Mechanics

Mechanics represent various aspects of the complex behavior of the Minecraft world.

Basic mechanics
Basic mechanics consist of vital mechanics used commonly by players:

Movement

 * : Players can switch to a prone (face-down) 0.6 block high, position to fit into 1-high spaces.
 * : Entities can receive damage from players or the environment, and potentially dying or being destroyed if they receive too much.
 * : Entities and mobs to drop particular items or blocks (including items carried in their inventory) when they die or are destroyed.
 * : In Creative and Spectator modes, players can fly through a world.
 * : Players wearing an Elytra can glide through the world, optionally using Firework Rockets to gain speed and/or height.
 * : Players jump onto blocks above their current foot level.
 * : Players (and a few mobs) adopt a special 0.6 block-high position (prone, face-up) when sleeping.
 * : Players and many other mobs adopt a sitting position when riding an entity (boat, minecart) or mob.
 * : Players can sneak to hide their names from other players, reduce their hitbox to fit into smaller places, and reduce the range that mobs can detect them at.
 * : Players can shift from "walking" to a faster "running" pace at the expense of hunger.
 * : Players can travel quickly on or under water without falling to the bottom, and can travel faster if swimming is combined with sprinting.
 * : Players can travel any direction on a level surface.

Combat and Mining

 * : Players can block attacks using shields.
 * Attack cooldown: After attacking, players need to wait some time to deal full damage with their next attack.
 * : Players to break most blocks, sometimes requiring or benefiting from particular tools.
 * Instant mining: Players can break certain blocks instantly, sometimes requiring particular tools or enchantments to do so.
 * Critical hits: Players can deal more damage by attacking while falling.
 * Players can wield 2 items, using both hands. This includes shield use.
 * Some mobs will shift their attack to another player or mob when attacked, even if they were already engaged with another target.

Player Status

 * Players collect experience points from various sources, and can use them to enchant or repair items.
 * Players, mobs, and some other entities have a specific number of health points (shown in a GUI gauge); when these are all removed by damage, a player or mob is killed, while other entities are broken or destroyed.
 * Players, mobs, and some other entities can recover health points after damage.
 * Players have a partly-hidden stock of "hunger" points; they can naturally heal damage (at the cost of hunger) if their hunger meter is full or nearly so, and sprinting requires a minimum hunger level.
 * Eating: Players replenish their hunger points by eating various food items.
 * Status Effects: Various conditions (good, bad, or neutral) with limited duration, which can be inflicted on a player in an assortment of ways.

Interactions and items

 * Players can use gold ingots to barter with Piglins.
 * Players can breed certain mobs, producing "baby" versions that grow up over time.
 * With a brewing stand, players can brew Potions.
 * Players can craft a variety of objects and materials, using the GUI for their inventory or a crafting table.
 * A guide for players to learn or check recipes, recipes being unlocked when they get specific items or ingredients, or occasionally when they meet other conditions.
 * Experience can be used to enchant Tools and Weapons, granting them improved performance and/or special abilities.
 * Players can use a fishing rod to catch fish, and other items (some quite valuable), or to pull mobs and other entities closer to the player.
 * Many tools have a limited number of uses, the degree to which they are "worn out" is displayed in the main GUI and inventory.
 * Players can repair items in various ways through an anvil, grindstone, crafting table, or their own inventory.
 * Players can smelt/cook items on furnaces, smokers or blast furnaces, turning raw materials into more desirable forms.

World Events

 * Daylight cycle: As time passes, the sun and moon move through the sky, and the outdoor light level changes affecting mob spawning.
 * : Occasionally Pillager patrols will spawn near players. Fighting these can inflict the Bad Omen status.
 * Weather:  The world experiences rain, overcast, snow, and storms, with effects varying by biome.
 * : If a player remains active near a village overnight, an invasion of zombies may appear.

Complex mechanics
Complex mechanics represent extended world behavior that not all players will be familiar with. These mechanics are most useful to experienced players who need to accomplish complex tasks.


 * Redstone mechanics: The redstone mechanics allow players to build and use complex devices in-game, composed of multiple interacting blocks and entities.
 * Redstone circuits: Basic types of sub-mechanisms used for event processing, logic, and interaction with the environment.
 * Redstone components: Any component that makes possible to create mechanisms.
 * Villages and Illagers: Humanoid NPCs with moderately complex behavior, dealing with several other entries on this list.
 * Players can use emeralds to buy items from Villagers, or sell them items in exchange for emeralds.
 * If a player approaches a village while having the Bad omen status, they can summon an extended invasion against the village.

Bug/Glitch mechanics
Bugged mechanics are mechanics that are not intended to exist. These can cease to exist on any update as Mojang fixes bugs.