|
“ |
|
„ |
| — 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 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
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]):
- Minecraft: The heart and story of the game.
- Adventure: Adventure, exploration, and combat.
- Nether: Bring summer clothes.
- The End: Or the beginning?
- Husbandry: The world is full of friends and food.
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 | |
|
|
Normal advancement. |
|
|
Goal advancement. |
|
|
Challenge advancement. |
Extra advancements and tabs can be added and customized with the use of JSON files, as detailed below.
List of advancements
Minecraft
| Icon | Advancement | In-game description | Parent | Actual requirements (if different) | Resource location | |
|---|---|---|---|---|---|---|
![]() | Minecraft | The heart and story of the game | — | Get a crafting table in your inventory. | minecraft:story/root
| |
![]() | Stone Age | Mine stone with your new pickaxe | Minecraft | Get cobblestone in your inventory. | minecraft:story/mine_stone
| |
![]() | Getting an Upgrade | Construct a better pickaxe | Stone Age | Get a stone pickaxe in your inventory. | minecraft:story/upgrade_tools
| |
![]() | Acquire Hardware | Smelt an iron ingot | Getting an Upgrade | Get an iron ingot in your inventory. | minecraft:story/smelt_iron
| |
![]() | Suit Up | Protect yourself with a piece of iron armor | Acquire Hardware | Get any type of iron armor in your inventory. | minecraft:story/obtain_armor
| |
![]() | Hot Stuff | Fill a bucket with lava | Acquire Hardware | Get a lava bucket in your inventory. | minecraft:story/lava_bucket
| |
![]() | Isn't It Iron Pick | Upgrade your pickaxe | Acquire Hardware | Get an iron pickaxe in your inventory. | minecraft:story/iron_tools
| |
![]() | Not Today, Thank You | Deflect an arrow with a shield | Suit Up | Deflect a projectile with a shield. | minecraft:story/deflect_arrow
| |
![]() | Ice Bucket Challenge | Form and mine a block of Obsidian | Hot Stuff | Get a block of obsidian in your inventory. | minecraft:story/form_obsidian
| |
![]() | Diamonds! | Acquire diamonds | Isn't It Iron Pick | Get a diamond in your inventory. | minecraft:story/mine_diamond
| |
![]() | We Need to Go Deeper | Build, light and enter a Nether Portal | Ice Bucket Challenge | Enter the Nether dimension. | minecraft:story/enter_the_nether
| |
![]() | Cover Me With Diamonds | Diamond armor saves lives | Diamonds! | Get any type of diamond armor in your inventory. | minecraft:story/shiny_gear
| |
![]() | Enchanter | Enchant an item at an Enchanting Table | Diamonds! | — | minecraft:story/enchant_item
| |
![]() | Zombie Doctor | Weaken and then cure a zombie villager | We Need to Go Deeper | Throw 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
| |
![]() | Eye Spy | Follow an Ender Eye | We Need to Go Deeper | Enter a stronghold. | minecraft:story/follow_ender_eye
| |
![]() | The End? | Enter the End Portal | Eye Spy | Enter the End dimension. | minecraft:story/enter_the_end
| |
Nether
| Icon | Advancement | In-game description | Parent | Actual requirements (if different) | Resource location | Rewards |
|---|---|---|---|---|---|---|
File:Grid Red Nether Brick.png | Nether | Bring summer clothes | — | Enter the Nether dimension. | minecraft:nether/root
| — |
![]() | Subspace Bubble | Use the Nether to travel 7km in the Overworld | Nether | Use 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 |
![]() | A Terrible Fortress | Break your way into a Nether Fortress | Nether | Enter a Nether fortress. | minecraft:nether/find_fortress
| — |
![]() | Return to Sender | Destroy a Ghast with a fireball | Nether | Kill a ghast using a ghast fireball. | minecraft:nether/return_to_sender
| 50 experience |
![]() | Into Fire | Relieve a Blaze of its rod | A Terrible Fortress | Get a blaze rod in your inventory. | minecraft:nether/obtain_blaze_rod
| — |
![]() | Spooky Scary Skeleton | Obtain a wither skeleton's skull | A Terrible Fortress | Get a wither skeleton skull in your inventory. | minecraft:nether/get_wither_skull
| — |
![]() | Uneasy Alliance | Rescue a Ghast from the Nether, bring it safely home to the Overworld... and then kill it. | Return to Sender | Kill a Ghast in the Overworld. | minecraft:nether/uneasy_alliance
| 100 experience |
![]() | Local Brewery | Brew a potion | Into Fire | Pick up an item from a brewing stand potion slot. | minecraft:nether/brew_potion
| — |
![]() | Withering Heights | Summon the Wither | Spooky Scary Skeleton | Be within a 100.9×100.9×103.5 cuboid centered on the Wither when it is spawned. | minecraft:nether/summon_wither
| — |
![]() | A Furious Cocktail | Have every potion effect applied at the same time | Local Brewery | Have all of these 11 potion effects applied to you at the same time. | minecraft:nether/all_potions
| 100 experience |
![]() | Bring Home the Beacon | Construct and place a Beacon | Withering Heights | Be within a 20×20×14 cuboid centered on a beacon block when it realizes it has become powered. | minecraft:nether/create_beacon
| — |
![]() | How Did We Get Here? | Have every effect applied at the same time | A Furious Cocktail | Have all of these 20 effects applied to you at the same time. | minecraft:nether/all_effects
| 1,000 experience |
![]() | Beaconator | Bring a beacon to full power | Bring Home the Beacon | Be 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
| File:Grid End Stone.png The End | ||||||
|---|---|---|---|---|---|---|
| Icon | Advancement | In-game description | Parent | Actual requirements (if different) | Resource location | Rewards |
![]() | The End | Or the beginning? | — | Enter the End dimension. | minecraft:end/root
| — |
![]() | Free the End | Good luck | The End | Kill the ender dragon. | minecraft:end/kill_dragon
| — |
![]() | The Next Generation | Hold the Dragon Egg | Free the End | Get the dragon egg in your inventory. | minecraft:end/dragon_egg
| — |
![]() | Remote Getaway | Escape the island | Free the End | Throw an ender pearl through or walk into an End gateway. | minecraft:end/enter_end_gateway
| — |
![]() | The End... Again... | Respawn the ender dragon. | Free the End | Summon an ender dragon using ender crystals. | minecraft:end/respawn_dragon
| — |
![]() | You Need a Mint | Collect dragon's breath in a glass bottle. | Free the End | Get a bottle of dragon's breath in your inventory. | minecraft:end/dragon_breath
| — |
![]() | The City at the End of the Game | Go on in, what could happen? | Remote Getaway | Enter an End city. | minecraft:end/find_end_city
| — |
![]() | Sky's the Limit | Find an Elytra | The City at the End of the Game | Get a pair of elytra in your inventory. | minecraft:end/elytra
| — |
![]() | Great View From Up Here | Levitate up 50 blocks from the attacks of a Shulker | The City at the End of the Game | Have the Levitation effect applied, and move a vertical distance of 50 blocks. | minecraft:end/levitate
| 50 experience |
Adventure
| Icon | Advancement | In-game description | Parent | Actual requirements (if different) | Resource location | Rewards |
|---|---|---|---|---|---|---|
![]() | Adventure | Adventure, exploration, and combat | — | Kill any entity, or be killed by any entity. | minecraft:adventure/root
| — |
![]() | Monster Hunter | Kill any hostile monster | Adventure | Kill one of these 23 mobs (1 added in [[Template:1.13]][upcoming]). Other mobs are ignored for this advancement. | minecraft:adventure/kill_a_mob
| — |
![]() | What a Deal! | Successfully trade with a Villager | Adventure | — | minecraft:adventure/trade
| — |
![]() | Sweet dreams | Change your respawn point | Adventure | Lie 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
| — |
![]() | Take Aim | Shoot something with a bow and arrow | Monster Hunter | Fire a bow so that the arrow strikes any entity. | minecraft:adventure/shoot_arrow
| — |
![]() | Monsters Hunted | Kill one of every hostile monster | Monster Hunter | Kill 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 |
![]() | Postmortal | Use a Totem of Undying to cheat death | Monster Hunter | — | minecraft:adventure/totem_of_undying
| — |
![]() | Hired Help | Summon an Iron Golem to help defend a village | What a Deal! | Summon an iron golem. | minecraft:adventure/summon_iron_golem
| — |
![]() | Adventuring Time | Discover every biome | Sweet dreams | Visit 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 |
![]() | Sniper duel | Kill a skeleton with an arrow from more than 50 meters | Take Aim | Use a launched arrow to kill a skeleton from 50 or more blocks away, horizontally. | minecraft:adventure/sniper_duel
| 50 experience |
Husbandry
| Icon | Advancement | In-game description | Parent | Actual requirements (if different) | Resource location | Rewards |
|---|---|---|---|---|---|---|
![]() | Husbandry | The world is full of friends and food | — | Eat anything that can be eaten. | minecraft:husbandry/root
| — |
![]() | The Parrots and the Bats | Breed two animals together | Husbandry | Breed a pair of one of these 10 mobs. Other breedable mobs, if any, are ignored for the advancement. | minecraft:husbandry/breed_an_animal
| — |
![]() | Best Friends Forever | Tame an animal | Husbandry | Tame one of the 5 types of mob that are tamable. | minecraft:husbandry/tame_an_animal
| — |
![]() | A Seedy Place | Plant a seed and watch it grow | Husbandry | Plant one of these 5 plants. Other plants are ignored for the advancement. | minecraft:husbandry/plant_seed
| — |
![]() | Two by Two | Breed all the animals! | The Parrots and the Bats | Breed pairs of each of these 10 mobs. Other tamable mobs, if any, are ignored for the advancement. | minecraft:husbandry/bred_all_animals
| 100 experience |
![]() | A Balanced Diet | Eat everything that is edible, even if it's not good for you | A Seedy Place | Eat 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 |
![]() | Serious Dedication | Completely use up a diamond hoe, and then reevaluate your life choices | A Seedy Place | Use 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.
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.
- 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
trueorfalse. Whether or not to show the toast pop up after completing this advancement. Defaults to true. - announce_to_chat: Can be
trueorfalse. Whether or not to announce in the chat when this advancement has been completed. Defaults to true. - hidden: Can be
trueorfalse. 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.
- icon: The data for the icon.
- 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 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
.mcfunctionin .minecraft\saves\XXXX\data\functions\ and can contain a list of commands to run in order.
- display: The optional display data.
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
- child: The child that results from the breeding.
An example
{
"criteria": {
"example": {
"trigger": "minecraft:bred_animals",
"conditions": {
"child": {
"type": "mule"
},
"parent": {
"location": {
"biome": "beaches"
}
},
"partner": {
"effects": {
"minecraft:speed": {
"amplifier": {
"min": 2
}
}
}
}
}
}
}
}
minecraft:brewed_potion
Triggers after the player takes any item out of a brewing stand. Available conditions:
- conditions:
- potion: A brewed potion ID.
An example
{
"criteria": {
"example": {
"trigger": "minecraft:brewed_potion",
"conditions": {
"potion": "minecraft:strong_swiftness"
}
}
}
}
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.
An example
{
"criteria": {
"example": {
"trigger": "minecraft:changed_dimension",
"conditions": {
"from": "the_end",
"to": "overworld"
}
}
}
}
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.
An example
{
"criteria": {
"example": {
"trigger": "minecraft:construct_beacon",
"conditions": {
"level": {
"min": 3
}
}
}
}
}
minecraft:consume_item
Triggers when the player consumes an item. Available conditions:
- conditions:
- item: The item that was consumed
- All possible conditions for items
- item: The item that was consumed
An example
{
"criteria": {
"example": {
"trigger": "minecraft:consume_item",
"conditions": {
"item": {
"item": "minecraft:golden_apple",
"data": 1,
"nbt": "{display:{Name:\"Example\"}}"
}
}
}
}
}
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
- villager: The villager that is the result of the conversion. The 'type' tag is redundant since it will always be "villager".
An example
{
"criteria": {
"example": {
"trigger": "minecraft:cured_zombie_villager",
"conditions": {
"villager": {
"location": {
"biome": "plains"
}
},
"zombie": {
"distance": {
"horizontal": {
"max": 10
}
}
}
}
}
}
}
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:effect_name>: A status effect with the key name being the status effect name.
- effects: A list of status effects the player has.
An example
{
"criteria": {
"example": {
"trigger": "minecraft:effects_changed",
"conditions": {
"effects": {
"minecraft:weakness": {},
"minecraft:slowness": {
"amplifier": 2,
"duration": {
"min": 100,
"max": 500
}
}
}
}
}
}
}
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.
- item: The item after it has been enchanted.
An example
{
"criteria": {
"example": {
"trigger": "minecraft:enchanted_item",
"conditions": {
"item": {
"item": "minecraft:wooden_sword",
"enchantments": [
{
"enchantment": "minecraft:sharpness",
"levels": {
"min": 2
}
}
]
},
"levels": {
"min": 3
}
}
}
}
}
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.
An example
{
"criteria": {
"example": {
"trigger": "minecraft:enter_block",
"conditions": {
"block": "minecraft:red_flower",
"state": {
"type": "allium"
}
}
}
}
}
minecraft:entity_hurt_player
Triggers after a player gets hurt. Available conditions:
- conditions:
- damage: Checks the damage done to the player.
- Damage tags
- damage: Checks the damage done to the player.
An example
{
"criteria": {
"example": {
"trigger": "minecraft:entity_hurt_player",
"conditions": {
"damage": {
"source_entity": {
"type": "skeleton"
},
"direct_entity": {
"type": "arrow"
},
"taken": {
"min": 4.0
}
}
}
}
}
}
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
- entity: Checks the entity that was the source of the damage that killed the player (for example: The skeleton that shot the arrow).
An example
{
"criteria": {
"example": {
"trigger": "minecraft:entity_killed_player",
"conditions": {
"entity": {
"type": "skeleton"
},
"killing_blow": {
"is_projectile": true
}
}
}
}
}
minecraft:impossible
Triggers only using commands.
An example
{
"criteria": {
"example": {
"trigger": "minecraft:impossible"
}
}
}
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.
- 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.
An example
{
"criteria": {
"example": {
"trigger": "minecraft:inventory_changed",
"conditions": {
"items": [
{
"item": "minecraft:stone",
"data": 2,
"count": {
"min": 5,
"max": 10
}
},
{
"item": "minecraft:wool",
"data": 5
},
{
"item": "minecraft:wooden_sword",
"durability": {
"min": 50
},
"nbt": "{display:{Name:\"Example\"}}"
}
],
"slots": {
"occupied": 3
}
}
}
}
}
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
An example
{
"criteria": {
"example": {
"trigger": "minecraft:item_durability_changed",
"conditions": {
"delta": -2,
"item": {
"item": "minecraft:wooden_axe",
"durability": {
"max": 1
}
}
}
}
}
}
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.
- absolute:
- duration: The duration of the levitation in ticks.
- duration:
- max: The maximum value.
- min: The minimum value.
- distance:
An example
{
"criteria": {
"example": {
"trigger": "minecraft:levitation",
"conditions": {
"distance": {
"horizontal": {
"min": 5
},
"y": {
"min": 2
}
},
"duration": {
"min": 100
}
}
}
}
}
minecraft:location
Triggers every 20 ticks (1 second) and checks where the player is. Available conditions:
- conditions:
- Tags common to all locations
An example
{
"criteria": {
"example": {
"trigger": "minecraft:location",
"conditions": {
"biome": "jungle",
"feature": "Temple",
"dimension": "overworld",
"position": {
"x": 0,
"y": 60,
"z": {
"min": -10,
"max": 10
}
}
}
}
}
}
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.
- absolute:
- distance: The Overworld distance between where the player entered the Nether and where the played exited the Nether.
An example
{
"criteria": {
"example": {
"trigger": "minecraft:nether_travel",
"conditions": {
"distance": {
"horizontal": {
"min": 1000
},
"absolute": {
"min": 1100
}
}
}
}
}
}
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.
An example
{
"criteria": {
"example": {
"trigger": "minecraft:placed_block",
"conditions": {
"block": "minecraft:unpowered_repeater",
"state": {
"facing": "west"
},
"location": {
"position": {
"x": 10,
"z": 14
},
"biome": "plains"
},
"item": {
"item": "minecraft:repeater"
}
}
}
}
}
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
- damage: The damage that was dealt
An example
{
"criteria": {
"example": {
"trigger": "minecraft:player_hurt_entity",
"conditions": {
"damage": {
"blocked": true,
"type": {
"direct_entity": {
"type": "arrow"
}
}
},
"entity": {
"type": "player",
"nbt": "{Tags:[\"example\"]}"
}
}
}
}
}
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
- entity: The entity that was killed.
An example
{
"criteria": {
"example": {
"trigger": "minecraft:player_killed_entity",
"conditions": {
"entity": {
"type": "creeper",
"nbt": "{powered:1b}",
"location": {
"biome": "void"
},
"effects": {
"minecraft:slowness": {},
"minecraft:weakness": {
"amplifier": {
"min": 2
}
}
}
},
"killing_blow": {
"source_entity": {
"nbt": "{SelectedItem:{id:\"minecraft:wooden_sword\",}}"
}
}
}
}
}
}
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.
An example
{
"criteria": {
"example": {
"trigger": "minecraft:recipe_unlocked",
"conditions": {
"recipe": "minecraft:wooden_sword"
}
}
}
}
minecraft:slept_in_bed
Triggers when the player enters a bed. Available conditions:
- conditions:
- Tags common to all locations
An example
{
"criteria": {
"example": {
"trigger": "minecraft:slept_in_bed",
"conditions": {
"biome": "desert",
"feature": "Village",
"position": {
"y": {
"min": 50,
"max": 100
}
}
}
}
}
}
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
- entity:
An example
{
"criteria": {
"example": {
"trigger": "minecraft:summoned_entity",
"conditions": {
"entity": {
"type": "minecraft:snowman"
}
}
}
}
}
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
- entity: Checks the entity that was tamed.
An example
{
"criteria": {
"example": {
"trigger": "minecraft:tame_animal",
"conditions": {
"entity": {
"type": "parrot",
"nbt": "{Variant:2}"
}
}
}
}
}
minecraft:tick
Triggers every tick (20 times a second).
An example
{
"criteria": {
"example": {
"trigger": "minecraft:tick"
}
}
}
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.
An example
{
"criteria": {
"example": {
"trigger": "minecraft:used_ender_eye",
"conditions": {
"distance": {
"min": 100,
"max": 200
}
}
}
}
}
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
- item: The item, only works with totem items.
An example
{
"criteria": {
"example": {
"trigger": "minecraft:used_totem",
"conditions": {
"item": {
"item": "minecraft:totem_of_undying"
}
}
}
}
}
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
- item: The item that was purchased. The "count" tag checks the count from one trade, not multiple.
An example
{
"criteria": {
"example": {
"trigger": "minecraft:villager_trade",
"conditions": {
"item": {
"item": "minecraft:emerald",
"count": {
"min": 1
}
},
"villager": {
"nbt": "{Career:1}"
}
}
}
}
}
History
| release | |||||
|---|---|---|---|---|---|
1.12{{Extension DPL}}<ul><li>[[Powder Snow Bucket|Powder Snow Bucket]]<br/>{{Item
| title = Powder Snow Bucket
| image = Powder Snow Bucket.png
| renewable = Yes
| stackable = No
}}
A '''powder snow bucket''' is a [[bucket]] with [[powder snow]] inside.
== Obtaining ==
A powder snow bucket can be obtained by {{ctrl|using}} an [[empty bucket]] on a [[powder snow block]] or [[powder snow cauldron]].
== Usage ==
Pressing {{control|use}} while holding a powder snow bucket places a [[powder snow]] block. {{IN|Java}}, powder snow may also be placed inside empty [[cauldron]]s, creating powder snow cauldrons.
[[Dispenser]]s can also create and place powder snow buckets. However, they cannot do so with [[cauldron]]s. You can also use it to cushion falls in the [[nether]] by placing it below you when falling.
== Sounds ==
{{el|je}}:
{{Sound table
|sound=Empty powder snow bucket1.ogg
|sound2=Empty powder snow bucket2.ogg
|subtitle=Bucket empties
|source=block
|description=When a powder snow bucket is placed
|id=item.bucket.empty_powder_snow
|translationkey=subtitles.item.bucket.empty
|volume=1.0
|pitch=''varies'' <ref group=sound>Each sound event can be 1.0, 0.95, or 1.1</ref>
|distance=16}}
{{Sound table
|sound=Fill powder snow bucket1.ogg
|sound2=Fill powder snow bucket2.ogg
|subtitle=Bucket fills
|source=player
|description=When a bucket is filled with powder snow
|id=item.bucket.fill_powder_snow
|translationkey=subtitles.item.bucket.fill
|volume=1.0
|pitch=''varies'' <ref group=sound>Each sound event can be 1.0, 0.9, or 1.1</ref>
|distance=16}}
{{Sound table
|sound=Powder Snow break1.ogg
|sound2=Powder Snow break2.ogg
|sound3=Powder Snow break3.ogg
|sound4=Powder Snow break4.ogg
|sound5=Powder Snow break5.ogg
|sound6=Powder Snow break6.ogg
|sound7=Powder Snow break7.ogg
|subtitle=Block broken
|source=block
|description=When a bucket is filled with powder snow
|id=block.powder_snow.break
|translationkey=subtitles.block.generic.break
|volume=1.0
|pitch=0.8
|distance=16
|foot=1}}
{{el|be}}:
{{Sound table
|type=bedrock
|sound=Fill powder snow bucket1.ogg
|sound2=Fill powder snow bucket2.ogg
|source=player
|description=When a bucket is filled with powder snow
|id=bucket.fill_powder_snow
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Empty powder snow bucket1.ogg
|sound2=Empty powder snow bucket2.ogg
|source=block
|description=When a powder snow bucket is placed
|id=bucket.empty_powder_snow
|volume=1.0
|pitch=1.0
|foot=1}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Powder Snow Bucket
|spritetype=item
|nameid=powder_snow_bucket
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|showaliasids=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Powder Snow Bucket
|spritetype=item
|nameid=powder_snow_bucket
|aliasid=bucket / 11
|form=item
|id=368
|foot=1}}
== History ==
{{History|java}}
{{History||1.17|snap=20w46a|[[File:Powder Snow Bucket JE1 BE1.png|32px]] Added powder snow buckets.}}
{{History|bedrock}}
{{History||Caves & Cliffs<br>(experimental)|link=Bedrock Edition 1.17.0|snap=beta 1.16.210.53|[[File:Powder Snow Bucket JE1 BE1.png|32px]] Added powder snow buckets.
|The powder snow bucket replaced the powder snow block in the creative inventory.}}
{{History||1.17.0|snap=beta 1.17.0.50|Powder snow bucket are now available without enabling [[Experimental Gameplay]].}}
{{h|foot}}
== Issues ==
{{Issue list}}
==Gallery==
<gallery>
Cozy Cabin Powder Snow Bucket 1.jpg|Teaser image with a barely visible powder snow bucket.
Cozy Cabin Powder Snow Bucket 2.jpg|Teaser image with a barely visible powder snow bucket.
Cozy Cabin Powder Snow Bucket 3.jpg|Teaser image with a barely visible powder snow bucket.
</gallery>
{{Items}}
[[Category:Renewable resources]]
[[Category:Tools]]
[[de:Pulverschneeeimer]]
[[es:Cubo con nieve polvo]]
[[fr:Seau de neige poudreuse]]
[[it:Secchio di neve polverosa]]
[[ja:粉雪入りバケツ]]
[[pl:Wiadro sypkiego śniegu]]
[[pt:Balde de neve fofa]]
[[ru:Ведро с рыхлым снегом]]
[[zh:细雪桶]]</li><li>[[Item (entity)|Item (entity)]]<br/>{{Entity
| title = Item Entity
| image = Item.gif
| health = {{hp|5}}<ref>Items cannot be damaged by attacking them.</ref>
| size = Height: 0.25 Blocks<br>Width: 0.25 Blocks
}}
'''Items''' are "dropped" [[block]]s or [[item]]s (non-block resources) that appear in the world, rather than being in the [[inventory]] of a [[player]] or [[block entity]]; they are a type of [[entity]].
== Appearance ==
[[File:Item entities.png|150px|thumb|3D dropped items, both blocks and strict items.]]
Items have two possible appearances, generally corresponding to whether the item appears as a 3D or 2D shape in a player's inventory screens. 3D items appear as their 3D shape, miniaturized to about {{frac|1|4}} scale, while 2D items appear as {{frac|1|2}} scale with all the pixels extruded into a cube. Both types slowly rotate and bob up and down; this is merely a visual effect, the item itself does not actually rotate or bob up and down.
Item entities that represent a stack of more than one item appear as several items stuck together. Stacks of 1 appear as one item, 2-16 as two items, 17–32 as three, 33-48 as four, and 49+ as five.
The rotation rate of the item is approximately 2.87675 degrees per tick, or 57.595 degrees per second.
== Behavior ==
Item entities come from many sources. Some common ones are:
* The death of a [[mob]] or [[player]].
* A [[block]] that is mined by a player, destroyed by an [[explosion]], or washed away by [[water]].
* An inventory item tossed by pressing the drop item key (default {{key|Q}} on PC, {{xbtn|dpad-down}} on Xbox, {{nsbtn|down}}/{{nsbtn|dpad-down}} on Nintendo Switch, {{psbtn|dpad-down}} on PlayStation) or dragging a stack outside of an inventory window.
** In the mobile versions of {{el|be}}, items in the hotbar can be dropped by pressing on the item's slot. The entire stack is dropped.
* A container (other than an {{BlockLink|ender chest}} or a {{BlockLink|shulker box}}) that is destroyed while holding items inside.
The player may be thought of as having an "item pickup" box that surrounds their hitbox. This pickup box extends 1 additional block to the horizontal sides, and 0.5 additional blocks up and down. Any item whose hitbox intersects with the pickup box can be picked up. The pickup box is inclusive on the horizontal sides (distance less than or equal to 1 will count), and exclusive on the vertical sides (distance less than 0.5 will count, but not equal). When the player's hitbox size changes, such as when crouching{{only|java}} or sleeping, the pickup box size changes with it.
Once an item entity's hitbox overlaps with the player's pickup box, it can transfer its items. As many items as can fit in the player inventory, excluding the armor slots and the [[dual wield|off-hand slot]], are transferred. If any item is transferred, [[Item (entity)#Sounds|a "plopping" sound]] is played. If all items are transferred, the items appear to move into the center of the player. The item entity never physically moves, however, which means it can appear to go through lava and blocks in its path. This can happen through blocks that are thinner than a full block, but also through the shared edge of two full blocks. Unlike [[experience orb]]s, multiple item entities can be picked up simultaneously. Dropped items have a delay of 10 [[tick]]s (half a second) between appearing and being able to be picked up, or 40 ticks (2 seconds) if thrown by a player, [[dolphin]], or [[fox]].
When two stackable items of the same type come within 3/4 of a block of each other, they merge into a single stack if the resulting stack size does not exceed that item's maximum stack size.
Items do not collide with other entities(except boats) and are only moved or stopped by blocks.
Like other entities, items can be pushed by flowing water and [[bubble column]]s, pushed by a [[piston]], launched by a moving [[slime block]], stuck to a [[honey block]], or caught in a [[cobweb]]. Items move at faster speeds if [[ice]] is placed under the flowing water. When in still water, items float slowly up to the surface.
Items can be reared by [[fishing rod]]s, costing 3 [[durability]].{{only|je}}
If an item is within a [[solid block]], then it flies out one of the unobstructed sides, or out of the top of the block if surrounded by solid blocks on all sides. It does this even if the space below is unoccupied; therefore, it is possible to recover an item dropped by breaking a hole in a floor by quickly placing another block there.
Items visually disappear when the player is about 16 blocks away from them, and reappear when they get closer. This distance can be adjusted by the "Entity Distance" slider in [[Options#Video Settings|video settings]].
Unlike most entities, items cannot be spectated in [[Spectator]] mode without use of the {{cmd|spectate}} command.
=== Damage ===
Items cannot be attacked by players or mobs; attempting to do so simply hits through them. However, they take damage and disappear from environmental or block-based damage such as [[explosion]]s, [[fire]], [[lava]], and contact with [[cactus|cacti]]. Items have essentially no health, so they are destroyed by the slightest damage, though if set on fire they may remain for a few seconds before disappearing. [[Nether star]]s are immune to explosions, and [[netherite]]-based items and tools are immune to fire and float on top of lava. Also, some blocks that normally damage mobs, such as [[magma block]]s, [[campfire]]s, [[Sweet Berries|sweet berry bushes]], [[flower|wither rose]]s and [[powder snow]], do not damage items.
=== Despawning ===
Items despawn after 6000 game [[tick]]s (5 minutes) of being in a loaded, entity-ticking [[chunk]]; this is affected by the player's [[simulation distance]]. If two item stacks merge, the timer is set to the item that has more time remaining. The 5-minute timer is paused when the chunk is unloaded or no longer processing entities. Nether stars do not despawn{{only|bedrock}}.
Items that fall into the [[void]] immediately despawn when they fall below Y=-128 in the [[Overworld]], or Y=-64 in [[the Nether]] and [[the End]].
== Sounds ==
{{Edition|Java}}:<br>
Item Entities use the Ambient/Environment sound category for entity-dependent sound events.
{{Sound table
|nocat=1
|sound=Pop.ogg
|subtitle=Item plops
|source=player<!--Even when not picked up by player-->
|description=When an item is picked up
|id=entity.item.pickup
|translationkey=subtitles.entity.item.pickup
|volume=0.2
|pitch=1.6-3.4 <ref group=sound>0.6-3.4 for using {{cmd|give}} and items from advancement rewards</ref>
|distance=16}}
{{Sound table
|sound=fizz.ogg
|nocat=1
|subtitle=Burning
|source=ambient
|description=When an item is destroyed by [[lava]], but not [[fire]]<ref>{{bug|MC-36538}}</ref>
|id=entity.generic.burn
|translationkey=subtitles.entity.generic.burn
|volume=0.4
|pitch=2.0-2.4
|distance=16
|foot=1}}
{{Edition|Bedrock}}:
{{Sound table
|type=bedrock
|rowspan=2
|sound=Pop.ogg
|source=player
|description=When an item is picked up
|id=random.pop
|volume=0.25
|pitch=0.6-2.2}}
{{Sound table
|source=player
|description=When an item is dropped
|id=random.pop
|volume=0.3
|pitch=0.55-0.75}}
{{Sound table
|sound=fizz.ogg
|source=block
|description=When an item is destroyed by lava, but not fire
|id=random.fizz
|volume=0.5
|pitch=1.8-2.4
|foot=1}}
== Data values ==
=== ID ===
{{editions|java}}:
{{ID table
|generatetranslationkeys=java
|displayname=Item
|spritename=items
|spritetype=env
|translationtype=entity
|nameid=item
|foot=1}}
{{editions|bedrock}}:
{{ID table
|shownumericids=y
|generatetranslationkeys=bedrock
|displayname=Item
|spritename=items
|spritetype=env
|translationtype=entity
|nameid=item
|id=64
|foot=1}}
=== Entity data ===
{{see also|Chunk format}}
Dropped items have entity data associated with them that contain various properties of the entity.
{{el|java}}:
{{main|Entity format}}
{{/ED}}
{{el|bedrock}}:
: See [[Bedrock Edition level format/Entity format]].
== History ==
{{History|java classic}}
{{History||0.24 Resource Test|In the first public mention of item entities, {{ytl|OP3jzMWJmu8|this early video of Minecraft (Classic 0.24) by Notch}}, they were referred to as "resources".<ref name="resources">{{ytl|YIm_AKUbqh8}} Early video of Minecraft (Classic 0.24) by Notch referring to item entities as "resources"</ref>}}
{{History||August 4, 2009|link=https://notch.tumblr.com/post/155882307/a-video-showing-what-i-did-today-are-vids-like|Items were showcased by [[Notch]] in a blog post.}}
{{History||0.24_SURVIVAL_TEST|Added items to the game.
|Items currently take the form of destroyed [[block]]s.
|Items currently pulse white (similar to the selection cursor).<ref name="resources"/>
|Instead of appearing as shrunken down blocks, items use pixels the same size as block pixels.}}
{{History|java indev}}
{{History||0.31|snap=20091231-2|Dropped items don't spin and don't glow white anymore.
|Dropped items now appear as shrunken down blocks.
|Items no longer prevent the placement of blocks but instead are moved to the nearest chunk. {{info needed}}
|Non-block items added (as sprites); they now rotate to face the [[player]].}}
{{History||?|Dropped items now spin again.}}
{{History|java beta}}
{{History||1.8|snap=Pre-release|[[File:Oversized items.png|100px|right]][[File:In awe at the size of these fluids.png|100px|right]] A bug causing many item forms of blocks to be displayed at the {{frac|1|2}} scale rather than {{frac|1|4}} was fixed. The following items were affected by this at least at one point:
* [[Cactus]]
* [[Oak Trapdoor]]
* [[Oak Fence]]
* [[Oak Pressure Plate]]
* [[Stone Pressure Plate]]
* [[Stone Button]]
* [[Oak Stairs]]
* [[Cobblestone Stairs]]
* [[Snow]] (unobtainable at the time)
* [[Farmland]] (unobtainable)
* [[Cake]] ([[Technical blocks/Cake|unobtainable version]])
* [[Nether Portal (block)|Nether Portal]] ([[Technical blocks/Nether Portal|unobtainable]])
* [[Water]] ([[Technical blocks/Water|unobtainable]], before becoming 2D in [[Java Edition Infdev 20100615]])
* [[Lava]] ([[Technical blocks/Lava|unobtainable]], before becoming 2D in [[Java Edition Infdev 20100615]])
}}
{{History|java}}
{{History||1.3.1|snap=12w15a|Items that are moved into the same location now combine into stacks instead of remaining independent entities.}}
{{History||1.4.2|snap=12w34a|Items, like other entities, can now travel through [[portal]]s.}}
{{History|||snap=12w34b|Some [[zombie]]s, [[skeleton]]s and [[Zombified Piglin|zombie pigmen]] can now pick up items.}}
{{History||1.4.4|snap=1.4.3|Items are now pushed out of transparent solid blocks as well as opaque ones.<ref>{{bug|MC-15}}</ref> Items can push into solid blocks while trying to escape a solid block instead of stopping (this has been used to create vertical transport of items). New feature: items are pushed out of the inside corner of stair blocks, causing "bouncing" effects.}}
{{History||December 11, 2012|link=none|[[Dinnerbone]] tweeted a picture of [[diamond]]s being rendered in 3D as dropped items.<ref>{{tweet|dinner|278457679805030401|Diamonds are a miners best friend. It's only fair they get treated to some luxury rendering. http://dinnerbone.com/media/uploads/2012-12/screenshots/Minecraft_2012-12-11_12-13-11.png … #AndMaybeEverythingElseToo|December 11, 2012}}</ref> He also revealed that other items would rendered in this way, but only in [[fancy graphics]].<ref>{{tweet|dinner|278463997982949378|@PaymenowTV It's Fancy Rendering option, but really won't make much of a difference on even a slow pc.|December 11, 2012}}</ref>}}
{{History||December 12, 2012|link=none|TeamMojang ([[wikipedia:Youtube|YouTube]]) posted a video showing off the new 3D items.<ref>{{ytl|tMOZLAxPWFE}}</ref>}}
{{History||1.4.6|snap=12w49a|[[Nether star]]s are the first items to not be deleted by [[explosion]]s.}}
{{History|||snap=12w50a|When dropped, items now render in the [[fancy graphics]] setting as 3D spinning animations (non-block items no longer display as [[Wikipedia:Sprite (computer graphics)|sprites]]).
|Dropped items now merge with nearby items and be stacked.
|Enchanted items now show the enchanted glow when dropped.}}
{{History||1.5|snap=13w01a|Added [[hopper]]s, which can collect items.}}
{{History|||snap=13w03a|Added [[Minecart with Hopper|hopper minecart]]s, which can collect items.}}
{{History||1.8|snap=14w04a|Dropped items don't spin, and they are visible only from the south on fast graphics.}}
{{History|||snap=14w04b|Dropped items are now completely invisible on fast graphics.}}
{{History|||snap=14w05a|Dropped items on fast graphics now face the player on all three axes, and they spin again on fancy graphics.}}
{{History|||snap=14w25a|Dropped items now render in 3D on fast graphics, instead of just on fancy graphics, likely due to item models being fully implemented and replacing the need for 2D items. However, they do not spin.}}
{{History||1.8.1|snap=pre4|Dropped items now spin on fast graphics.}}
{{History||1.10|snap=16w21a|Items can now be reared by [[fishing rod]]s.}}
{{History||1.11|snap=16w32a|The entity ID of items has been changed from <code>Item</code> to <code>item</code>.}}
{{History||1.13|snap=18w07a|Items in water now float up.}}
{{History||1.16|snap=20w06a|Netherite items are the first items to not burn in [[lava]], and float in lava.}}
{{History||1.20|snap=Pre-release 5|Item are no longer destroyed by falling [[anvil]]s.<ref>{{bug|MC-120158
||Anvils and other falling_blocks with HurtEntities set to true kill items and xp orbs|Fixed}}</ref>}}
{{History|pocket alpha}}
{{History||v0.2.0|Added items to the game.}}
{{History||?|Items now have improved graphics.{{more info|clarify}}}}
{{History|Bedrock}}
{{History||1.4.0|snap=beta 1.2.14.2|Items in [[water]] now float up.}}
{{History||1.16.0|snap=beta 1.15.0.51|When dropped, items now render as 3D spinning animations (non-block items no longer display as [[Wikipedia:Sprite (computer graphics)|sprites]]).}}
{{History|||snap=beta 1.16.0.51|Added [[netherite]] items, which float and do not burn in [[lava]].}}
{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|Added items to the game.}}
{{History||xbox=TU12|When dropped, items now render as 3D spinning animations (non-block items no longer display as [[Wikipedia:Sprite (computer graphics)|sprites]]).}}
{{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|Items in [[water]] now float up.}}
{{History|foot}}
== Trivia ==
* {{bug|MC-4}}, the oldest standing bug in the Minecraft [[bug tracker]], involves item entity positioning being incorrectly handled.
==Gallery==
<gallery>
3D Diamonds.png|First image of 3D dropped items.
</gallery>
== See also ==
* [[Drops]] — items dropped by [[mobs]] when killed.
* [[Chunk format#Items|Chunk format]] for more information about the attributes of items.
== References ==
{{Reflist}}
{{entities}}
{{items}}
[[Category:Items| ]]
[[de:Drop]]
[[es:Objeto (entidad)]]
[[fr:Objet (entité)]]
[[ja:アイテム (エンティティ)]]
[[ko:아이템 (개체)]]
[[nl:Voorwerp (entiteit)]]
[[pt:Drops]]
[[ru:Предмет (сущность)]]
[[zh:物品(实体)]]</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 6, 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.[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] | |||||
| 17w13a | Advancements added, replacing Achievements. | ||||
| 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 advancement descriptions and changed several titles. | ||||
| Added the "Adventuring Time" advancement. | |||||
| 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. | |||||
Added five modifiers to the /advancement grant and /advancement revoke commands: "everything", "from", "until", "through", and "only". | |||||
| 17w17b | The 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). | |||||
| 17w18a | Re-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 | |||||
| 17w18b | Added 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. | |||||
| pre1 | Added 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. | |||||
| pre2 | Added new hidden advancement: "How Did We Get Here?", which rewards 100 experience. | ||||
| pre3 | Advancement "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. | |||||
| pre5 | All recipe unlock advancements now have a parent of minecraft:recipes/root.
| ||||
| Several recipe unlock advancements were renamed. | |||||
| pre7 | Added experience rewards to all "challenge" advancements. | ||||
| release | Added sounds to the toast notifications. | ||||
| upcoming | |||||
1.13{{Extension DPL}}<ul><li>[[Cooked Cod|Cooked Cod]]<br/>{{redirect|Cooked Fish|cooked salmon|Cooked Salmon}}
{{Item
| title = Cooked Cod
| image = Cooked Cod.png
| renewable = Yes
| heals = {{hunger|5}}
| stackable = Yes (64)
}}
'''Cooked cod''' is a food item obtained by cooking [[raw cod]].
== Obtaining ==
=== Mob loot ===
====Cod====
[[Cod]] always drops 1 [[Raw Cod|raw cod]] when killed, unaffected by Looting.<ref>{{bug|MC-212795||Salmon & Fish mobs are not affected by Looting}}</ref> If it is killed while on [[fire]], it drops 1 cooked cod instead.
====Dolphins ====
When killed, [[Dolphin|dolphins]] drop 0–1 raw cod. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 0-4 with Looting III. If killed while on fire, they drop cooked cod instead.
====Guardians and elder guardians====
[[Guardian]]s and [[elder guardian]]s have a 40% and 50% chance, respectively, to drop raw cod when killed. {{IN|java}}, cooked cod is dropped if a guardian is on fire when killed.
Guardians and elder guardians also drop a 2.5% chance to drop a random fish, with 60% of them being raw cod, which drops as cooked if the guardian was on fire. The chance of getting the fish drop is increased by 1% per level with [[Looting]] (for a maximum of 5.5% with Looting III), but the type of fish is not affected.
====Polar bears====
[[Polar bear]]s have a 75% chance of dropping 0–2 raw cod when killed. The maximum amount can be increased by 1 per level of Looting, for a maximum of 0-5 with Looting III. If killed while on fire, they drop cooked cod instead.
===Chest loot===
{{LootChestItem|cooked-cod}}
===Cooking===
Cooked cod can be obtained by cooking [[raw cod]] in a [[furnace]], [[smoker]], or [[campfire]].
{{smelting|Raw Cod|Cooked Cod|0,35}}
===Trading===
Novice-level Fisherman [[Villager|villagers]] have a 50% chance to sell 6 cooked cod for 6 raw cod and 1 [[emerald]].
== Usage ==
=== Food ===
To eat cooked cod, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|5}} [[hunger]] and 6 hunger [[Hunger#Mechanics|saturation]].
=== Wolves ===
{{IN|Bedrock}}, cooked cod can be used to feed a wolf not at full health, healing by {{hp|5|mob=1}}. However, unlike other wolf food, cooked cod cannot be used to speed up the growth of baby wolves nor used to breed them.
==Sounds==
{{Sound table/Entity/Food}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showitemtags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Cooked Cod
|spritetype=item
|nameid=cooked_cod
|itemtags=fishes
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|showaliasids=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Cooked Cod
|spritetype=item
|nameid=cooked_cod
|aliasid=cooked_fish
|id=268
|form=item
|translationkey=item.cooked_fish.name
|foot=1}}
== Achievements ==
{{load achievements|Delicious Fish}}
== Advancements ==
{{load advancements|Husbandry;A Balanced Diet}}
== Video ==
<div style="text-align:center">{{yt|nPl0HUGPMcA}}</div>
== History ==
{{History|java alpha}}
{{History||v1.2.0|snap=<nowiki>?|slink=:Category:Information needed requiring unarchived version|[[File:Cooked Cod JE1 BE1.png|32px]] Added cooked fish, which restores {{hp|5}}.}}
{{History|java beta}}
{{History||1.5|Cooking fish now gives the '''Delicious Fish''' [[achievement]].}}
{{History||1.8|snap=Pre-release|Cooked fish is now stackable to 64.
|Cooked fish now fills {{hunger|5}} instead of {{hp|5}}.}}
{{History|java}}
{{History||1.3.1|snap=12w21a|Farmer [[villager]]s now [[trading|buy]] 9–12 cooked fish for 1 [[emerald]].}}
{{History||1.8|snap=14w02a|[[Trading]] has been changed: fisherman [[villager]]s now [[trading|sell]] 6 cooked fish for 1 [[emerald]] plus 6 [[raw cod|raw fish]].
|Farmer villagers no longer buy cooked fish.}}
{{History|||snap=14w04a|The name of cooked fish has been corrected from <code>cooked_fished</code> to <code>cooked_fish</code>.}}
{{History|||snap=14w25a|Cooked fish are now obtainable rare [[drops]] from [[guardian]]s and [[elder guardians]].}}
{{History||1.13|snap=17w47a|The different data values for the <code>cooked_fish</code> IDs have been split up into their own IDs.
|"Cooked Fish" have been renamed to "Cooked Cod".
|Prior to [[1.13/Flattening|''The Flattening'']], these [[item]]s' numeral ID were 349 and 350.}}
{{History|||snap=18w08b|[[Cod]], and other [[fish]], have been added as [[mob]]s, which [[drops|drop]] their cooked [[item]] form when killed with [[fire]].
|[[File:Cooked Cod JE2 BE2.png|32px]] The texture of cooked cod has been changed.}}
{{History|||snap=18w10a|Cooked cod now generates in [[buried treasure]] [[chest]]s.}}
{{History||1.14|snap=18w43a|[[File:Cooked Cod JE3.png|32px]] The texture of cooked cod has been changed.}}
{{History|||snap=18w47b|[[File:Cooked Cod JE4 BE3.png|32px]] The texture of cooked cod has been changed, once again to match {{el|be}}.}}
{{History|pocket alpha}}
{{History||v0.11.0|snap=build 1|[[File:Cooked Cod JE1 BE1.png|32px]] Added cooked fish.}}
{{History||v0.12.1|snap=build 1|Cooked fish now restores [[hunger]] instead of [[health]].}}
{{History||v0.16.0|snap=build 1|Cooked fish is now [[drops|dropped]] by [[guardian]]s and [[elder guardian]]s.}}
{{History|pocket}}
{{History||1.0.4|snap=alpha 1.0.4.0|Fisherman [[villager]]s now [[trading|sell]] 6 cooked fish for 1 [[emerald]] plus 6 [[raw cod|raw fish]].}}
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.14.2|[[Cod]] and other [[fish]] have been added as [[mob]]s, which [[drops|drop]] their cooked [[item]] form when killed with [[fire]].
|[[File:Cooked Cod JE2 BE2.png|32px]] The texture of cooked fish has been changed.}}
{{History||1.5.0|snap=beta 1.5.0.4|[[File:Cooked Cod JE4 BE3.png|32px]] The texture of cooked fish has been changed.}}
{{History||1.7.0|snap=beta 1.7.0.2|"Cooked Fish" has been renamed to "Cooked Cod".}}
{{History||1.11.0|snap=beta 1.11.0.4|Fisherman [[villager]]s now have a 50% chance to [[trading|sell]] 6 cooked cod for 6 [[raw cod]] and 1 [[emerald]].}}
{{History||1.16.100|snap=beta 1.16.100.52|Cod now drop their cooked cod when killed with fire.}}
{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Cooked Cod JE1 BE1.png|32px]] Added cooked fish.}}
{{History||xbox=TU5|Cooked fish is now stackable to 64.
|Cooked fish now fills [[hunger]] instead of [[health]].}}
{{History||xbox=TU69|ps=1.76|wiiu=Patch 38|"Cooked Fish" has been renamed to "Cooked Cod".
|[[File:Cooked Cod JE2 BE2.png|32px]] The texture of cooked cod has been changed.}}
{{History|new 3ds}}
{{History||0.1.0|[[File:Cooked Cod JE1 BE1.png|32px]] Added cooked fish.}}
{{History|foot}}
== Issues ==
{{Issue list}}
{{Items}}
[[Category:Food]]
[[Category:Renewable resources]]
[[de:Gebratener Kabeljau]]
[[es:Bacalao cocinado]]
[[ko:익힌 대구]]
[[pt:Bacalhau assado]]
[[ru:Жареная треска]]
[[th:Cod (ไอเทม)]]
[[zh:熟鳕鱼]]</li><li>[[Reality Vision|Reality Vision]]<br/>{{Joke feature}}
{{Item
| title = Reality Vision
| image = Reality Vision.png
| renewable = No
| stackable = Yes (64)
}}
The '''Reality vision''' was a joke [[helmet]].
== Usage ==
Reality vision was equipped via the [[helmet]] slot. When equipped, it showed a [[wikipedia:Mini-map|minimap]] in the bottom-center of the screen (which moved when the [[player]]'s camera moves). The minimap showed all [[chunk]]s that were currently rendered. The player's location was represented by a green [[beacon]] beam marker on the map.
It displayed a vision overlay (similar to the [[pumpkin]] overlay). The overlay would change to a new overlay if the player went into third person (unlike the pumpkin overlay), which made the screen appear like an old [[wikipedia:Television|television]] screen. The overlay was called <code>cantseeshit<!-- Do not change this; this is that word that is actually used-->captain.png</code> in the assets folder. It activated a [[Shaders|shader]] when equipped (<code>scan_pincushion</code>).
== Sounds ==
{{Sound table
|sound=Equipvr.ogg
|subtitle=''None''
|source=player
|description=When equipped
|id=item.reality_vision.use
|translationkey=''None''
|volume=1.0
|pitch=1.0
|distance=16
|foot=1}}
== Data values ==
=== ID ===
{{ID table
|edition=java
|shownumericids=y
|showforms=y
|generatetranslationkeys=y
|displayname=Reality Vision
|spritetype=item
|nameid=reality_vision
|id=500
|form=item
|translationkey=item.realityVision.name
|foot=1}}
== History ==
{{History|java}}
{{History||1.RV-Pre1|[[File:Reality_Vision_(item).png|32px]] [[File:Reality Vision.png|32px]] Added reality vision.}}
{{History|foot}}
== Issues ==
Reality Vision is an unsupported item due to being an [[Wikipedia:April Fools' Day|April Fools']] joke, and therefore such issues relating to them will not be fixed.
== Trivia ==
* [[Sign]]s display the text "OBEY" while equipped, a reference to the movie [[wikipedia:They Live|''They Live'']].
== Gallery ==
<gallery>
Sign2.png|The [[sign]] texture found in the game files.
OBEY.png|OBEY seen in a sign.
OBEY sign in 1.RV-Pre1..png|OBEY seen in a sign, but seen from a better perspective.
TechGear.png|A [[player]] wearing reality vision, featured in this [[wikipedia:April Fools' Day|April Fools']] joke version.
</gallery>
{{Items}}
{{Jokes}}
[[Category:Non-renewable resources]]
[[Category:Joke items]]
[[pt:Visão da realidade]]
[[es:Reality Vision]]</li></ul></nowiki> | 17w43a | Custom Advancements have been moved into data packs. | |||
| 17w45a | Added 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?, Return to Sender, Into Fire, Local Brewery, The Beginning? (called Withering Heights), Beaconator, DIAMONDS! (called Diamonds!), 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
- ↑ https://www.reddit.com/r/Minecraft/comments/64pk6r/dinnerbone_working_on_giving_advancements/dg4uiou?context=1
- ↑ 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
- ↑ "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
- ↑ "(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







