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This feature is exclusive to Java Edition. 
"Advancement" redirects here. For the command, see Commands § advancement.

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The system as a whole is called "advancements", which is aimed at guiding & tracking players progress through the game (in vanilla survival and any custom additions by mapmakers or mods). Most advancements are literally just that - an advancement through the game.

Dinnerbone on the advancements system[1]
AdvancementMade

The popup that appears when an advancement is completed.

GoalReached

The popup that appears when a goal advancement is completed.

ChallengeComplete

The popup that appears when special challenge advancements are completed.

Advancements are a way to gradually guide new players into Minecraft and give them challenges to complete, similar to the more simple system of achievements in the Legacy Console Edition, Bedrock Edition, and New Nintendo 3DS Edition.

Obtaining

Advancements 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 as well and a message will be displayed in chat. The color of the header text in the notification depends on the advancement; normal and goal advancements have yellow header text, while challenge advancements have pink header text. Completing a normal advancement will make the header text display "Advancement Made!", completing a goal advancement will result in a "Goal Reached!" header and a challenge advancement will give "Challenge Completed!".

Interface

AdvancementsInterface

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. You can also open this screen by pressing L (this can be changed in the in-game options menu).

The advancement system involves several trees composed of advancements, each tree 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 five tabs in vanilla Minecraft (although more may possibly be added[2][3]):

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.

If the player has not completed any advancements, the interface will show a black background with white text reading "There doesn't seem to be anything here... :(".

The icon frames of advancements can vary in appearance based on difficulty, and whether or not it was completed. A legend is provided below:

Icon Frame Description
Regular Completed
Advancement-plain-raw Advancement-plain-worn Normal advancement.
Advancement-oval-raw Advancement-oval-worn Goal advancement.
Advancement-fancy-raw Advancement-fancy-worn Challenge advancement.

Extra advancements and tabs can be added and customized with the use of JSON files, as detailed below.

List of advancements

Minecraft

Advancements Tree

Advancement tree in the "Minecraft" tab

Grid Grass Block Minecraft
Icon Advancement In-game description Parent Actual requirements (if different) Resource location
Advancement-plain-rawMinecraft
The heart and story of the game Get a crafting table in your inventory.minecraft:story/root
Advancement-plain-rawStone Age
Mine stone with your new pickaxe MinecraftGet cobblestone in your inventory.minecraft:story/mine_stone
Advancement-plain-rawGetting an Upgrade
Construct a better pickaxe Stone AgeGet a stone pickaxe in your inventory.minecraft:story/upgrade_tools
Advancement-plain-rawAcquire Hardware
Smelt an iron ingot Getting an UpgradeGet an iron ingot in your inventory.minecraft:story/smelt_iron
Advancement-plain-rawSuit Up
Protect yourself with a piece of iron armor Acquire HardwareGet any type of iron armor in your inventory.minecraft:story/obtain_armor
Advancement-plain-rawHot Stuff
Fill a bucket with lava Acquire HardwareGet a lava bucket in your inventory.minecraft:story/lava_bucket
Advancement-plain-rawIsn't It Iron Pick
Upgrade your pickaxe Acquire HardwareGet an iron pickaxe in your inventory.minecraft:story/iron_tools
Advancement-plain-rawNot Today, Thank You
Deflect an arrow with a shield Suit UpDeflect a projectile with a shield.minecraft:story/deflect_arrow
Advancement-plain-rawIce Bucket Challenge
Form and mine a block of Obsidian Hot StuffGet a block of obsidian in your inventory.minecraft:story/form_obsidian
Advancement-plain-rawDiamonds!
Acquire diamonds Isn't It Iron PickGet a diamond in your inventory.minecraft:story/mine_diamond
Advancement-plain-rawWe Need to Go Deeper
Build, light and enter a Nether Portal Ice Bucket ChallengeEnter the Nether dimension.minecraft:story/enter_the_nether
Advancement-plain-rawCover Me With Diamonds
Diamond armor saves lives Diamonds!Get any type of diamond armor in your inventory.minecraft:story/shiny_gear
Advancement-plain-rawEnchanter
Enchant an item at an Enchanting Table Diamonds!minecraft:story/enchant_item
Advancement-oval-rawZombie Doctor
Weaken and then cure a zombie villager We Need to Go DeeperThrow a splash potion of weakness at a zombie villager and give it a golden apple (by facing the zombie and pressing the use key with a golden apple in your hand).minecraft:story/cure_zombie_villager
Advancement-plain-rawEye Spy
Follow an Ender Eye We Need to Go DeeperEnter a stronghold.minecraft:story/follow_ender_eye
Advancement-plain-rawThe End?
Enter the End Portal Eye SpyEnter the End dimension.minecraft:story/enter_the_end

Nether

Advancements Tree - Nether

Advancement tree in the "Nether" tab

Red Nether Bricks Nether
Icon Advancement In-game description Parent Actual requirements (if different) Resource location Rewards
Advancement-plain-rawFile:Grid Red Nether Brick.pngNether
Bring summer clothes Enter the Nether dimension.minecraft:nether/root
Advancement-fancy-rawSubspace Bubble
Use the Nether to travel 7km in the Overworld NetherUse the Nether to travel between 2 points in the Overworld with a minimum horizontal distance of 7000 blocks between each other.minecraft:nether/fast_travel 100 experience
Advancement-plain-rawA Terrible Fortress
Break your way into a Nether Fortress NetherEnter a Nether fortress.minecraft:nether/find_fortress
Advancement-fancy-rawReturn to Sender
Destroy a Ghast with a fireball NetherKill a ghast using a ghast fireball.minecraft:nether/return_to_sender 50 experience
Advancement-plain-rawInto Fire
Relieve a Blaze of its rod A Terrible FortressGet a blaze rod in your inventory.minecraft:nether/obtain_blaze_rod
Advancement-plain-rawSpooky Scary Skeleton
Obtain a wither skeleton's skull A Terrible FortressGet a wither skeleton skull in your inventory.minecraft:nether/get_wither_skull
Advancement-fancy-rawUneasy Alliance
Rescue a Ghast from the Nether, bring it safely home to the Overworld... and then kill it. Return to SenderKill a Ghast in the Overworld.minecraft:nether/uneasy_alliance 100 experience
Advancement-plain-rawLocal Brewery
Brew a potion Into FirePick up an item from a brewing stand potion slot.minecraft:nether/brew_potion
Advancement-plain-rawWithering Heights
Summon the Wither Spooky Scary SkeletonBe within a 100.9×100.9×103.5 cuboid centered on the Wither when it is spawned.minecraft:nether/summon_wither
Advancement-fancy-rawA Furious Cocktail
Have every potion effect applied at the same time Local BreweryHave all of these 11 potion effects applied to you at the same time.minecraft:nether/all_potions 100 experience
Advancement-plain-rawBring Home the Beacon
Construct and place a Beacon Withering HeightsBe within a 20×20×14 cuboid centered on a beacon block when it realizes it has become powered.minecraft:nether/create_beacon
Advancement-fancy-rawHow Did We Get Here?
Have every effect applied at the same time A Furious CocktailHave all of these 20 effects applied to you at the same time.minecraft:nether/all_effects 1,000 experience
Advancement-oval-rawBeaconator
Bring a beacon to full power Bring Home the BeaconBe within a 20×20×14 cuboid centered on a beacon block when it realizes it is being powered by a size 4 pyramid.minecraft:nether/create_full_beacon

The End

Advancements Tree - The End

Advancement tree in the "The End" tab

File:Grid End Stone.png The End
Icon Advancement In-game description Parent Actual requirements (if different) Resource location Rewards
Advancement-plain-rawThe End
Or the beginning? Enter the End dimension.minecraft:end/root
Advancement-plain-rawFree the End
Good luck The EndKill the ender dragon.minecraft:end/kill_dragon
Advancement-oval-rawThe Next Generation
Hold the Dragon Egg Free the EndGet the dragon egg in your inventory.minecraft:end/dragon_egg
Advancement-plain-rawRemote Getaway
Escape the island Free the EndThrow an ender pearl through or walk into an End gateway.minecraft:end/enter_end_gateway
Advancement-oval-rawThe End... Again...
Respawn the ender dragon. Free the EndSummon an ender dragon using ender crystals.minecraft:end/respawn_dragon
Advancement-oval-rawYou Need a Mint
Collect dragon's breath in a glass bottle. Free the EndGet a bottle of dragon's breath in your inventory.minecraft:end/dragon_breath
Advancement-plain-rawThe City at the End of the Game
Go on in, what could happen? Remote GetawayEnter an End city.minecraft:end/find_end_city
Advancement-oval-rawSky's the Limit
Find an Elytra The City at the End of the GameGet a pair of elytra in your inventory.minecraft:end/elytra
Advancement-fancy-rawGreat View From Up Here
Levitate up 50 blocks from the attacks of a Shulker The City at the End of the GameHave the Levitation effect applied, and move a vertical distance of 50 blocks.minecraft:end/levitate 50 experience

Adventure

Advancements Tree - Adventure

Advancement tree in the "Adventure" tab

Grid Empty Map Adventure
Icon Advancement In-game description Parent Actual requirements (if different) Resource location Rewards
Advancement-plain-rawAdventure
Adventure, exploration, and combat Kill any entity, or be killed by any entity.minecraft:adventure/root
Advancement-plain-rawMonster Hunter
Kill any hostile monster AdventureKill one of these 23 mobs (1 added in [[Template:1.13]]‌[upcoming]). Other mobs are ignored for this advancement.minecraft:adventure/kill_a_mob
Advancement-plain-rawWhat a Deal!
Successfully trade with a Villager Adventureminecraft:adventure/trade
Advancement-plain-rawSweet dreams
Change your respawn point AdventureLie down in a bed. The advancement will be granted as soon as the player is in the bed, even if the player does not actually successfully sleep.minecraft:adventure/sleep_in_bed
Advancement-plain-rawTake Aim
Shoot something with a bow and arrow Monster HunterFire a bow so that the arrow strikes any entity.minecraft:adventure/shoot_arrow
Advancement-fancy-rawMonsters Hunted
Kill one of every hostile monster Monster HunterKill each of these 23 mobs (1 added in [[Template:1.13]]‌[upcoming]). Other mobs may be killed, but are ignored for the advancement.minecraft:adventure/kill_all_mobs 100 experience
Advancement-oval-rawPostmortal
Use a Totem of Undying to cheat death Monster Hunterminecraft:adventure/totem_of_undying
Advancement-oval-rawHired Help
Summon an Iron Golem to help defend a village What a Deal!Summon an iron golem.minecraft:adventure/summon_iron_golem
Advancement-fancy-rawAdventuring Time
Discover every biome Sweet dreamsVisit or 40 biomes (4 added in [[Template:1.13]]‌[upcoming]). Other biomes may also be visited, but are ignored for the advancement.minecraft:adventure/adventuring_time 500 experience
Advancement-fancy-rawSniper duel
Kill a skeleton with an arrow from more than 50 meters Take AimUse a launched arrow to kill a skeleton from 50 or more blocks away, horizontally.minecraft:adventure/sniper_duel 50 experience

Husbandry

Advancements Tree - Husbandry

Advancement tree in the "Husbandry" tab

Hay Bale Husbandry
Icon Advancement In-game description Parent Actual requirements (if different) Resource location Rewards
Advancement-plain-rawHusbandry
The world is full of friends and food Eat anything that can be eaten.minecraft:husbandry/root
Advancement-plain-rawThe Parrots and the Bats
Breed two animals together HusbandryBreed a pair of one of these 10 mobs. Other breedable mobs, if any, are ignored for the advancement.minecraft:husbandry/breed_an_animal
Advancement-plain-rawBest Friends Forever
Tame an animal HusbandryTame one of the 5 types of mob that are tamable.minecraft:husbandry/tame_an_animal
Advancement-plain-rawA Seedy Place
Plant a seed and watch it grow HusbandryPlant one of these 5 plants. Other plants are ignored for the advancement.minecraft:husbandry/plant_seed
Advancement-fancy-rawTwo by Two
Breed all the animals! The Parrots and the BatsBreed pairs of each of these 10 mobs. Other tamable mobs, if any, are ignored for the advancement.minecraft:husbandry/bred_all_animals 100 experience
Advancement-fancy-rawA Balanced Diet
Eat everything that is edible, even if it's not good for you A Seedy PlaceEat each of these 36 foods. (1 added in [[Template:1.13]]‌[upcoming]) Other foods, like cake, are ignored for the advancement.minecraft:husbandry/balanced_diet 100 experience
Advancement-fancy-rawSerious Dedication
Completely use up a diamond hoe, and then reevaluate your life choices A Seedy PlaceUse up the final bit of durability on a diamond hoe, so that it breaks.minecraft:husbandry/break_diamond_hoe 100 experience

JSON Format

Custom advancements in the 'data/advancements' folder of a Minecraft world store the advancement data for that world as separate JSON files:

All advancement JSON files are structured according to the following format:

  • The root tag.
    •  display: The optional display data.
      •  icon: The data for the icon.
        •  item: The item id.
        •  data: The damage value for the item.‌[upcoming]
      •  title: The title for this advancement.
      •  title: A JSON text component (containing text and formatting like used in /tellraw and various other commands. Also translate tag can be used here).
      •  frame: The optional type of frame for the icon. challenge for a tile with a more fancy spiked border as it is used for the kill all mobs advancement, goal for a tile with a rounded border as it is used for the full beacon advancement, task for 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.
      •  description: A JSON text component (containing text and formatting like used in /tellraw and various other commands. Also translate tag can be used here).
      •  show_toast: Can be true or false. Whether or not to show the toast pop up after completing this advancement. Defaults to true.
      •  announce_to_chat: Can be true or false. Whether or not to announce in the chat when this advancement has been completed. Defaults to true.
      •  hidden: Can be true or false. Whether or not to hide this advancement and all its children from the advancement screen until this advancement have been completed. Has no effect on root advancements them self but will still affect all their children. Defaults to false.
    •  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.
    •  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 of the lists each have any criteria met, it will complete the advancement. (basically AND grouping of OR groups)
    •  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.
      •  function: A function to run. Functions are text files with the file extension .mcfunction in .minecraft\saves\XXXX\data\functions\ and can contain a list of commands to run in order.

List of triggers

minecraft:bred_animals

Triggers after the player breeds 2 animals. Available conditions:

  •  conditions:
    •  child: The child that results from the breeding.
      • All possible conditions for entities
    •  parent: The parent.
      • All possible conditions for entities
    •  partner: The partner (the entity the parent was bred with, useful for checking horses + donkey = mule breeding)
      • All possible conditions for entities

minecraft:brewed_potion

Triggers after the player takes any item out of a brewing stand. Available conditions:

minecraft:changed_dimension

Triggers after the player travels between two dimensions. Available conditions:

  •  conditions:
    •  from: The dimension the entity traveled from. Accepts these 3 values.
    •  to: The dimension the entity traveled to. Same accepted values as above.

minecraft:construct_beacon

Triggers after the player changes the structure of a beacon. (When the beacon updates itself). Available conditions:

  •  conditions:
    •  level: The tier of the updated beacon structure.
    •  level:
      •  max: The maximum value.
      •  min: The minimum value.

minecraft:consume_item

Triggers when the player consumes an item. Available conditions:

  •  conditions:
    •  item: The item that was consumed
      • All possible conditions for items

minecraft:cured_zombie_villager

Triggers when the player cures a zombie villager. Available conditions:

  •  conditions:
    •  villager: The villager that is the result of the conversion. The 'type' tag is redundant since it will always be "villager".
      • All possible conditions for entities
    •  zombie: The zombie villager right before the conversion is complete (not when it is initiated). The 'type' tag is redundant since it will always be "zombie_villager".
      • All possible conditions for entities

minecraft:effects_changed

Triggers after the player gets a status effect applied or taken from them. Available conditions:

  •  conditions:
    •  effects: A list of status effects the player has.
      •  <minecraft:effect_name>: A status effect with the key name being the status effect name.
        •  amplifier: The effect amplifier.
        •  amplifier:
          •  max: The maximum value.
          •  min: The minimum value.
        •  duration: The effect duration in ticks.
        •  duration:
          •  max: The maximum value.
          •  min: The minimum value.

minecraft:enchanted_item

Triggers after the player enchants an item through an enchanting table (does not get triggered through an anvil, or through commands). Available conditions:

  •  conditions:
    •  item: The item after it has been enchanted.
      • All possible conditions for items
    •  levels: The levels spent by the player on the enchantment.
    •  levels:
      •  max: The maximum value.
      •  min: The minimum value.

minecraft:enter_block

Triggers when the player stands in a block. Checks every tick and will try to trigger for each successful match (up to 8 times, the maximum amount of blocks a player can stand in), which only works if the advancement is revoked from within the advancement using a function reward. Available conditions:

  •  conditions:
    •  block: The block that the player is standing in. Accepts block IDs.
    •  state: The block states of the block.
      •  <state_name>: A single block state, with the key name being the state name and the value being the required value of that state.

minecraft:entity_hurt_player

Triggers after a player gets hurt. Available conditions:

  •  conditions:
    •  damage: Checks the damage done to the player.
      • Damage tags

minecraft:entity_killed_player

Triggers after an entity kills a player. Available conditions:

  •  conditions:
    •  entity: Checks the entity that was the source of the damage that killed the player (for example: The skeleton that shot the arrow).
      • All possible conditions for entities
    •  killing_blow: Checks the type of damage that killed the player.
      • Tags common to all damage types

minecraft:impossible

Triggers only using commands.

minecraft:inventory_changed

Triggers after any changes happen to the player's inventory. Available conditions:

  •  conditions:
    •  items: A list of items in the player's inventory. All items in the list must be in the player's inventory, but not all items in the player's inventory have to be in this list.
      • :
        • All possible conditions for items
    •  slots:
      •  empty: The amount of slots empty in the inventory.
      •  empty:
        •  max: The maximum value.
        •  min: The minimum value.
      •  full: The amount of slots completely filled (stacksize) in the inventory.
      •  full:
        •  max: The maximum value.
        •  min: The minimum value.
      •  occupied: The amount of slots occupied in the inventory.
      •  occupied:
        •  max: The maximum value.
        •  min: The minimum value.

minecraft:item_durability_changed

Triggers after any item in the inventory has been damaged in any form. Available conditions:

  •  conditions:
    •  delta: The difference in durability.
    •  delta:
      •  max: The maximum value.
      •  min: The minimum value.
    •  durability: The remaining durability of the item.
    •  durability:
      •  max: The maximum value.
      •  min: The minimum value.
    •  item: The item before it was damaged, allows you to check the durability before the item was damaged.
      • All possible conditions for items

minecraft:levitation

Triggers when the player has the levitation status effect. Available conditions:

  •  conditions:
    •  distance:
      •  absolute:
        •  max: The maximum value.
        •  min: The minimum value.
      •  horizontal:
        •  max: The maximum value.
        •  min: The minimum value.
      •  x:
        •  max: The maximum value.
        •  min: The minimum value.
      •  y:
        •  max: The maximum value.
        •  min: The minimum value.
      •  z:
        •  max: The maximum value.
        •  min: The minimum value.
    •  duration: The duration of the levitation in ticks.
    •  duration:
      •  max: The maximum value.
      •  min: The minimum value.

minecraft:location

Triggers every 20 ticks (1 second) and checks where the player is. Available conditions:

  •  conditions:
    • Tags common to all locations

minecraft:nether_travel

Triggers when the player travels to the Nether and then returns to the Overworld. Available conditions:

  •  conditions:
    •  distance: The Overworld distance between where the player entered the Nether and where the played exited the Nether.
      •  absolute:
        •  max: The maximum value.
        •  min: The minimum value.
      •  horizontal:
        •  max: The maximum value.
        •  min: The minimum value.
      •  x:
        •  max: The maximum value.
        •  min: The minimum value.
      •  y:
        •  max: The maximum value.
        •  min: The minimum value.
      •  z:
        •  max: The maximum value.
        •  min: The minimum value.

minecraft:placed_block

Triggers when the player placed a block. Available conditions:

  •  conditions:
    •  block: The block that was placed. Accepts block IDs.
    •  item: The item that was used to place the block before the item was consumed.
      • All possible conditions for items
    •  location: The location of the block that was placed.
      • Tags common to all locations
    •  state: The block states of the block.
      •  <state_name>: A single block state, with the key name being the state name and the value being the required value of that state.

minecraft:player_hurt_entity

Triggers after the player hurts a mob or player. Available conditions:

  •  conditions:
    •  damage: The damage that was dealt
      • Damage tags
    •  entity: The entity that was damaged.
      • All possible conditions for entities

minecraft:player_killed_entity

Triggers after a player is the source of a mob or player being killed. Available conditions:

  •  conditions:
    •  entity: The entity that was killed.
      • All possible conditions for entities
    •  killing_blow: The type of damage that killed an entity.
      • Tags common to all damage types

minecraft:recipe_unlocked

Triggers after the player unlocks a recipe (using a knowledge book for example). Available conditions:

  •  conditions:
    •  recipe: The recipe that was unlocked.

minecraft:slept_in_bed

Triggers when the player enters a bed. Available conditions:

  •  conditions:
    • Tags common to all locations

minecraft:summoned_entity

Triggers after an entity has been summoned. Works with iron golems (pumpkin and iron blocks), snow golems (pumpkin and snow blocks), the ender dragon (ender crystals) and the wither (wither skulls and soul sand). Using dispensers to place the wither skulls or pumpkins will still activate this trigger. Spawn eggs, commands and mob spawners will not work however. Available conditions:

  •  conditions:
    •  entity:
      • All possible conditions for entities

minecraft:tame_animal

Triggers after the player tames an animal. Available conditions:

  •  conditions:
    •  entity: Checks the entity that was tamed.
      • All possible conditions for entities

minecraft:tick

Triggers every tick (20 times a second).

minecraft:used_ender_eye

Triggers when the player uses an eye of ender (in a world where strongholds generate). Available conditions:

  •  conditions:
    •  distance: The horizontal distance between the player and the stronghold.
    •  distance:
      •  max: A maximum value.
      •  min: A minimum value.

minecraft:used_totem

Triggers when the players uses a totem. Available conditions:

  •  conditions:
    •  item: The item, only works with totem items.
      • All possible conditions for items

minecraft:villager_trade

Triggers after the player trades with a villager. Available conditions:

  •  conditions:
    •  item: The item that was purchased. The "count" tag checks the count from one trade, not multiple.
      • All possible conditions for items
    •  villager: The villager the item was purchased from. The 'type' tag is redundant since it will always be "villager".
      • All possible conditions for entities

History

release
1.12
{{Extension DPL}}<ul><li>[[Shulker Shell|Shulker Shell]]<br/>{{Item
| image = Shulker Shell.png
|type=
|renewable = Yes
| stackable =  Yes (64)
}}

{{about|the item that drops from the mob|the mob |Shulker|the storage block|Shulker Box}}

'''Shulker shells''' are [[item]]s dropped by [[shulker]]s that are used solely to craft [[shulker box]]es.

== Obtaining ==
=== Mob loot ===
{{IN|bedrock}}, [[shulker]]s drop 0-1 shulker shells. The maximum can be increased by 1 per level of [[Looting]], which is 0-4 shells with Looting III.

{{IN|java}}, shulkers have a 50% chance of dropping a shulker shell when killed. This is increased by 6.25% per level of [[Looting]], for a maximum of 68.75% with Looting III.

== Usage ==
=== Crafting ingredient ===
{{crafting usage}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Shulker Shell
|spritetype=item
|nameid=shulker_shell
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Shulker Shell
|spritetype=item
|nameid=shulker_shell
|id=566
|form=item
|foot=1}}

== History ==
{{History|java}}
{{History||1.11|snap=16w39a|[[File:Shulker Shell JE1 BE1.png|32px]] Added shulker shells.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 450.}}
{{History||1.14|snap=18w43a|[[File:Shulker Shell JE2 BE2.png|32px]] The texture of the shulker shell has now been changed.}}
{{History||1.17|snap=20w45a|When a shulker is hit by a shulker bullet, the shulker can spawn another shulker depending on the amount of shulkers in the area, making shulker shells [[renewable resource|renewable]].}}

{{History|pocket}}
{{History||1.0.0|snap=alpha 1.0.0.1|[[File:Shulker Shell JE1 BE1.png|32px]] Added shulker shells.
|Shulker shells currently have no purpose as [[shulker box]]es haven't been implemented yet.}}
{{History||1.1.0|snap=alpha 1.1.0.0|Shulker shells can now be used to [[crafting|craft]] shulker boxes.}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Shulker Shell JE2 BE2.png|32px]] The texture of the shulker shell has now been changed.}}
{{History||1.18.30|snap=beta 1.18.30.22|Shulkers now have a chance to spawn another shulker when hit by a shulker projectile, making shulker shells [[renewable resource|renewable]].}}

{{History|console}}
{{History||xbox=TU53|xbone=CU43|ps=1.49|wiiu=Patch 23|switch=1.0.3|[[File:Shulker Shell JE1 BE1.png|32px]] Added shulker shells.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Shulker Shell JE2 BE2.png|32px]] The texture of the shulker shell has now been changed.}}

{{History|new 3ds}}
{{History||1.7.10|[[File:Shulker Shell JE1 BE1.png|32px]] Added shulker shells.}}
{{History|foot}}

== Issues ==
{{Issue list}}

{{Items}}

[[de:Shulkerschale]]
[[es:Caparazón de shulker]]
[[fr:Carapace de Shulker]]
[[it:Guscio di shulker]]
[[ja:シュルカーの殻]]
[[ko:셜커 껍데기]]
[[nl:Shulkerschelp]]
[[pl:Skorupa Shulkera]]
[[pt:Casco de shulker]]
[[ru:Панцирь шалкера]]
[[th:เปลือกชัลเกอร์]]
[[zh:潜影壳]]</li><li>[[Honeycomb|Honeycomb]]<br/>{{distinguish|Honeycomb Block}}
{{Item
| image = Honeycomb.png
| renewable = Yes
| stackable = Yes (64)
}}

'''Honeycombs''' are items obtained from [[bee nest]]s and beehives.

== Obtaining ==
{{See also|Tutorials/Honey farming}}
When a bee nest or beehive at {{cd|honey_level}} 5 is [[shear]]ed, it drops 3 honeycombs and angers any bees inside, causing them to attack. Having a lit [[campfire]] or lighting a fire underneath the nest or hive prevents the bees from becoming hostile.

A [[dispenser]] with shears inside can be used to shear the nest without angering the bees. The honeycomb pops out as a dropped item.

== Usage ==

=== Signs ===

{{Control|Using}} a honeycomb on a [[sign]] or a hanging sign prevents the sign from being edited.

=== Waxing ===
{{Control|Using}} a honeycomb on a [[block of copper]] changes the block into its waxed variant, preventing oxidation of the copper.

=== Crafting ingredient ===
{{crafting usage}}

== Sounds ==
{{edition|java}}:
{{Sound table
|sound=Beehive shear.ogg
|subtitle=Shears scrape
|source=neutral
|description=When honeycombs are collected from a beehive
|id=block.beehive.shear
|translationkey=subtitles.block.beehive.shear
|volume=0.8
|pitch=1.0/0.9/0.8
|distance=16}}
{{Sound table
|sound=Wax on1.ogg
|sound2=Wax on2.ogg
|sound3=Wax on3.ogg
|subtitle=Wax on
|source=block
|description=When a honeycomb waxes something
|id=item.honeycomb.wax_on
|translationkey=subtitles.item.honeycomb.wax_on
|volume=1.0
|pitch=1.0/0.9/1.1
|distance=16
|foot=1}}

{{edition|bedrock}}:
{{Sound table
|type=bedrock
|sound=Beehive shear.ogg
|source=block
|description=When honeycombs are collected from a beehive
|id=block.beehive.shear
|volume=0.8
|pitch=0.8-1.0}}
{{Sound table
|sound=Wax on1.ogg
|sound2=Wax on2.ogg
|sound3=Wax on3.ogg
|source=neutral
|description=When a honeycomb waxes something
|id=copper.wax.on
|volume=1.0
|pitch=0.8-1.2
|foot=1}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Honeycomb
|spritetype=item
|nameid=honeycomb
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Honeycomb
|spritetype=item
|nameid=honeycomb
|id=591
|form=item
|foot=1}}

== Advancements ==
{{load advancements|Wax on;Wax off}}

== History ==
{{History|java}}
{{History||1.15|snap=19w34a|[[File:Honeycomb JE1.png|32px]] Added honeycombs.
|Honeycombs can be used to craft [[beehive]]s.}}
{{History|||snap=19w41a|Honeycombs can now be used to craft [[honeycomb block]]s.}}
{{History|||snap=Pre-release 3|[[File:Honeycomb texture change 1.15pre2 to 1.15pre3.gif|32px]] The texture file of honeycombs has been slightly changed. The color channel of transparent pixels are now filled to black. The in-game texture has not been changed.}}
{{History||1.17|snap=20w45a|Honeycomb can now be used to craft [[candle]]s and [[waxed copper]].}}
{{History|||snap=21w11a|Honeycomb can now be used to wax copper blocks by right clicking or dispensing honeycomb onto the block.}}
{{History|||snap=21w14a|Honeycomb can now be used to wax oxidized copper blocks.}}
{{History|||snap=21w19a|Honeycomb can no longer used to craft candles.}}
{{History|||snap=Pre-release 1|Honeycomb can once again used to craft candles.}}
{{History||1.20|snap=23w12a|[[Sign]]s and hanging signs can now be waxed with honeycomb to prevent them from being edited.}}

{{History|bedrock}}
{{History||1.14.0|snap=beta 1.14.0.1|[[File:Honeycomb BE1.png|32px]] Added honeycombs.}}
{{History|||snap=beta 1.14.0.4|[[File:Honeycomb BE2.png|32px]] The texture of honeycombs has been changed to match {{el|je}}'s.}}
{{History||Caves & Cliffs (experimental)|link=Bedrock Edition 1.17.0|snap=beta 1.16.210.57|Honeycomb can now be used to craft [[waxed copper]].
|Honeycomb can now be used to wax copper blocks by right clicking or dispensing honeycomb onto the block.}}
{{History||1.17.0|snap=beta 1.16.230.52|Honeycomb can now be used to wax oxidized copper blocks.}}
{{History||1.17.10|snap=beta 1.17.10.22|Honeycomb can now be used to craft [[candle]]s.}}
{{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.80|snap=beta 1.19.80.22|[[Sign]]s and hanging signs can now be waxed with honeycomb to prevent them from being edited.}}

{{History|foot}}

== Issues ==
{{issue list}}


{{items}}

[[cs:Plástev medu]]
[[de:Honigwabe]]
[[es:Panal]]
[[fr:Rayon de miel]]
[[ja:ハニカム]]
[[ko:벌집 조각]]
[[pl:Plaster miodu]]
[[pt:Favo de mel]]
[[ru:Пчелиные соты]]
[[zh:蜜脾]]
[[Category:Renewable resources]]</li></ul>
February 16, 2017Dinnerbone tweets that he had spent an entire day designing "a new thing" with Darngeek.
February 20, 2017The design on "this thing" is now done and can begin to be implemented; he later hints at the feature's name.[4]
February 22, 2017He 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 6, 2017The 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, 2017He again references the name of the feature in a tweet, stating that he is almost done with "this new feature advancement".
March 14, 2017He tweets that the UI is now working, and that the project took many days and a few research papers to accomplish.
March 22, 2017The feature now "awards players with things", he states while making another reference to the feature name.
March 23, 2017Dinnerbone 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.[2] He clarifies that that's what he meant by "tabthulhu."[11]
All of the UI is data-driven, including positioning and layout, with no hardcoded data or positions.[12]
17w13aAdvancements added, replacing Achievements.
17w14aAdded 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.
17w15aAdded advancement descriptions and changed several titles.
Added the "Adventuring Time" advancement.
17w16bAdded trigger minecraft:item_durability_changed.
17w17aAdded 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.
Added five modifiers to the /advancement grant and /advancement revoke commands: "everything", "from", "until", "through", and "only".
17w17bThe default advancements now all receive their titles and descriptions from the localization files.
Added a new number display to track progress while completing certain advancements
Added the changed_dimension trigger, which takes two optional conditions: to and from, both being strings that accept "overworld", "the_nether", or "the_end".
The "location" shared object has a new dimension string (same values as above).
17w18aRe-introduced announcements to chat when someone earns an advancement
Added new Adventure advancements: "Best Friends Forever", "The Parrots and the Bats", and "Two by Two"
Added new minecraft:tick and minecraft:tame_animal triggers
Added new show_toast and announce_to_chat display options
Added /gamerule announceAdvancements, which toggles announcing of advancements, replacing the old server.properties entry
"entity" objects and the minecraft:levitation trigger now use a shared "distance" object. They check if the player is within or outside of the specified range on the x, y, or z axis. absolute and horizontal ranges check if the player is within range on all axes, though horizontal will exclude the Y axis.
The "Great View From Up Here" advancement now requires 50 vertical blocks, instead of levitating for 30 seconds
Changed the "Sniper Duel" advancement to horizontal distance
Advancement loading is now strict JSON
17w18bAdded a new "Husbandry" tab and several new advancements: "A Seedy Place", "Serious Dedication", "A Balanced Diet", and "Hired Help".
The advancements added in the previous snapshot were moved to the new Husbandry tab.
Added new advancement triggers: consume_item, placed_block, and arbitrary_player_tick.
The "Monster Hunter" and "Monsters Hunted" advancements now use 22 mobs instead of 23, removing the illusioner from the list.
pre1Added new advancements: "A Furious Cocktail", "Postmortal", "Subspace Bubble", and "Uneasy Alliance".
Added hidden field to advancement display info, which defaults to false.
Added new effects_changed, used_totem, and nether_travel advancements triggers.
Removed commands from advancement rewards, replaced with function.
Advancement trees are now centered in the UI.
Items and entities in advancements now have an extra NBT field.
Entities in advancements now have an extra effects and location field.
Removed arbitrary_player_tick advancement trigger.
pre2Added new hidden advancement: "How Did We Get Here?", which rewards 100 experience.
pre3Advancement "How Did We Get Here?" now includes the Resistance status effect, and now rewards 1000 experience.
Advancement "Balanced Diet" now includes all fish types (raw and cooked if possible) and an Enchanted Golden Apple.
Advancements will now remember the tab the player last selected.
pre5All recipe unlock advancements now have a parent of minecraft:recipes/root.
Several recipe unlock advancements were renamed.
pre7Added experience rewards to all "challenge" advancements.
releaseAdded sounds to the toast notifications.
upcoming
1.13
{{Extension DPL}}<ul><li>[[Black Dye|Black Dye]]<br/>{{Item
| image = Black Dye.png
| renewable = Yes
| stackable = Yes (64)
}}

'''Black dye''' is a [[Dye#Primary|primary color dye]] similar to an [[ink sac]].

== Obtaining ==

=== Trading ===
[[Wandering trader]]s have a chance to [[trading|trade]] 3 black dyes for 1 [[emerald]].{{only|java}}

=== Crafting ===
{{Crafting
  |head=1
  |showname=0
  |Ink Sac
  |Output=Black Dye
  |type=Material
}}
{{Crafting
  |Wither Rose
  |Output=Black Dye
  |type=Material
  |foot=1
}}

== Usage  ==

{{dye usage}}

=== Crafting ingredient ===

{{crafting usage|ignore=Banner|continue=1}}
{{banner crafting usage}}

=== Loom ingredient ===
{{Banner loom usage|Black Dye}}

=== Trading ===

Apprentice-level Shepherd villagers have a 20%{{only|bedrock}} or {{frac|2|7}}{{only|java}} chance to buy 12 black dye for an emerald.

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Black Dye
|spritetype=item
|nameid=black_dye
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Black Dye
|spritetype=item
|nameid=black_dye
|aliasid=dye / 16
|id=395
|form=item
|translationkey=item.dye.black_new.name
|foot=1}}

== History ==

{{History|java}}
{{History||1.14|snap=18w43a|[[File:Black Dye JE1 BE1.png|32px]] Added black dye.}}
{{History|||snap=18w44a|Black dyes now can changed the text color on the [[sign]]s to black.}}
{{History|||snap=19w05a|Added the [[wandering trader]], which sell black dyes.}}
{{History|||snap=19w11a|Black dyes can now be [[trading|bought]] by shepherd villagers.}}
{{History||1.15|snap=Pre-release 1|Black dye can now be used to craft [[prismarine|dark prismarine]], just like [[Bedrock Edition]].}}
{{History||1.17|snap=20w45a|Black dyes can now used to craft newly added [[black candle]]s.}}
{{History|||snap=21w19a|Black dyes can no longer used to craft black candles.}}
{{History|||snap=Pre-release 1|Black dyes can once again used to craft black candles.}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Black dyes now can change the text color on [[hanging sign]]s to black.}}

{{History|bedrock}}
{{History||1.8.0|snap=beta 1.8.0.10|[[File:Black Dye JE1 BE1.png|32px]] Added black dye.}}
{{History||1.11.0|snap=beta 1.11.0.4|Black dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
{{history||1.13.0|snap=beta 1.13.0.9|Black dye can now be [[crafting|crafted]] from [[flower|wither roses]].}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of black dye has been changed from <code>dye/16</code> to <code>black_dye</code>.}}

{{History|ps4}}
{{History||1.83|[[File:Black Dye JE1 BE1.png|32px]] Added black dye.}}
{{History|foot}}

== Issues ==

{{issue list}}

{{Items}}

[[Category:Dyes]]
[[Category:Renewable resources]]

[[de:Schwarzer Farbstoff]]
[[es:Tinte negro]]
[[fr:Teinture noire]]
[[ja:黒色の染料]]
[[ko:검은색 염료]]
[[pl:Czarny barwnik]]
[[pt:Corante preto]]
[[th:สีย้อมสีดำ]]
[[zh:黑色染料]]</li><li>[[Recovery Compass|Recovery Compass]]<br/>{{About|the item used to point to the location of the player's last death|the item used to point to the world spawn or to a lodestone|Compass}}
{{Item
| image = Recovery Compass.gif
| renewable = No
| stackable = Yes (64)
}}

A '''recovery compass''' is an item used to point to the location of the [[Player|player's]] last death.

== Obtaining ==

=== Crafting ===
{{Crafting
|A1= Echo Shard |B1= Echo Shard   |C1= Echo Shard
|A2= Echo Shard |B2= Compass      |C2= Echo Shard
|A3= Echo Shard |B3= Echo Shard   |C3= Echo Shard
|Output= Recovery Compass
|type= Tool
}}

== Usage ==
When held by a player, the recovery compass will point towards the spot where they previously died.

The recovery compass will only work when it is held by a player who has previously died and is in the same dimension as their last death. Otherwise, it will spin around randomly.

Like other items, the recovery compass itself will still drop when a player dies and the <code>keepInventory</code> [[game rule]] is not enabled.

This item is useless on Hardcore mode, as once the player dies, the player cannot respawn.

=== Enchantments ===

A recovery compass can receive the following [[enchantment]]s:
{| class="wikitable col-2-center col-3-right"
|+
!Name
!Max Level
![[Enchanting|Method]]
|-
|[[Curse of Vanishing]]{{only|bedrock|short=1}}
|I
|{{Inventory slot|Anvil}}
|-
|}

== Data values ==
{{Missing information|section|data values for Bedrock Edition|type=data}}

=== ID ===
[[Java Edition|''Java Edition'']]:
{{ID table|edition=java|displayname=Recovery Compass|nameid=recovery_compass|translationkey=item.minecraft.recovery_compass|generatetranslationkeys=y|showforms=y|spritetype=item|form=item|foot=1}}

==History==
{{History|java}}
{{History||1.19|snap=22w14a|[[File:Recovery Compass JE1 BE1.gif|32px]] Added recovery compasses.}}
{{History|||snap=22w15a|Recovery compasses can no longer be used on [[lodestone]]s and can no longer be enchanted with [[Curse of Vanishing]].}}
{{History|bedrock}}
{{History||1.19.0|snap=beta 1.19.0.24|[[File:Recovery Compass JE1 BE1.gif|32px]] Added recovery compasses.}}
{{History|foot}}

==Issues==
{{issue list}}

==Gallery==
<gallery>
File:Recovery Compass In An Item Frame.jpg|Recovery Compass.<ref>{{tweet|kingbdogz|1511751971673419782|Tell us what you think of the new Recovery Compass! We're hoping it improves how rewarding it feels to obtain Ancient City loot. Despite that, how do you feel about it? Will you use it? If so, how? What situations would you use it instead of just trying to remember?|April 6, 2022}}</ref>
</gallery>

==References==
{{reflist}}

== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--recovery-compass Taking Inventory:Recovery Compass] – Minecraft.net on January 19, 2023

{{Items}}

[[Category:Tools]]
[[Category:Non-renewable resources]]

[[de:Bergungskompass]]
[[es:Brújula de recuperación]]
[[fr:Boussole de récupération]]
[[ja:リカバリーコンパス]]
[[pl:Kompas powrotny]]
[[pt:Bússola de retomada]]
[[ru:Компас восстановления]]
[[th:เข็มทิศกู้คืน]]
[[uk:Компас відновлення]]
[[zh:追溯指针]]</li></ul>
17w43aCustom Advancements have been moved into data packs.
17w45aAdded an advancement selector argument to test for obtained advancements.

Issues

Issues relating to "Advancement" are maintained on the bug tracker. Report issues there.

Trivia

  • Seventeen of the old Java Edition achievements were re-implemented as advancements: Benchmarking (called Minecraft), Getting an Upgrade, Acquire Hardware, We Need to Go Deeper, The End? (called The End), Return to Sender, Into Fire, Local Brewery, The Beginning? (called Withering Heights), Beaconator, DIAMONDS! (called Diamonds!), Enchanter, Adventuring Time, Monster Hunter and Sniper Duel.
  • Six achievements from other editions were re-implemented as advancements: Body Guard (called Hired Help), Cheating Death (called Postmortal), Zombie Doctor, You Need a Mint, The End... Again... and Great View From Up Here

Gallery

See also

References

  1. https://www.reddit.com/r/Minecraft/comments/64pk6r/dinnerbone_working_on_giving_advancements/dg4uiou?context=1
  2. a b "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
  3. "4 or 5 tabs. Probably: "mine & craft", "nether", "end", "combat", "engineering" or some variant of."@Dinnerbone (Nathan Adams) on X, March 27, 2017
  4. "Getting this implemented in a nice way would be a real advancement for the game."@Dinnerbone (Nathan Adams) on X, February 20, 2017
  5. "I made a tabthulhu at work today. This is an interesting project!"@Dinnerbone (Nathan Adams) on X, March 6, 2017
  6. "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
  7. "(No I'm not adding emoji.)"@Dinnerbone (Nathan Adams) on X, March 23, 2017
  8. "(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
  9. "Did the filesize seem a bit big?"@Dinnerbone (Nathan Adams) on X, March 23, 2017
  10. "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
  11. "(Thus "tabthulu" tweets from a few weeks back. :D)"@Dinnerbone (Nathan Adams) on X, March 24, 2017
  12. "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
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