Debug mode



Debug mode is a world type used to test block states, block models, and textures.

Accessing


To select the debug mode, hold the key while clicking the "World Type" button in the world creation menu. Debug mode will then be the world type directly after Buffet, and just before Default.

Upon selecting debug mode, the "Bonus Chest", "Generate Structures", and "Allow Cheats" options are removed from the menu. The game mode is set to Spectator, and the difficulty is locked on peaceful; however, and  will work as usual within the world.

Properties
Debug mode contains all blocks, in all of their existing block states, organized in a single world. The world will update automatically to include any new registered block IDs that are added. Therefore, this mode is useful not only to Mojang developers, but also to creators of resource packs and mods.

Block grid
Blocks are sorted in a grid spread across an altitude of y=70, with a barrier floor at y=60. The block grid is approximately 144×148 in size, occupying the +X,+Z (southeast) quadrant, although the barrier floor extends past the grid in all directions to the world border. Other than the barrier floor, the remainder of the map is empty.

Every block state generates only once. There are 90 rows of 91 block states, with an additional partial row of 37 states, for a total of 8,227 unique block states.


 * Notes

Other dimensions


If a Nether or End portal is used, the player will spawn in a Nether version or an End version of the debug world, respectively. The sky, light level and other properties will remain appropriate to the dimension.

In the End, the ender dragon and its end crystals will still spawn, although the dragon cannot break or interact with blocks. If the end portal is used in the End, the end poem and credits will appear as normal. If using an ender pearl to utilize the end gateway portal, the gateway teleports the player, but in keeping with debug mode world generation, no outer islands nor a returning gateway portal will generate.

Block behavior
It is impossible for the player to break any block, even in game modes in which they otherwise could. Likewise, placing blocks is impossible, and the, and  commands cannot be executed.

Any block whose interactions do not change its block state can still be (including chests, beds, cake, etc). Although a block's state cannot change, its block entity data can change, either through normal player interaction or with the use of the command.

These unique properties of debug mode can cause certain blocks to behave in unexpected ways:


 * Water and lava cannot be removed by buckets, but will fill an empty bucket in Survival mode.
 * Cauldrons will clean leather armor and banners, but cannot be filled by buckets.
 * a button or lever will drop one of itself as an item.
 * Activating those blocks schedules a block tick for its own block, which drops one of itself because those blocks cannot be suspended in mid-air.
 *  Warning:  a pressure plate with powered stated false, or a weighted pressure plate with power state 0, will cause it to generate enormous quantities of dropped plates, likely crashing the game. It will also produce an extremely loud sound from so many pressure plate sounds being played at once.
 * The pressure plate schedules a block tick for itself, and drops an item because it cannot be suspended in mid-air.
 * Since it never changes to an activated pressure plate, it never stops receiving activation from the entities and/or items on it, and never stops scheduling block ticks.
 * Certain pressure plates, when activated, cause an error in the game output, stating that the dropped item entity has no entity.
 * a comparator in subtract mode, a lever or an unpowered button will cause the block in the direction opposite its  property to drop as an item.
 * If that block is a repeater or a comparator, it will drop of itself.
 * It will start to repeatedly schedule its own block-state-changing tick, which will fail continually a large number of times.
 * These types of blocks schedule a block tick in the adjacent block.
 * If that block could not normally remain suspended in the air, it will drop one of itself as an item.
 *  Warning:  placing a minecart on an unpowered detector rail will drop an infinite number of detector rails, crashing the game.
 * Certain glass panes, iron bars and fences have incorrect hitboxes.
 * Banners are entirely invisible.
 * Any summoned falling_block entities will drop as an item when it hits another block, rather than converting itself to a block. Such a summoned falling block will immediately drop as an item, rather than fall any distance.
 * If you fence gates, comparators, deactivated buttons, deactivated pressure plates, doors or trapdoors, they will not move or change, but the sound will still play.
 * Nether portals are visible, but the End portal is not.
 * Shulker boxes are invisible until looked at.
 * Firework rockets do not boost the player while flying with Elytra. Instead, the rocket will fly upwards as if it was used while looking at a solid block.

Trivia

 * The set biome for this mode is plains by default in the Overworld.
 * The sun is displayed as if it were the beginning of the day (time 1000), but the day-night cycle is disabled.
 * Regardless, the time can still be adjusted with the use of the command, and the day-night cycle can be toggled with the use of the  command. The time can be also advanced from nighttime to sunrise with the use of a bed.
 * Using a map does not create an accurate map of the blocks in the world.
 * This type of world is the only type where barriers spawn naturally.
 * After setting the world type to Debug Mode, the Game Mode button will be locked in Spectator, and a line of text appears beneath: "You can look but don't touch".

Gallery
Debug-Modus Mode de débogage 디버그 모드 Tryb debugowania Режим отладки 调试模式