Talk:Effect

"Corrupt"?
The article doesn't seem to explain what "corrupt" potions actually are, nor have I found it mentioned on other potion-related pages. I'm getting the vague impression that it refers to certain potions when an amplifier above 127 is used, but it's still rather confusing. - Krixwell, 89.162.42.181 17:12, 8 February 2015 (UTC)


 * That is correct, yes. It does need to be cleaned up so that definition is in one place, rather than the current use of two or three terms to mean that. – KnightMiner  (t·c) 22:13, 8 February 2015 (UTC)


 * That seems like a stupid way to put it, since what's really happening is that the byte integer is wrapping back around to a negative number.Firebastard (talk) 04:18, 6 August 2015 (UTC)

Mining fatigue
The slowness multipliers are miscalculated from 2 or 3 onwards. It should be:


 * 0 - 1 (100%)
 * 1 - 0.3 (30%)
 * 2 - 0.09 (9%)
 * 3 - 0.027 (2.7%)
 * 4 - 0.0081 (0.81%)
 * 5 - 0.00243 (0.243%)

and so on. 108.210.218.236 23:13, 23 March 2015 (UTC)
 * You're right that they were wrong (I had screwed up converting decimals to percentages), but you're wrong as to the correct values. The slowdown isn't calculated using the seemingly-obvious formula, it's done using hardcoded values for levels I to IV with all higher levels being equivalent to IV and level III really does jump to 0.27% rather than 2.7%. Anomie x (talk) 00:46, 24 March 2015 (UTC)

Coloured captions
About the coloured names under each effect icon, I think the red should be changed to something less bright, and less like a broken link, as it is misleading. Lennbot ( talk - contributions) 18:47, 22 May 2015 (UTC)


 * Purple could easily work there if you want to change it. I personally dislike the colors though, as they provide no new information, they just categorize effects in a way unlikely to be useful for anyone. (and they discriminate against zombies). – KnightMiner  t/c 04:07, 23 May 2015 (UTC)
 * I agree, useless. So I removed the colors. Anomie x (talk) 05:34, 23 May 2015 (UTC)

Luck of the Sea
Does using a fishing rod with Luck of the Sea really give you the luck effect? This seems unlikely to me. I aim to test this but am busy as of late. Perhaps it is better if I pass the task onto someone less encumbered at the moment. Firebastard (talk) 11:01, 31 October 2015 (UTC)
 * Having Luck of the Sea I is equivalent to having Luck I for fishing only (and the two effects stack for fishing). That's why it's in the "similar effects" column, much like "sprinting" is for Speed. Anomie x (talk) 12:33, 31 October 2015 (UTC)

The saturation effect's saturation value
The amount of saturation points the saturation effect gives you is either too hard to find, or not on the wiki. The saturation effect gives you 1/2 of a food bar, but it also gives you saturation points, evident by the fact that the food bar stops wiggling when you get it. By my basic experiment, it gives you 2 points of saturation, but I am not certain. If someone could find it out and add it to the wiki, that would be great. Lewmas (talk) 21:41, 20 December 2015 (UTC)

Levitation
I applied Levitation 255 on a pig, and it instantly disappeared. Is this a bug? --MCweb 18:18, 11 May 2016 (UTC)


 * MCweb@undefined It might be that the pig flew upwards so quickly that it appears to have disappeared. Try it with a roof (several blocks thick) above the pig. - Sonicwave ( talk &#124; c )  04:57, 12 May 2016 (UTC)

Jump Boost and Falling Damage
I just tried teleporting myself to a height of Y=512 and fell to the bottom bedrock layer with the status effect Jump Boost Level 255 and I died. I do not know why this happened, maybe it is just a bug. --Redpo888 (talk) 10:21, 16 May 2016 (UTC)
 * The bit about jump boost "level" 255 eliminating all fall damage was incorrect. Anomie x (talk) 14:17, 16 May 2016 (UTC)

Invisibility II?
The mod Roguelike Dungeons includes a custom potion (the "Vile Mixture") which among other things provides "Invisibility II". Anyone know what the actual effects of a higher level of Invisibility might be like? Perhaps less detection range despite armor? --MentalMouse42 (talk) 12:18, 1 June 2016 (UTC)
 * In vanilla Minecraft, the level of the invisibility effect is not checked, so Invisibility II does absolutely nothing over Invisibility I. This isn't the place to discuss what some mod does or to speculate on what the higher-level effect might do if Mojang would implement it in vanilla Minecraft. Anomie x (talk) 19:26, 1 June 2016 (UTC)
 * OK, that's the key info -- it's not coming from vanilla. Thanks! --MentalMouse42 (talk) 21:58, 1 June 2016 (UTC)

Negative effects
No effect seems to become negative in 1.10+ versions with levels above 128. Is this a bug? Is there another way to make negative effects? –Preceding unsigned comment was added by 190.173.93.215 (talk) at 2:11, 14 January 2017 (UTC). Please sign your posts with
 * Using and setting a negative value should work. Also, please use "Add topic" to start a discussion. The BlobsPaper.png 02:23, 14 January 2017 (UTC)

Effects with infinite duration
Using commands, is it possible to make an effect last forever? I find this highly useful with Night Vision, as it makes exploring dark caves and mansions easier, without any fear of it running out. VeenM64 (talk) 21:40, 13 February 2017 (UTC)
 * No. The maximum is 1 million, which is still quite excessive. The BlobsPaper.png 02:55, 14 February 2017 (UTC)

Resistance vs Armor
The bit on Resistance says it "reduces all incoming damage". Is this "incoming damage" the damage that actually gets through the armour and reaches the player, or is this before the armor is taken into account?

In other words... does armor's durability benefit from the resistance effect?

-Nyerguds (talk) 07:28, 29 June 2017 (UTC)

"Bedrock Edition"
Does anyone know why PE is called "Bedrock Edition" under the Invisibility section? It looks like vandalism to me but I'd like someone else to weigh in before changing it. Impossybull (talk) 10:43, 5 September 2017 (UTC)
 * Check Bedrock Edition. – Dentedharp90041tce 10:46, 5 September 2017 (UTC)

Cleanup
This article could use some cleanup. All of the status effects are smushed together, making it semi-awkward to read. I might try to clean this article up in my sandbox -EatingSilencerforBreakfast (talk) 20:33, 24 July 2018 (UTC)
 * I agree, it's hard to distinguish the different effect headers from the subheaders in between. It looks a lot better now with your lines, but it still doesn't feel exactly right. Maybe if the effects each had their own  header? That would automatically give lines between them, and look a little more similar to other pages like this one. – Jack McKalling [ Book and Quill.png Diamond Pickaxe.png ] 20:46, 24 July 2018 (UTC)

Slow Falling and it's effects?
There doesn't seem to be any calculations or numbers that tell me how much it changes/effects the terminal velocity. Naruto 64 (talk) 07:34, 10 August 2018 (UTC)

fatal_poison
I use Bedrock Edition, and I found this effect. It can in fact kill you, despite having poison’s effect image and being called poison when I used commands to give it to myself. You can’t drink an antidote from Education Edition to remove it, like you can poison. Where did this come from? Also, do you know if it is used anywhere? 172.56.28.9 11:54, 10 October 2018 (UTC)

Adding only to infobox headers
Since some status effect IDs differ between Java and Bedrock, the infoboxes need to be updated to show both. However, most of them are the same and I didn't want to make the infoboxes noisy by repeating them everywhere (e.g. ID: 15 (JE) / 15 (BE). There are also effects that only exist in Java, and using ID: 26 (JE) seems redundant in such cases. I wanted to leave the shared IDs looking plain, like they have in the past, and only specially mark where they differ, but then the infobox for Absorption, which has the same ID in both, would look (structurally) just like the infobox for the Java-only Dolphin's Grace. There would be no way to tell, looking just at the infoboxes, that Dolphin's Grace/ID=30 is undefined in Bedrock. The solution I decided on was to tag the infobox headers with only, which is similar to how some of them are already tagged with upcoming. I'm not sure it's the cleanest way to solve the problem, but it was the best I could come up with. – Auldrick (talk &middot; contribs) 16:53, 26 November 2018 (UTC)


 * We should just create an ID table, like with the enchanting page, and not list them in the effect infoboxes. That way it’s consistent with every page containing multiple IDs too. I’ll do that in a couple of hours. FVbico (talk) 17:10, 26 November 2018 (UTC)


 * The Java IDs were already on Java Edition data values. I added the Bedrock IDs to Bedrock Edition data values and removed the IDs from the infoboxes. – Auldrick (talk &middot; contribs) 18:09, 26 November 2018 (UTC)

I still have a question about using only templates. Several of the effects have an inline note that they're limited to certain editions. I expect this was done because the place where putting the template would make the most sense is following the section name, but you can't use a template there because it messes up the name you want to use in the TOC and wikilinks. But the template is easier to notice than an inline note, and it also adds the page to the appropriate categories. I propose we remove the templates I inserted into the infoboxes and simply put them on the line following the section header. I previewed it and it looked reasonably good to me. Also, what do you think about giving the upcoming templates in the infoboxes the same treatment? – Auldrick (talk &middot; contribs) 18:09, 26 November 2018 (UTC)

Split each status effect off into its own page
Following the split of Biome I feel tempted to propose that we also split the pages listing out status effects and enchantments. Currently:
 * all 30+ status effects are crammed onto a single page, making it long and difficult to navigate,
 * the section for each status effect is also relatively short, and the amount of information each section conveys is limited,
 * the history, gallery and achievements/advancements sections are also relatively disjoint from the actual relevant sections, which results in a lot of unrelated information being crammed together, and so on.

I hereby propose that every status effect should be split off into unique pages. This would allow for more information about each status effect to be elaborated upon, for only directly relevant achievements/history to be listed on the pages, and potentially other useful information (e.g. what level of Haste would be required to mine a given block instantly when paired with an Efficiency V diamond pickaxe).

Any thoughts? - User-12316399 (talk) 19:32, 17 January 2019 (UTC) (p.s. it's good to see that Gamepedia's article drafts system is working flawlessly as expected)


 * I any arguments for splitting pages. There's no reason to cram so much information into massive pages. – Nixinova Nixinova sig image 1.png Nixinova sig image 2.png 19:46, 17 January 2019 (UTC)


 * . At the moment, the page is very cluttered with a ton of sub-topics and the history section is all over the place. I think it would look much nicer if split.-- Madminecrafter12 Orange Glazed Terracotta.png to meLight Blue Glazed Terracotta.png 19:55, 17 January 2019 (UTC)


 * for the reasons stated above. --AttemptToCallNil (report bug, view backtrace) 20:29, 17 January 2019 (UTC)


 * My first thought was "30 separate pages?" but those are some pretty good points. The status effects have gotten a lot more numerous in recent versions, and many have interesting behavior. --MentalMouse42 (talk) 04:55, 19 January 2019 (UTC)


 * . FVbico (talk) 07:43, 19 January 2019 (UTC)


 * . ImakerB (talk) 09:25, 19 January 2019 (UTC)


 * . -BDJP (t 12:16, 19 January 2019 (UTC)


 * . --Pepijn (talk) 19:57, 12 February 2019 (UTC)


 * Wikipedia-logo.png psl85  (talk • contribs) 20:26, 12 February 2019 (UTC)


 * Biomes have a lots more content then status effects, there is simply not enough information for them each to be in their own pages.73.208.227.101 23:33, 18 February 2019 (UTC)

Smoke test for individual status effect titles
So, I tried doing a page for Speed, replacing its redirect. What do people think? --MentalMouse42 (talk) 14:34, 20 January 2019 (UTC)
 * Doesn't really feel wrong for me, but I can see how some people would call this too short to be a separate article. --AttemptToCallNil (report bug, view backtrace) 14:52, 20 January 2019 (UTC)


 * I'd personally rework how the infobox and page work. The infobox should display a large version of the effect icon, just like it would an item, and all of the sources of the effect should be listed on a section in the page instead of the infobox.


 * In other news: Template:Effects. - User-12316399 (talk) 15:00, 20 January 2019 (UTC)


 * I've since made some more changes to the page; it's currently missing a History section (which will be a bit bigger now thanks to the rediscovery of the Beta 1.9 pre potions' effects) and the infobox modifications mentioned above. - User-12316399 (talk) 21:56, 20 January 2019 (UTC)
 * Those look good. I'm not sure how to approach the "larger icon" thing, would that be done in the template?  Note that this is one of the oldest and commonest effects, some of the newer effects will still have pretty short articles.  --MentalMouse42 (talk) 22:55, 20 January 2019 (UTC)

New (1.14) Java Edition Textures
On this page and throughout the wiki, status element icons use the old textures from 1.13 and before. These are different from the textures now used in game, so I recommend changing them. JuniorJedi497 (talk) 00:00, 29 April 2019 (UTC)


 * Again, mentioning 1.14, Bad Omen, Effect might be clear-able by Drinking Milk. TOo.  Yilante 5 /29 /19  6:44 p.m.  76.209.248.192 01:44, 30 May 2019 (UTC)

Glowing and bad omen are not negative
Glowing and bad omen are not negative but they are Positive, please don’t revert this page Alexdoherty2 (talk) 11:31, 29 February 2020 (UTC)
 * Glowing can expose your position to enemies and bad omen can lead to a raid. You need to explain more about why they are positive. -- Hatsuki kiri 〔 T 〕 11:49, 29 February 2020 (UTC)

Leave glowing and bad omen as Positive Alexdoherty2 (talk) 01:40, 1 March 2020 (UTC)

What I’d just say! Don’t revert this page!!!!! Alexdoherty2 (talk) 01:41, 1 March 2020 (UTC)


 * According to the source code (net.minecraft.world.effect.MobEffects), Glowing and Bad omen belong to . Case closed. Lê Duy Quang (Make some words | Contributions) at 1h47:02 – 8 | 1/3/2020 (UTC)

Capitalization
Please make everything look properly capitalized. 111.88.15.195 16:53, 3 April 2020 (UTC)


 * Could you be more specific please? All individual status effects in the article look like they're capitalizeed right now, but most other features in the game are actually supposed to be sentence case.--Madminecrafter12 (Talk to me 16:58, 3 April 2020 (UTC)

Nausea & Leviation
The nausea and leviation status effects are neutral, not negative! => 49.228.176.247 09:57, 7 April 2020 (UTC) But why? 49.228.176.247 09:58, 7 April 2020 (UTC)

"Mob Effects"
The official name for these seems to be "mob effects". There are likely other instances of this term being used as well, whereas I have not ever seen the term "status effect" officially used by anyone from Mojang. Should the page be moved?
 * In the Bedrock Edition controls menu, the key that opens the active effect UI is labelled as the "Mob Effects" key.
 * The Java effect icons are located at  in the JAR.
 * During the marketplace creators segment of Minecraft Live 2020, the term "mob effects" is used several times while discussing custom food items.

Luke18033 (talk) 20:01, 3 October 2020 (UTC)


 * The generated texture atlas for effect icons appears to be internally called . Also, here is the clip from Minecraft Live where the term "mob effects" is used. - Luke18033 (talk) 06:17, 17 November 2020 (UTC)

Darkness effect
The darkness effect was found in the Minecrafts 1.17.30 leaked developer build. Its unsure if it will make it to the final game

Is Positive/Neutral/Negative type meaningful for effects?
I was trying to fact check the Type entries in the Effect List table against BE and realized that I could only do this for a few effects, namely the effects that can be brewed into potions. The reason is that the only place I can think of in-game where there's any difference between what are labeled positive, neutral, and negative effects in the article, is in the tooltips for potions (and tipped arrows, which are derived from potions so they're not really a separate category). But you can't brew about half of the effects into a potion, so at least for Bedrock I don't think there's any authoritative way to decide what type any of those effects are.

There is, of course, a distinction for the potion effects. In fact, there are two in BE: (1) The tooltips for negative effects are shown in red, while those for positive and neutral effects are in white, and (2) negative effect potion recipes always use fermented spider eye, while those for positive and neutral effects never do. Frankly, I don't see why it's useful to color code that minor fact in the tooltips, since most of us still have to look up what the main ingredient is anyway, but Mojang made the choice to color code it so let it stand as meaningful.

Nevertheless, there is no reason at all to distinguish positive from neutral effects in BE, and the only difference between them in Java (as far as I can tell) is that neutral effect icons appear on the second row on the HUD (assuming that is still true; I don't have Java Edition so I can't check). Is that intended as useful information, or merely a coincidence? I fail to see how it conveys and useful knowledge to a player.

My theory is that the distinction between positive, negative, and neutral effects is the invention of somebody observing what the game called "positive effect potions" and "negative effect potions". The "positive" and "negative" actually referred to an attribute of the potion, not the effect, but they misapprehended the relevant context. Having done that, they were compelled to assign "positive" and "negative" labels to all the other effects, which they did from intuition because the game is utterly mute on the subject. But some effects weren't clearly, or uniquely, positive or negative, so they invented a third "neutral" category for those. They were motivated by an actual distinction the game makes, but they misunderstood the context it was relevant to, and it led them to invent facts that have no clear meaning or purpose in the game.

So I propose the following:
 * Any reference to the "type" of an effect should either be changed to refer to the type of potion, or if it's not needed for understanding, deleted. This applies throughout the article space.
 * Any case where that results in labeling a potion "neutral" should be deleted or, if necessary, changed to "positive potion".
 * The Potion article should be carefully checked for consistency with this change. Its list of potions could optionally be expanded to include Type (with values "positive" and "negative"), though I'm not convinced there's any value in doing so.

Have I overlooked something, maybe something that's only in Java, that my proposal would conflict with? — Auldrick (talk &middot; contribs) 22:07, 8 November 2021 (UTC)