|
“ |
|
„ |
| — Dinnerbone on the advancements system[1] |
The popup that appears when an advancement is completed.
The popup that appears when a goal advancement is completed.
The popup that appears when special challenge advancements are completed.
Advancements are an upcoming feature set to replace achievements.
Obtaining
Advancements are completed much in the same fashion that achievements are. They can be completed in any game mode, and are obtained and saved per world. Advancements can also be granted (and revoked) using the /advancement command.
Although advancements guide players logically through the game, they are independent of each other; an advancement can be completed without having completed the advancements "before" it.
When an advancement is obtained, a sliding toast notification displays in the top right corner. The color of the header text in the notification depends on the advancement; normal advancements have yellow header text, while special "challenge" advancements have pink header text. When a final "goal" advancement is completed, the header text will display Goal Reached! instead of the typical Advancement Made! text.
Interface
The advancements interface. One advancement ("Isn't It Iron Pick") is selected.
The button to access the Advancements screen is found on the pause menu screen.
The advancement system involves several trees composed of advancements, beginning with a root advancement, and ending with goal or challenge advancements. By clicking and dragging, you can view different branches of an advancement tree. Each tree is categorized into different tabs (which are, themselves, advancements). There are currently two tabs in vanilla Minecraft (although more may possibly be added[2][3]):
- Minecraft: The heart and story of the game.
- Adventure: Adventure, exploration, and combat.
Each tab has a different background with a repeating texture.
Advancement icons display a header name and description when hovered over. They only appear in a tree when the advancement before it is completed, although, as stated before, advancements can be completed in any order. The icon frames of goal advancements are more rounded, while challenge advancements have a sharper appearance. Advancement icons begin as light-gray but turn dark-golden when completed.
Extra advancements and tabs can be added and customized with the use of JSON files, as detailed below.
JSON Format
The advancements in the 'data/advancements' folder of a Minecraft world store the advancement data for that world as separate JSON files:
One of these JSON files is structured according to the following format: For story advancements:
- The root tag.
- display: The optional display data.
- icon: An item or block id to represent the icon in the advancements window.
- title: The title for this story advancement.
- title: A JSON text component (containing text and formatting like used in /tellraw and various other commands)
- frame: The optional type of frame for the icon.
challengefor a tile with a more fancy spiked border as it is used for the kill all mobs advancement,goalfor a tile with a rounded border as it is used for the full beacon advancement,taskfor a normal tile (default). - background: The optional directory for the background to use in this advancement tab (only for the root advancement).
- description: The description of the advancement
- parent: The optional parent advancement directory of this advancement (does not apply for the root advancement).
- criteria: The required criteria that have to be met.
- <criteriaName>: A name given to the criteria (can be any string, must be unique).
- trigger: The trigger for this advancement; specifies what the game should check for the advancement.
- conditions: All the conditions that need to be met when the trigger gets activated.
- <criteriaName>: A name given to the criteria (can be any string, must be unique).
- requirements: An optional list of requirements (all the <criteriaName>). If all criteria are required, this may be omitted. With multiple criteria: requirements contains a list of lists with criteria (all criteria need to be mentioned). If all the criteria within any of the lists is met, it will complete the advancement. (basically AND grouping and OR grouping the criteria)
- rewards: An optional collection of the rewards provided when this advancement is obtained.
- recipes: A list of crafting recipes (strings).
- loot: A list of loot tables (strings).
- experience: An amount of experience.
- commands: A list of commands (strings). These are run in order by the player, with full privileges.
- display: The optional display data.
Triggers
| Trigger Name | Triggered when: | Available Conditions |
|---|---|---|
| minecraft:bred_animals | Player breeds 2 animals | "parent", "partner", "child" |
| minecraft:brewed_potion | Player brews a potion | "potion" |
| minecraft:construct_beacon | Player changes the structure of a beacon. (When the beacon updates itself) | "level" |
| minecraft:cured_zombie_villager | Player cures a zombie villager | "zombie, "villager" |
| minecraft:enchanted_item | Player enchants an item through an enchanting table (does not get triggerd through an anvil, or through commands) | "item", "levels" |
| minecraft:enter_block | Player enters a block (such as a portal) player needs to be standing in the same block space as the block | "block", "state" |
| minecraft:entity_killed_player | Entity kills a player | "entity" |
| minecraft:impossible | Only using commands | |
| minecraft:inventory_changed | Any changes happen to the player's inventory. | "items", "slots" |
| minecraft:item_durability_changed | Any item being damaged in any form. | "item", "durability", "delta" |
| minecraft:location | Checks every 20 ticks (1 second) where the player is | "position", "biome" |
| minecraft:player_damaged | Player receives damage | "damage" |
| minecraft:player_hurt_entity | Player hurts an entity (including itself) | "damage" |
| minecraft:player_killed_entity | Player kills an entity | "entity" |
| minecraft:recipe_unlocked | Player unlocks a recipe (using a knowledge book for example) | "recipe" |
| minecraft:slept_in_bed | Player enters a bed | "location" |
| minecraft:summoned_entity | Player summons an entity through for example wither skulls (needs to yet be tested thoroughly, e.g. will it work when spawning from dispenser, using spawn eggs, with pumpkins, ender dragon, etc.) | "entity" |
| minecraft:used_ender_eye | Player uses an ender eye (in a world where strongholds generate) | "distance" |
| minecraft:villager_trade | Player trades with a villager | "villager", "item" |
Conditions
Available conditions are listed below:
- conditions:
- biome: The biome the player is currently in.
- block: A block ID.
- child:
- type: An entity ID.
- damage:
- blocked: Checks if the damage was successfully blocked.
- bypasses_armor: Checks if the damage bypasses the armor of a player.
- bypasses_invulnerability: Checks if the damage bypasses the invulnerability status of a player.
- bypasses_magic: Checks if the damage is caused by starvation.
- dealt: Checks the amount of incoming damage against the player before damage reduction.
- dealt
- min: Minimum value.
- max: Maximum value.
- is_explosion: Checks if the damage originates from an explosion.
- is_fire: Checks if the damage originates from fire.
- is_magic: Checks if the damage originates from magic.
- is_projectile: Checks if the damage originates from a projectile.
- source_entity: Checks the entity that dealt damage.
- type: An entity ID.
- taken: Checks the amount of incoming damage against the player after damage reduction.
- taken
- min: Minimum value.
- max: Maximum value.
- distance: The distance to an origin.
- distance
- min: Minimum value.
- max: Maximum value.
- entity:
- type: An entity ID.
- distance: (same as above, trigger dependant)
- item: An item.
- count: Amount of the item.
- data: Data of the item.
- enchantments: List of enchantments.
- An enchantment
- enchantment: An enchantment ID.
- levels: The level of the enchantment.
- levels
- min: Minimum value.
- max: Maximum value.
- An enchantment
- item: An item ID.
- potion: A brewed potion ID.
- items: A list of items.
-
- count: Amount of the item.
- data: Data of the item.
- enchantments: List of enchantments.
- An enchantment
- enchantment: An enchantment ID.
- levels: The level of the enchantment.
- levels
- min: Minimum value.
- max: Maximum value.
- An enchantment
- item: An item ID.
- potion: A brewed potion ID.
-
- level: The tier of beacon.
- level
- min: Minimum value.
- max: Maximum value.
- levels: The levels spent on an enchantment.
- levels
- min: Minimum value.
- max: Maximum value.
- parent: A parent.
- type: An entity ID.
- partner: A partner (the entity the parent above was bred with, useful for checking horses + donkey = mule breeding)
- type: An entity ID.
- position
- x: The x position.
- x
- min: Minimum value.
- max: Maximum value.
- y: The y position.
- y
- min: Minimum value.
- max: Maximum value.
- z: The z position.
- z
- min: Minimum value.
- max: Maximum value.
- potion: A brewed potion ID.
- recipe: A recipe.
- state: The blockstates of a block.
- <state_name>: A single blockstate, with the key name being the state name and the value being the required value of that state.
- slots
- empty: The amount of slots empty in the inventory.
- empty
- min: Minimum value.
- max: Maximum value.
- full: The amount of slots completely filled (stacksize) in the inventory.
- full
- min: Minimum value.
- max: Maximum value.
- occupied: The amount of slots occupied in the inventory.
- occupied
- min: Minimum value.
- max: Maximum value.
- villager: information stored about the villager upon conversion from a zombie.
- distance
- zombie: information stored about the zombie upon conversion to a villager.
- distance
History
| upcoming | |||||
|---|---|---|---|---|---|
1.12{{Extension DPL}}<ul><li>[[Firework Star|Firework Star]]<br/>{{Item
| image = Firework Star.png
| renewable =
* '''Trail Effect''': No
* '''All Others''': Yes
| stackable = Yes (64)
}}
'''Firework stars''' are [[items]] used to determine the color, effect, and shape of [[firework rocket]]s.
== Obtaining ==
In [[Survival]] mode, firework stars are obtainable only through crafting. In [[Creative]] mode, they can be found in the creative inventory.
=== Crafting ===
{{Crafting
|head=1
|showname=0
|showdescription=1
|ingredients=[[Gunpowder]] +<br>Matching [[Dye]] +<br>Extra ingredients (optional)
|Gunpowder
|Matching Dye
|Head; Gold Nugget; Feather;Fire Charge;
|Glowstone Dust;
|Diamond;
|Output=Matching Firework Star
|arggroups=1;2,Output;3;4;5
|description=Up to eight dyes can be added.<br>One head, gold nugget, feather, or fire charge can be added.<br>Both the diamond and the glowstone dust can be added with any of the other ingredients.
|type=Miscellaneous
}}
{{Crafting
|ignoreusage=1
|Matching Firework Star
|Any Dye
|Output=Matching Firework Star
|type=Miscellaneous
|description=Adds a "fade to color" effect to the firework star, overwriting any existing fades.<br>Up to eight dyes can be added.
|foot=1
|arggroups=1,Output
}}
<div style="display:none">
<!--
This is so the pre-Village & Pillage dyes can have dye-related crafting recipes show on their respective pages.
They don't need to be displayed on this page because they already intuitively list "Any Matching/Colored Dye".
-->
{{Crafting
|head=1
|showname=0
|showdescription=1
|Gunpowder
|Bone Meal; Lapis Lazuli; Cocoa Beans; Ink Sac
|Head; Gold Nugget; Feather;Fire Charge;
|Glowstone Dust;
|Diamond;
|Output=White Firework Star; Blue Firework Star; Brown Firework Star; Black Firework Star
|arggroups=1;2,Output;3;4;5
|description={{only|bedrock|education}}<br>Up to eight dyes can be added.<br>One head, gold nugget, feather, or fire charge can be added.<br>Both the diamond and the glowstone dust can be added with any of the other ingredients.
|type=Miscellaneous
}}
{{Crafting
|showdescription=1
|White Firework Star; Blue Firework Star; Brown Firework Star; Black Firework Star
|Bone Meal; Lapis Lazuli; Cocoa Beans; Ink Sac
|Output=White Firework Star; Blue Firework Star; Brown Firework Star; Black Firework Star
|type=Decoration block
|description={{only|bedrock|education}}<br>Adds a "fade to color" effect to the firework star, overwriting any existing fades.<br>Up to eight dyes can be added.
|foot=1
}}
</div>
== Usage ==
The only usage of firework stars is to create [[firework rocket]]s.
=== Crafting ingredient ===
{{crafting usage|match=end}}
== Effects ==
=== Shape effects ===
A firework star can have only one shape effect.
{| class="wikitable"
|+ Shape Effects
! <abbr title="Type (Byte tag in NBT structure)">Type</abbr>
! Ingredient
! Effect
! Sample Animation
|-
| 0
| None
| Small Ball explosion (default)
| [[File:Firework Star (Small Sphere).gif|200px]]
|-
| 1
| {{ItemLink|Fire Charge}}
| Large Ball explosion and heavy sound.
| [[File:Firework Star (Large Sphere).gif|200px]]
|-
| 2
| {{ItemLink|Gold Nugget}}
| Star-shaped explosion
| [[File:Firework Star (Star Shape).gif|200px]]
|-
| 3
| {{BlockLink|id=Heads|Head}} (any)
| Creeper-shaped (Creeper Face) explosion
| [[File:Firework Star (Creeper Shape).gif|200px]]
|-
| 4
| {{ItemLink|Feather}}
| Burst explosion
| [[File:Firework Star (Burst).gif|200px]]
|}
=== Additional effects ===
In addition to the shape effects, any combination of these additional effects may be added to a firework star.
{| class="wikitable"
|+ Additional Effects
! Ingredient
! Effect
! Sample Animation
|-
| None
| Default
| [[File:Firework Star (Small Sphere).gif|200px]]
|-
| {{ItemLink|Glowstone Dust}}
| Twinkle (Crackle effect and sounds after the explosion)
| [[File:Firework Star (Twinkle effect).gif|200px]]
|-
| {{ItemLink|Diamond}}
| Trail effect after the explosion
| [[File:Firework Star (Trail effect).gif|200px]]
|-
| {{ItemLink|Glowstone Dust}} <br> {{ItemLink|Diamond}}
| Twinkle + Trail effect after the explosion
| [[File:Firework Star (Twinkle and Trail effect).gif|200px]]
|}
== Sounds ==
{{see also|Firework_Rocket#Sounds}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Firework Star
|spritetype=item
|nameid=firework_star
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Firework Star
|spritetype=item
|nameid=firework_star
|aliasid=fireworkscharge
|id=520
|form=item
|translationkey=item.fireworksCharge.name
|foot=1}}
=== Item data ===
{{el|java}}:
{{main|Player.dat format}}
<div class="treeview">
* {{nbt|compound|tag}}: The item's '''tag''' tag.
{{:Player.dat_format/Firework Stars}}
</div>
{{el|bedrock}}:
: See [[Bedrock Edition level format/Item format]].
== Video ==
<div style="text-align:center">{{yt|fYL1W9aW0UU}}</div>
== History ==
{{History|java}}
{{History||1.4.6|snap=12w49a|[[File:Firework Star JE1 BE1.png|32px]] Added firework stars.
|Firework stars in the [[Creative inventory]] come in only one variation; they do not have any color.}}
{{History||1.13|snap=17w47a|The ID of firework stars has now been changed from <code>firework_charge</code> to <code>firework_star</code>.
|Prior to [[Java Edition 1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 402.}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|[[File:Firework Star JE1 BE1.png|32px]] Added firework stars.
|Firework stars come in all 16 colors in the [[Creative]] [[inventory]].{{verify|type=update}}{{info needed}}}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of firework star has been changed from <code>fireworkscharge</code> to <code>firework_star</code>.}}
{{History|console}}
{{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|switch=1.0.1|[[File:Firework Star JE1 BE1.png|32px]] Added firework stars.
|Firework stars cannot be obtained within the Creative inventory.}}
{{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|The [[crafting]] interface has now been updated to allow the crafting of firework stars and [[firework rocket]]s.}}
{{History|foot}}
== Issues ==
{{Issue list}}
== Trivia ==
* There are 29,617,272,422,916,505,236 (29.6 quintillion) unique firework stars.
* Putting firework stars on rockets causes the player to take explosion damage when using them for flying with [[elytra]].
== Gallery ==
<gallery>
File:Firework Star (Tricolor Star shaped with Twinkle and Trail effect).gif|Tricolor (Magenta, Pink, White dye) + Star shaped with Twinkle and Trail effect.
</gallery>
{{Items}}
[[cs:Ohňostrojová hvězda]]
[[de:Feuerwerksstern]]
[[es:Estrella de fuegos artificiales]]
[[fr:Étoile de feu d'artifice]]
[[hu:Tűzijáték csillag]]
[[it:Stella pirotecnica]]
[[ja:花火の星]]
[[ko:폭죽 탄약]]
[[nl:Vuurwerkster]]
[[pl:Gwiazdka pirotechniczna]]
[[pt:Estrela de fogo de artifício]]
[[ru:Пиротехническая звезда]]
[[uk:Зірка феєрверку]]
[[zh:烟火之星]]</li><li>[[Goat Horn|Goat Horn]]<br/>{{redirect|Horn}}
{{Item
| image = Goat Horn JE1 BE1.png
| renewable = Yes
| stackable = No
}}
A '''goat horn''' is an [[item]] dropped by [[goat]]s. It has eight variants, and each plays a unique sound when {{Control|used}} which can be heard by [[Player|players]] in a large radius.
== Obtaining ==
=== Mob loot ===
A horn is dropped when an adult [[goat]] rams a tree or any other hard block that occurs naturally where goats spawn. These include [[stone]], [[coal ore]], [[copper ore]], [[iron ore]], [[emerald ore]], [[log]], or [[packed ice]]. Goats do not ram other solid blocks. {{IN|java}}, these blocks are listed under the {{cd|snaps_goat_horn}} [[tag]], and can be modified by [[data pack]]s.
Up to two horns can be dropped from an adult goat. Regular goats may drop the Ponder, Sing, Seek, and Feel horns, while screaming goats drop the Admire, Call, Yearn, and Dream horns. A specific goat drops only one type of horn; that is, if a goat drops a Sing horn, its other horn is also a Sing horn.
=== Natural generation ===
{{LootChestItem|goat-horn}}
Only the four variants from regular goats can be found here.
== Usage ==
When {{control|used}}, they play a loud sound that can be heard from up to 256 blocks, but are also limited by the server view distance. Each horn variant plays a unique sound. There are eight variants, four of which are exclusive to [[Goat#Spawning|screaming goats]].
There is a cooldown of seven seconds between each use of the horn. All goat horns are affected by this cooldown.
== Sounds ==
=== Generic ===
{{edition|java}}:
{{Sound table
|sound=Goat horn break1.ogg
|sound2=Goat horn break2.ogg
|sound3=Goat horn break3.ogg
|sound4=Goat horn break4.ogg
|subtitle=Goat Horn breaks off
|source=neutral
|description=When a goat's horn breaks off
|id=entity.goat.horn_break
|translationkey=subtitles.entity.goat.horn_break
|volume=0.9
|pitch=1.0
|distance=16
|foot=1}}
{{edition|bedrock}}:
{{Sound table
|type=bedrock
|sound=Goat horn break1.ogg
|sound2=Goat horn break2.ogg
|sound3=Goat horn break3.ogg
|sound4=Goat horn break4.ogg
|description=When a goat's horn breaks off
|source=hostile
|id=mob.goat.horn_break
|volume=1.0
|pitch=1.0
|foot=1}}
=== Playing ===
{{edition|java}}:
{{Sound table
|sound=Goat Horn Call0.ogg
|description="Ponder"
|subtitle=Goat horn plays
|source=Jukebox/Note Blocks
|id=item.goat_horn.sound.0
|translationkey=subtitles.item.goat_horn.play
|volume=16.0
|pitch=1.0
|distance=256}}
{{Sound table
|sound=Goat Horn Call1.ogg
|description="Sing"
|subtitle=Goat horn plays
|source=Jukebox/Note Blocks
|id=item.goat_horn.sound.1
|translationkey=subtitles.item.goat_horn.play
|volume=16.0
|pitch=1.0
|distance=256}}
{{Sound table
|sound=Goat Horn Call2.ogg
|description="Seek"
|subtitle=Goat horn plays
|source=Jukebox/Note Blocks
|id=item.goat_horn.sound.2
|translationkey=subtitles.item.goat_horn.play
|volume=16.0
|pitch=1.0
|distance=256}}
{{Sound table
|sound=Goat Horn Call3.ogg
|description="Feel"
|subtitle=Goat horn plays
|source=Jukebox/Note Blocks
|id=item.goat_horn.sound.3
|translationkey=subtitles.item.goat_horn.play
|volume=16.0
|pitch=1.0
|distance=256}}
{{Sound table
|sound=Goat Horn Call4.ogg
|description="Admire"<ref group=note name=screaming>These are dropped by screaming goats.</ref>
|subtitle=Goat horn plays
|source=Jukebox/Note Blocks
|id=item.goat_horn.sound.4
|translationkey=subtitles.item.goat_horn.play
|volume=16.0
|pitch=1.0
|distance=256}}
{{Sound table
|sound=Goat Horn Call5.ogg
|description="Call"<ref group=note name=screaming/>
|subtitle=Goat horn plays
|source=Jukebox/Note Blocks
|id=item.goat_horn.sound.5
|translationkey=subtitles.item.goat_horn.play
|volume=16.0
|pitch=1.0
|distance=256}}
{{Sound table
|sound=Goat Horn Call6.ogg
|description="Yearn"<ref group=note name=screaming/>
|subtitle=Goat horn plays
|source=Jukebox/Note Blocks
|id=item.goat_horn.sound.6
|translationkey=subtitles.item.goat_horn.play
|volume=16.0
|pitch=1.0
|distance=256}}
{{Sound table
|sound=Goat Horn Call7.ogg
|description="Dream"<ref group=note name=screaming/>
|subtitle=Goat horn plays
|source=Jukebox/Note Blocks
|id=item.goat_horn.sound.7
|translationkey=subtitles.item.goat_horn.play
|volume=16.0
|pitch=1.0
|distance=256
|foot=1}}
{{edition|bedrock}}:
{{Sound table
|type=bedrock
|sound=Goat Horn Call0.ogg
|source=Jukebox/Note Blocks<wbr>{{Until|BE 1.20.40}}<br>Hostile Creatures<wbr>{{Upcoming|BE 1.20.40}}|overridesource=1
|description="Ponder"
|id=horn.call.0
|volume=1.0<wbr><ref group=sound name=nodistance>{{Bug|MCPE-153254}}</ref><wbr>{{Until|BE 1.20.40}}<br>16.0<wbr>{{Upcoming|BE 1.20.40}}
|pitch=1.0}}
{{Sound table
|sound=Goat Horn Call1.ogg
|source=Jukebox/Note Blocks<wbr>{{Until|BE 1.20.40}}<br>Hostile Creatures<wbr>{{Upcoming|BE 1.20.40}}|overridesource=1
|description="Sing"
|id=horn.call.1
|volume=1.0<wbr><ref group=sound name=nodistance/><wbr>{{Until|BE 1.20.40}}<br>16.0<wbr>{{Upcoming|BE 1.20.40}}
|pitch=1.0}}
{{Sound table
|sound=Goat Horn Call2.ogg
|source=Jukebox/Note Blocks<wbr>{{Until|BE 1.20.40}}<br>Hostile Creatures<wbr>{{Upcoming|BE 1.20.40}}|overridesource=1
|description="Seek"
|id=horn.call.2
|volume=1.0<wbr><ref group=sound name=nodistance/><wbr>{{Until|BE 1.20.40}}<br>16.0<wbr>{{Upcoming|BE 1.20.40}}
|pitch=1.0}}
{{Sound table
|sound=Goat Horn Call3.ogg
|source=Jukebox/Note Blocks<wbr>{{Until|BE 1.20.40}}<br>Hostile Creatures<wbr>{{Upcoming|BE 1.20.40}}|overridesource=1
|description="Feel"
|id=horn.call.3
|volume=1.0<wbr><ref group=sound name=nodistance/><wbr>{{Until|BE 1.20.40}}<br>16.0<wbr>{{Upcoming|BE 1.20.40}}
|pitch=1.0}}
{{Sound table
|sound=Goat Horn Call4.ogg
|source=Jukebox/Note Blocks<wbr>{{Until|BE 1.20.40}}<br>Hostile Creatures<wbr>{{Upcoming|BE 1.20.40}}|overridesource=1
|description="Admire"<ref group=note name=screaming/>
|id=horn.call.4
|volume=1.0<wbr><ref group=sound name=nodistance/><wbr>{{Until|BE 1.20.40}}<br>16.0<wbr>{{Upcoming|BE 1.20.40}}
|pitch=1.0}}
{{Sound table
|sound=Goat Horn Call5.ogg
|source=Jukebox/Note Blocks<wbr>{{Until|BE 1.20.40}}<br>Hostile Creatures<wbr>{{Upcoming|BE 1.20.40}}|overridesource=1
|description="Call"<ref group=note name=screaming/>
|id=horn.call.5
|volume=1.0<wbr><ref group=sound name=nodistance/><wbr>{{Until|BE 1.20.40}}<br>16.0<wbr>{{Upcoming|BE 1.20.40}}
|pitch=1.0}}
{{Sound table
|sound=Goat Horn Call6.ogg
|source=Jukebox/Note Blocks<wbr>{{Until|BE 1.20.40}}<br>Hostile Creatures<wbr>{{Upcoming|BE 1.20.40}}|overridesource=1
|description="Yearn"<ref group=note name=screaming/>
|id=horn.call.6
|volume=1.0<wbr><ref group=sound name=nodistance/><wbr>{{Until|BE 1.20.40}}<br>16.0<wbr>{{Upcoming|BE 1.20.40}}
|pitch=1.0}}
{{Sound table
|sound=Goat Horn Call7.ogg
|source=Jukebox/Note Blocks<wbr>{{Until|BE 1.20.40}}<br>Hostile Creatures<wbr>{{Upcoming|BE 1.20.40}}|overridesource=1
|description="Dream"<ref group=note name=screaming/>
|id=horn.call.7
|volume=1.0<wbr><ref group=sound name=nodistance/><wbr>{{Until|BE 1.20.40}}<br>16.0<wbr>{{Upcoming|BE 1.20.40}}
|pitch=1.0
|foot=1}}
== Data values ==
=== ID ===
{{el|je}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Goat Horn
|spritetype=item
|nameid=goat_horn
|form=item
|foot=1}}
{{el|be}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Goat Horn
|spritetype=item
|nameid=goat_horn
|form=item
|id=624
|translationkey=item.goat_horn.name, item.minecraft.goat_horn.sound.0, item.minecraft.goat_horn.sound.1, item.minecraft.goat_horn.sound.2, item.minecraft.goat_horn.sound.3, item.minecraft.goat_horn.sound.4, item.minecraft.goat_horn.sound.5, item.minecraft.goat_horn.sound.6, item.minecraft.goat_horn.sound.7
|foot=1}}
=== Item data ===
==== ''Java Edition'' ====
<div class="treeview">
*{{nbt|compound|tag}}: The item's '''tag''' tag.
{{:Player.dat_format/Goat Horn}}
</div>
Goat horns use the "instrument" tag to control which sound can be played when using a goat horn. The values of the tag (to be prefixed with <code>minecraft:</code>) are:
{| class="wikitable sortable" style="text-align: center;"
!Sound type !![[Resource location|Identifier]]
|-
|Ponder||<code>ponder_goat_horn</code>
|-
|Sing ||<code>sing_goat_horn</code>
|-
|Seek ||<code>seek_goat_horn</code>
|-
|Feel ||<code>feel_goat_horn</code>
|-
|Admire||<code>admire_goat_horn</code>
|-
|Call ||<code>call_goat_horn</code>
|-
|Yearn||<code>yearn_goat_horn</code>
|-
|Dream||<code>dream_goat_horn</code>
|}
== History ==
{{History||October 16, 2021|link=https://www.twitch.tv/videos/1178420217?t=02h46m05s|Ulraf, a game developer on ''Minecraft'', states that goat horns are not included in [[Java Edition 1.18]].}}
{{History||November 17, 2021|link=https://www.minecraft.net/en-us/article/caves---cliffs-update-part-ii-coming|Goat horns are initially announced to be added after "The Wild Update".}}
{{History|java}}
{{History||1.19|snap=22w17a|[[File:Goat Horn JE1 BE1.png|32px]]Added goat horns.}}
{{History||1.19|snap=Pre-release 2|Goat Horns now snap when a goat rams into [[copper ore]].<ref>{{bug|MC-250941|||Fixed }}</ref>}}
{{History|Bedrock}}
{{History||Caves & Cliffs<br>(experimental)|link=Caves & Cliffs|snap=beta 1.16.200.52|[[File:Goat Horn JE1 BE1.png|32px]]Added goat horns behind the "Caves and Cliffs" experimental toggle.}}
{{History|||snap=beta 1.16.210.51|Goats now drop 2 horns each.}}
{{History|||snap=beta 1.17.20.20|Baby goats no longer drop horns.}}
{{History||1.18.0|snap=beta 1.18.0.20|Goat horns are now available outside of experimental gameplay.}}
{{History|||snap=beta 1.18.0.22|Goat horns have been moved behind the "Vanilla Experiments" [[experimental gameplay|experiments]] toggle.}}
{{History||Vanilla Experiments (experimental)|link=Experimental Gameplay|snap=beta 1.18.20.23|Goat horns now have a cooldown after being used.}}
{{History|||snap=beta 1.18.20.25|Goat horns now have an animation when being used in first person.
|Goats now make a sound when they drop goat horns.}}
{{History|||snap=beta 1.18.30.26|Goat horns are now used to craft [[copper horn]]s.|Changed goat horn sounds.}}
{{History||Vanilla Experiments (experimental)|link=Experimental Gameplay|snap=beta 1.19.0.24|Goat horns are no longer used to craft copper horns, as copper horns have been removed.|Changed goat horn sounds.{{verify}}|Removed "Fly" and "Dream" goat horns.}}
{{History||1.19.0|snap=beta 1.19.0.28|Goat horns are now available without enabling experimental gameplay.}}
{{History||1.19.10|snap=beta 1.19.10.22|Renamed the "Resist" goat horn to the "Dream" goat horn to match ''Java Edition''.|The "Feel" goat horn now plays the same sound as ''Java Edition''.}}
{{History|upcoming bedrock}}
{{History||1.20.40|snap=beta 1.20.40.22|Goat horns now have a range of 256 blocks.<ref name=nodistance>{{Bug|MCPE-153254}}</ref>}}
{{History|foot}}
== Issues ==
{{issue list}}
== Trivia ==
* The "seek" horn sounds similar to the "ominous horn" that announces a [[raid]].
== Gallery ==
<gallery>
File:Screenshot (17).png|Steve using a goat horn.
File:Alex uses a goat horn.png|Alex using a goat horn.
File:Screenshot (18).png|The goat horn animation in first person.
File:Screenshot (19).png|The goat horn animation with "Left Hand" option enabled.
</gallery>
== Notes ==
<references group="note" />
== References ==
{{reflist}}
== External Links ==
* [https://www.minecraft.net/en-us/article/taking-inventory--goat-horn Taking Inventory: Goat Horn] - Minecraft.net on February 16, 2023
{{Items}}
[[Category:Renewable resources]]
[[Category:Tools]]
[[de:Ziegenhorn]]
[[es:Cuerno de cabra]]
[[fr:Corne de chèvre]]
[[it:Corno di capra]]
[[ja:ヤギの角笛]]
[[pl:Kozi róg]]
[[pt:Chifre de cabra]]
[[ru:Козий рог]]
[[zh:山羊角]]</li></ul> | February 16, 2017 | Dinnerbone tweets that he had spent an entire day designing "a new thing" with Darngeek. | |||
| February 20, 2017 | The design on "this thing" is now done and can begin to be implemented; he later hints at the feature's name.[4] | ||||
| February 22, 2017 | He states that he is "advancing" on the feature; "So. Many. Json. Files." he adds. | ||||
Later that day he states that the project is growing bigger, and that he may need a command "even more complicated than /scoreboard" | |||||
| March 06, 2017 | The backend of the mysterious feature is finished, but the UI needs work, he tweets. | ||||
| "I made a tabthulhu today," he later adds,[5] indicating this feature may use a large number of tabs. | |||||
| March 13, 2017 | He again references the name of the feature in a tweet, stating that he is almost done with "this new feature advancement". | ||||
| March 14, 2017 | He tweets that the UI is now working, and that the project took many days and a few research papers to accomplish. | ||||
| March 22, 2017 | The feature now "awards players with things", he states while making another reference to the feature name. | ||||
| March 23, 2017 | Dinnerbone states that the feature requires around 500 JSON files. | ||||
| He later tweets a teaser of what the feature holds,[6] though it is hidden behind an encrypted .zip file disguised as a .png image, which he clarifies in later tweets.[7][8][9] This .zip file contains custom recipe JSON files. | |||||
| He posts another encrypted .zip file soon afterwards, containing a few more recipes.[10] | |||||
| March 24, 2017 | "A deafening metallic condor keeps distracting me", Dinnerbone states. Users quickly pinpointed this bizarre message to this Gfycat URL officially showcasing advancements for the first time. | ||||
| He reveals that the UI can have several tabs with advancement trees that are themselves advancements.[11] He clarifies that that's what he meant by "tabthulhu."[12] | |||||
| All of the UI is data-driven, including positioning and layout, with no hardcoded data or positions.[13] | |||||
| 17w13a | Advancements added. | ||||
| 17w14a | Added new advancements, including a new "adventure" tab. | ||||
| Added new notifications for when players advance, which have a sliding effect, and come in two colors: yellow for normal advancements, and pink for special challenges. | |||||
| 17w15a | Added the description of an advancement & changed the title of some advancements. | ||||
| 17w16b | Added trigger minecraft:item_durability_changed. | ||||
| 17w17a | Added new advancements and two new tabs: "The End" and "Nether" | ||||
Added trigger levitation. | |||||
Added feature condition to the location trigger. | |||||
| Advancements can now execute commands when achieved. | |||||
| Advancement icons now allow data values. | |||||
Issues
Issues relating to "Advancement" are maintained on the bug tracker. Report issues there.
Gallery
References
- ↑ https://www.reddit.com/r/Minecraft/comments/64pk6r/dinnerbone_working_on_giving_advancements/dg4uiou?context=1
- ↑ "The tabs are alternate trees that are themselves advancements too. We support a lot, but we'll use 4/5 in vanilla. http://media.dinnerbone.com/uploads/2017-03/screenshots/24_09-23-41_rYLfqg0Q52.png" – @Dinnerbone (Nathan Adams) on X, March 24, 2017
- ↑ "4 or 5 tabs. Probably: "mine & craft", "nether", "end", "combat", "engineering" or some variant of." – @Dinnerbone (Nathan Adams) on X, March 27, 2017
- ↑ "Getting this implemented in a nice way would be a real advancement for the game." – @Dinnerbone (Nathan Adams) on X, February 20, 2017
- ↑ "I made a tabthulhu at work today. This is an interesting project!" – @Dinnerbone (Nathan Adams) on X, March 6, 2017
- ↑ "This is a super big spoiler of what I'm working on. Totally unfinished and may change a lot, but gives you an idea. http://media.dinnerbone.com/uploads/2017-03/screenshots/23_15-00-52_ttcfj9tDnV.png" – @Dinnerbone (Nathan Adams) on X, March 23, 2017
- ↑ "(No I'm not adding emoji.)" – @Dinnerbone (Nathan Adams) on X, March 23, 2017
- ↑ "(P.s. there was more to that picture than meets the eye. May need a bit of trickery.)" – @Dinnerbone (Nathan Adams) on X, March 23, 2017
- ↑ "Did the filesize seem a bit big?" – @Dinnerbone (Nathan Adams) on X, March 23, 2017
- ↑ "Okay so I think my webserver proxy messed that up. Technology is difficult. Here's a more fun image, in a zip: http:// media.dinnerbone.com/uploads/2017-0 3/screenshots/23_15-00-52_ttcfj9tDnV.zip" – @Dinnerbone (Nathan Adams) on X, March 23, 2017
- ↑ "The tabs are alternate trees that are themselves advancements too. We support a lot, but we'll use 4/5 in vanilla. http://media.dinnerbone.com/uploads/2017-03/screenshots/24_09-23-41_rYLfqg0Q52.png" – @Dinnerbone (Nathan Adams) on X, March 24, 2017
- ↑ "(Thus "tabthulu" tweets from a few weeks back. :D)" – @Dinnerbone (Nathan Adams) on X, March 24, 2017
- ↑ "Also worth noting: all of that UI is data driven. Positioning and layout included. No hardcoded data in UI, no hardcoded positions in data." – @Dinnerbone (Nathan Adams) on X, March 24, 2017


