]] and [[mineshaft]] chests.}}
{{History||1.11|snap=16w39a|Golden apples are now found in the new [[woodland mansion]] chests.}}
{{History||1.13|snap=17w47a|The names and IDs have been split into golden apple and enchanted golden apple.
|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 322.}}
{{History|||snap=18w09a|Golden apples can now generate in the [[chest]]s of [[underwater ruins]].}}
{{History||1.14|snap=18w43a|[[File:Golden Apple JE2 BE2.png|32px]] The texture for golden apples has been changed.}}
{{History||1.16|snap=20w16a|Golden apples can now be found inside [[ruined portal]] chests.}}
{{History|||snap=20w18a|Golden apples are now less common in ruined portal [[chest]]s.}}
{{History||1.16.2|snap=20w30a|Golden apples are now found in [[bastion remnant]] chests.}}
{{History||1.18|snap=experimental snapshot 6|Horses, donkeys and mules now follow players holding golden apples.}}
{{History||1.19|snap=22w14a|A single golden apple may now be found in the chest at {{cd|city_center_2}} in [[Ancient City|ancient cities]].}}

{{History|pocket alpha}}
{{History||v0.12.1|snap=build 1|[[File:Golden Apple JE1 BE1.png|32px]] Added golden apples.}}
{{History|||snap=build 3|A [[crafting]] recipe has been added for golden apples.}}
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.20.1|Golden apples can now generate in the [[chest]]s of [[underwater ruins]].}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Golden Apple JE2 BE2.png|32px]] The texture for golden apples has been changed.}}
{{History||1.16.0|snap=beta 1.16.0.57|Golden apples can now be found inside [[ruined portal]] chests.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Golden Apple JE1 BE1.png|32px]] Added golden apples.}}
{{History||xbox=TU5|Due to the addition of [[hunger]], golden apples have been changed, so that they restore {{hunger|10}} instead of {{hp|20}} health points, but also give [[Regeneration]] for 30 seconds.}}
{{History||xbox=TU19|xbone=CU7|ps=1.12|Golden apples now give extra "[[Absorption]]" health for a short period.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Golden Apple JE2 BE2.png|32px]] The texture for golden apples has been changed.}}

{{History|New 3DS}}
{{History||0.1.0|[[File:Golden Apple JE1 BE1.png|32px]] Added golden apples.}}
{{History|foot}}

== Issues ==
{{issue list}}

== Trivia ==
Prior to [[Java Edition Beta 1.8]], the golden apple outwardly restored the player's full {{hp|20}} health points; Internally however, it is set to restore over double that, at {{hp|42}} health points. This is most likely a reference to [https://en.wikipedia.org/wiki/The_Hitchhiker's_Guide_to_the_Galaxy The Hitchhiker's Guide to the Galaxy], making it restore (the meaning of) life, 42 (health points). This is far before either the [[Absorption]] or [[Health Boost]] effects, causing this reference go unnoticed.

== Gallery ==
<gallery>
File:GoldenAppleComparison.png|A comparison of the two golden apple variations.
File:Golden apple in dungen 2013.png|A golden apple found in a dungeon.
File:Notch Apple In Mansion Chest.png|An extremely rare occasion where a regular golden apple and an enchanted apple being found in the same woodland mansion chest {{in|ee}}.
File:GoldenAppleDungeonChest.png|Golden apple in a [[dungeon]] chest, prior to 1.3.1. It resembles the enchanted golden apple.
File:Golden Apple Mineshaft Loot.png|A golden apple was found in a minecart chest in an abandoned mineshaft.
</gallery>

{{Items}}

[[Category:Renewable resources]]
[[Category:Food]]

[[cs:Zlaté jablko]]
[[de:Goldener Apfel]]
[[es:Manzana dorada]]
[[fr:Pomme dorée]]
[[hu:Aranyalma]]
[[it:Mela d'oro]]
[[ja:金のリンゴ]]
[[ko:황금 사과]]
[[nl:Gouden appel]]
[[pl:Złote jabłko]]
[[pt:Maçã dourada]]
[[ru:Золотое яблоко]]
[[th:แอปเปิ้ลทอง]]
[[tr:Altın Elma]]
[[uk:Золоте яблуко]]
[[zh:金苹果]]</li><li>[[Horse Saddle|Horse Saddle]]<br/>{{About|the removed item|the current item|Saddle}}
{{outdated feature|edition=java}}
{{Item
| title = Horse Saddle
| image = Horse Saddle.png
| renewable = Yes
| stackable = Yes (32)
}}

'''Horse saddles''' were [[item]]s which allowed the player to ride [[horse]]s.

== Obtaining ==
=== Crafting ===
{{crafting |ignoreusage=1
|A1=Leather    |B1=Leather    |C1=Leather
|A2=Leather    |B2=Iron Ingot |C2=Leather
|A3=Iron Ingot                |C3=Iron Ingot
|Output=Horse Saddle
}}

== Usage ==
Horse saddles worked just like regular [[saddle]]s, but for [[horse]]s instead of [[pig]]s. Taming a horse was required before putting a horse saddle on it. Unlike any other items, horse saddles could be stacked up to 32.

== Sounds ==
''None''<ref>{{ytl|2a6BQeW6is4|t=330}}; sounds for horses were not added until [[13w22a]]</ref>

== Data values ==
=== ID ===
{{ID table
|nonameid=y
|shownumericids=y
|showforms=y
|generatetranslationkeys=java
|displayname=Horse Saddle
|spritetype=item
|id=416
|form=item
|translationkey=item.horsesaddle.name
|foot=y}}

== History ==
{{History|java}}
{{History||1.6.1|snap=13w16a|[[File:Horse Saddle JE1.png|32px]] Added horse saddles.}}
{{History|||snap=13w18a|Horse saddles have been removed.
|[[Horse]]s and [[zombie horse]]s can now be ridden using regular [[saddle]]s.}}
{{History|foot}}

== Issues ==
Horse saddles have been removed from the game, and as such are no longer supported.

{{Items}}
{{Removed Features}}

[[es:Montura de caballo]]
[[fr:Selle de cheval]]
[[it:Sella di cavallo]]
[[ja:ウマの鞍]]
[[ko:말 안장]]
[[pt:Sela para cavalo]]
[[zh:马鞍]]</li></ul>
17w45aSplit teams usage to /team and tags usage to /tag.
pre7Added /scoreboard objectives modify <objectiveName> displayname <displayName>.
pre8Added /scoreboard objectives modify <objectiveName> rendertype hearts, which makes health bars display as hearts, like this: ♥♥♥♥♥♥.
Added /scoreboard objectives modify <objectiveName> rendertype integer, which makes health bars display as yellow numbers.
Objective names are now text components, not raw strings.
1.18
{{Extension DPL}}<ul><li>[[Clock|Clock]]<br/>{{about|the item|the redstone circuit|Redstone circuits/Clock}}
{{Item
| image = Clock.gif
| renewable = Yes
| stackable = Yes (64)
}}

'''Clocks''' are [[Daylight cycle|time]]-telling devices that display the current in-game position of the sun and the moon. Clocks only function properly in the [[Overworld]].

== Obtaining ==

=== Crafting ===

{{Crafting
|B1= Gold Ingot
|A2= Gold Ingot
|B2= Redstone Dust
|C2= Gold Ingot
|B3= Gold Ingot
|Output= Clock
|type= Tool
}}

=== Natural generation ===

{{LootChestItem|clock}}

=== Trading ===

Expert-level [[Trading#Librarian|librarian villagers]] have a {{frac|1|3}} (roughly 33.3%) chance to sell a single clock for 4 [[emerald]]s as part of their trades.{{only|bedrock}}

Expert-level librarian villagers have a {{frac|1|2}} (50%) chance to sell a clock for 5 emeralds.{{only|java}}

== Usage ==

[[File:WatchCycle.gif|thumb|Clock animation]]
The clock dial consists of two halves, a day side and a night side. The dial spins clockwise slowly to indicate the time of day, corresponding to the sun or moon's actual position in the sky. The player is able to [[bed|sleep]] a few seconds after the clock shows exactly dusk.

The dial always shows the current in-game time when in the [[Overworld]], regardless of where it appears. This includes a player's hand, an inventory slot, a [[Crafting table|crafting grid]], an [[item frame]], or even as a dropped [[Item (entity)|item]]. For a clock to be mounted on a wall, an [[item frame]] is required.

Because there is no day/night cycle in [[the Nether]] or [[the End]], clocks do not work properly in these dimensions. Instead, the dial rotates rapidly and randomly {{in|JE}} or clockwise {{in|BE}}, making them useless.

=== Piglins ===
{{EntityLink|Piglin|Piglins}} are attracted to clocks and run toward any clock on the ground, and inspect it for 6 to 8 seconds before putting it in their inventory.

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

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Clock
|spritetype=item
|nameid=clock
|id=393
|form=item
|foot=1}}

== Achievements ==
{{load achievements|Oooh, shiny!}}
== Advancements ==
{{load advancements|Oh Shiny}}

== Video ==
''Note: This video doesn't state that clocks can be found in [[shipwreck]]s or [[ruined portal]]s because the video was released in an earlier [[Java Edition version history|version]].''
<div style="text-align:center">{{yt|Q3bsT84oVz4}}</div>

== History ==
{{History|java alpha}}
{{History||v1.2.0|snap=<nowiki>?|slink=:Category:Information needed requiring unarchived version|[[File:Clock JE1.gif|32px]] Added clocks.
|They have 228 visually distinct frames due to how the texture is generated – see the section below.}}
{{History|java}}
{{History||1.3.1|snap=12w21a|Librarian [[villager]]s now [[trading|sell]] clocks for 10-11 [[emerald]]s, making them [[renewable]].}}
{{History||1.5|snap=13w02a|[[File:Clock JE2 BE2.gif|32px]] Clocks now use the new animation feature included in [[texture pack]]s. As a result, they are considerably less precise, having only 64 frames.}}
{{History||1.8|snap=14w02a|Librarian [[villager]]s now [[trading|sell]] clocks for 10-12 [[emerald]]s.}}
{{History||1.9|snap=15w31a|Clocks are now broken up into individual textures, instead of having every individual frame on one vertical strip like with animated textures.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 347.}}
{{History|||snap=18w14a|Clocks can now be found in [[shipwreck]] map rooms.}}
{{History||1.16|snap=20w09a|Clocks can now be used to distract [[piglin]]s.<ref>{{bug|MC-172363}}</ref>}}
{{History|||snap=20w16a|Clocks now generate in [[ruined portal]] chests.}}
{{History|||snap=20w19a|Clocks no longer work in the [[recipe book]].<ref>{{bug|MC-116293}}</ref>}}
{{History|||snap=20w22a|Clocks no longer work in the villager trading GUI.<ref>{{bug|MC-182888}}</ref>}}
{{History||1.17|snap=20w48a|[[File:Clock JE3.gif|32px]] The texture of clocks has been changed to match the new gold ingot texture from the texture update.}}

{{History|pocket alpha}}
{{History||v0.2.0|[[File:Clock BE1.png|32px]] Added clocks.
|Clocks currently have no function or legitimate method of obtaining them.}}
{{History||v0.8.0|snap=build 1|Clocks are now functional and [[crafting|craftable]]. They have been added into the Creative inventory.
|[[File:Clock JE2 BE2.gif|32px]] The texture of clocks has been changed. They use an predefined texture file with 64 different frames.}}
{{History|pocket}}
{{History||1.0.4|snap=alpha 1.0.4.0|Librarian [[villager]]s now [[trading|sell]] clocks for 10-12 [[emerald]]s.}}
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.20.1|Clocks can now be found inside map room [[chest]]s in [[shipwreck]]s.}}
{{History||1.11.0|snap=beta 1.11.0.4|[[Trading]] has been changed, librarian [[villager]]s now have {{frac|1|3}} chance to [[trading|sell]] a clock for 4 [[emerald]]s as part of their [[trading|trades]].}}
{{History||1.16.0|snap=beta 1.16.0.57|Clocks now generate in [[ruined portal]] chests.}}
{{History||1.17.0|snap=beta 1.17.0.54|[[File:Clock JE3.gif|32px]] The texture of clocks has been changed to match the new gold ingot texture from the texture update.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Clock JE2 BE2.gif|32px]] Added clocks.}}
{{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|Clocks can now be found in [[shipwreck]] map rooms.}}

{{History|New Nintendo 3DS Edition}}
{{History||0.1.0|[[File:Clock JE2 BE2.gif|32px]] Added clocks.}}
{{History|foot}}

=== Texture generation prior to Java Edition 13w02a ===
{{:Procedural animated texture generation/Clocks}}

== Issues ==

{{issue list}}

== Trivia ==
* {{IN|java}}, a clock can be viewed under the item [[statistics]] page as long as one obtained a clock at some point.
* {{IN|java}}, the default resource pack for the clock contains 64 individual frames, each frame lasting about 18.75 seconds in real time (375 ticks) (1350 seconds (22 minutes, 30 seconds) in Minecraft time).
* When the time of day changes suddenly, such as after sleeping or when {{cmd|time}} is used, the clock dial spins rapidly to catch up.
* Although clocks do not function in the Nether or the End, the actual daylight cycle does continue.

== Gallery ==
<gallery>
File:Clockonawall.png|A clock in an [[item frame]] on a wall in a [[player]]'s base, showing the night is near.
File:Player Holding Clock.png|Early-game player holding a clock.
File:Clock In Item Frame.png|A clock placed in an item frame.
</gallery>

== References ==
{{Reflist}}

{{Items}}

[[Category:Tools]]
[[Category:Renewable resources]]

[[cs:Hodiny]]
[[de:Uhr]]
[[es:Reloj]]
[[fr:Montre]]
[[hu:Óra]]
[[it:Orologio]]
[[ja:時計]]
[[ko:시계]]
[[nl:Klok]]
[[pl:Zegar]]
[[pt:Relógio]]
[[ru:Часы]]
[[th:นาฬิกา]]
[[uk:Годинник]]
[[zh:时钟]]</li><li>[[:Category:Combat|Category:Combat]]<br/>[[Category:Items]]

[[fr:Catégorie:Combat]]
[[zh:Category:武器]]</li></ul></nowiki>
21w37aRemoved length limits for scoreboards, score holders and team names.
Bedrock Edition
1.7.0
  •  tag: Parent Tag
    •  Trim: Properties of Armor Trim.
      •  material: The material which decides the color of armor trim.
      •  pattern: The pattern of armor trim.


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Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History Template loop detected: Template:History

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

Iron

132 192 180 156
Diamond 264 384 360 312
beta 1.7.0.2Added /scoreboard.

See also[]

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