Arrow



Arrows provide ammunition for bows and dispensers, and can either be crafted or found as a common drop from skeletons. When fired, they will fly in a ballistic trajectory affected by gravity and drag in air or water and will travel approximately 3 blocks when fired parallel to a flat plane with no charge, 15 blocks average with medium charge, and 24 blocks average with maximum charge. Arrows in water get much more drag than in air, and leave a trail of bubbles in their wake. Arrows (with bow at full strength) can travel 120 blocks when fired from the optimal angle.



They deal damage when fully charged (or, rarely, ); if they are charged to medium, they will deal, and  if not charged at all. Arrows fired from dispensers deal damage. Immediately after hitting the target, there is a cooldown during which the target will be immune to further damage. Arrows hitting the mob in this state will lose all speed and drop to the ground.

Arrows will also stick into objects they come in contact with and will remain there for exactly a minute before disappearing; the distance from the object and the angle determine how far into the target the arrow will go. Arrows that have been fired by the player and stuck into terrain are retrievable and never break. Arrows shot by skeletons are special entities and cannot be collected. If an arrow is stuck in a block and the block in which the arrow is stuck in is broken, then the arrow will fall, and the sound of an arrow hitting a block will be triggered again, even if the arrow just falls one block down.

They can bounce off entities like minecarts and mobs immune to damage. In multiplayer, if PvP is on, a player can hurt themselves if they run forward while shooting arrows while the server is lagging. It is also possible for players to damage themselves with their own arrows by firing one directly up and standing still. Arrows fired directly upward using a fully charged bow will fly so high that they disappear from view, but eventually fall. If that arrow lands on a block, and the player is directly beneath that block, then the player breaks that block, the arrow will fall and do one heart of damage to the player.

If the block in which an arrow is stuck in is destroyed or disappears (e.g. leaves), the arrow will fall and can injure the player or a mob.

Arrows shot through lava, but not fire, will catch on fire and show an appropriate animation until they pass through water. They can set other entities they hit on fire.

Arrows shot at rails will stop the minecart from passing over that block until the arrow despawns or is collected.

An arrow shot at a storage minecart will cause the minecart to break, dropping a minecart, a chest, and the contents of the storage minecart.

Arrows and circuits
While arrows shot at switches will not trigger said inputs directly, workarounds can be used to trigger circuits from a distance. For instance, a minecart can be used in such a way that destroying it with arrows releases the Wooden pressure plate it is resting on, or a painting can be shot off a wall and fall onto a Wooden pressure plate to activate it. Boats can be used as targets since a fully charged bow will break the boat in one shot. These methods can now be bypassed using wooden buttons, which can be activated directly by arrows.

Additionally, a wooden pressure plate can be activated by firing an arrow at it directly. This, however, requires one to force the block occupied by the pressure plate to update after the arrow makes contact. This can be achieved in SSP by passing particles through the pressure plate (by placing a torch or source of fire nearby or dripping lava or water above) and in both SSP and SMP by placing a boat on an adjacent half block (so part is over the pressure plate but not touching it). Arrows can also activate a pressure plate if fired at the side of the block to which it is attached, although only if fired at the top half. This can be used to create completely invisible switches that can be activated at a distance.

An alternative implies shooting an arrow on the upper half of a block holding a rail (powered or not). The minecart should stop on this track instead of going on; the cart can either be blocked (or sent back if in the middle of a ramp), in combination with looped minecart circuits, this can be an effective trigger, and does not require particle updates.