Smoker

A smoker is a block that smelts food twice as quickly as a furnace but cannot smelt anything else. It also serves as a butcher's job site block.

Breaking
Smokers can be mined using any pickaxe. If mined without a pickaxe, it drops nothing.

Natural generation
Smokers can generate in butcher houses in villages.

Usage
Smokers cannot be pushed by pistons.

Smelting


Smokers are used to cook food items twice as fast as a regular furnace. It is the counterpart to the blast furnace, which is used to quickly smelt ores, metal tools and armor. When a food item and a fuel item is placed into the smoker, the block state changes to lit and the item cooks. Fuel is used at double the rate of regular furnaces, so the number of items cooked per fuel stays the same. The product can then be collected by pressing on the smoker or by collecting the output using a hopper.

Smokers cannot cook chorus fruit, as popped chorus fruit is not edible.

Changing profession
If a village has a smoker that has not been claimed by a villager, any nearby villager who hasn't chosen a job site block has a chance to change their profession to butcher.

Light source
Smokers emit a light level of 13 when active, just like normal furnaces.

Custom name
By default, the GUI of a smoker is labeled "Smoker", but this name can be customized by naming it in an anvil before placing it, or by changing the  tag using the  command.

Lock
$$, a smoker can be "locked" by setting its  tag using the  command. If a smoker's  tag is not blank, the smoker cannot be opened unless the player is holding an item with the same name as the   tag's text. For example, to lock a smoker at (0,64,0) so that the smoker cannot be opened unless the player is holding an item named "Smoker Key", use.

Note Blocks
Smoker can be placed under note blocks to produce "bass drum" sound, just as other stone blocks.

Unique




ID




Block data
A smoker has a block entity associated with it that holds additional data about the block.

History
For a more in-depth breakdown of changes to textures and models, including a set of renders for each state combination, see /Asset history