|
“ |
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„ |
| — 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 editions, 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 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. The advancement descriptions are a separate color than the icons themselves, with normal and goal advancements having green descriptions and challenge advancements having purple ones. They only appear in a tree when the advancement before it is completed, although, as stated before, advancements can be completed in any order. Up to 2 advancements are displayed ahead of a completed one.
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), then wait for the villager to be cured. | 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 |
|---|---|---|---|---|---|---|
![]() | 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 13 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 23 effects applied to you at the same time. In 1.14,[upcoming] additionally have these 2 effects applied 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 a 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 24 mobs. In 1.14,[upcoming] you can also earn this by killing one of these 2 mobs. Other mobs are ignored for this advancement. | minecraft:adventure/kill_a_mob
| — |
![]() | What a Deal! | Successfully trade with a Villager | Adventure | Take an item from a villager's trading output slot, and put it in your inventory. | 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
| — |
![]() | A Throwaway Joke | Throw a trident at something. Note: Throwing away your only weapon is not a good idea. | Monster Hunter | — | minecraft:adventure/throw_trident
| — |
![]() | Take Aim | Shoot something with a bow and arrow | Monster Hunter | — | minecraft:adventure/shoot_arrow
| — |
![]() | Monsters Hunted | Kill one of every hostile monster | Monster Hunter | Kill each of these 24 mobs. In 1.14,[upcoming] also kill each of these 2 mobs. 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 all of these 40 biomes. In 1.14,[upcoming] additionally visit these 2 biomes. Other biomes may also be visited, but are ignored for the advancement. | minecraft:adventure/adventuring_time
| 500 experience |
![]() | Very Very Frightening | Strike a Villager with lightning | A Throwaway Joke | Hit a villager with lightning created by a trident with the channeling enchantment. | minecraft:adventure/very_very_frightening
| — |
![]() | Sniper duel | Kill a skeleton from more than 50 meters away | Take Aim | Use a projectile to kill a skeleton from 50 or more blocks away, horizontally. | minecraft:adventure/sniper_duel
| 50 experience |
![]() | Ol' Betsy [upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).] | Shoot a Crossbow | Adventure | Shoot an arrow using a crossbow. | minecraft:adventure/ol_besty
| — |
![]() | Who's the Pillager Now? [upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).] | Give a Pillager a taste of their own medicine | Ol' Betsy | Use a crossbow to shoot a Pillager. | minecraft:adventure/whos_the_pillager_now
| — |
![]() | Two Birds, One Arrow [upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).] | Kill two Phantoms with a piercing arrow | Ol' Betsy | Using a crossbow enchanted with Piercing, shoot two Phantoms with the same arrow. | minecraft:adventure/two_birds_one_arrow
| 65 experience |
![]() | Arbalistic [upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).] | Kill five unique mobs with one crossbow arrow | Ol' Betsy | Using a crossbow enchanted with Piercing IV, shoot five unique mobs (five mobs which are all different types from each other) with the same arrow. | minecraft:adventure/arbalistic
| 85 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 11 mobs. Other breedable mobs, if any, are ignored for the advancement.[until Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).]. Breed a pair of one of these 12 mobs. Other breedable mobs, if any, are ignored for the advancement.[upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).] | minecraft:husbandry/breed_an_animal
| — |
![]() | Best Friends Forever | Tame an animal | Husbandry | Tame one of the 5 types of mob that are tamable.[until Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).] Tame one of the 5 types of mob that are tamable.[upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).] | minecraft:husbandry/tame_an_animal
| — |
![]() | A Seedy Place | Plant a seed and watch it grow | Husbandry | Plant one of these 5 seeds. Crops and plants without seeds are ignored for the advancement. | minecraft:husbandry/plant_seed
| — |
![]() | Fishy Business | Catch a fish | Husbandry | Use a fishing rod to catch a fish. | minecraft:husbandry/fishy_business
| — |
![]() | Two by Two | Breed all the animals! | The Parrots and the Bats | Breed pairs of each of these 11 mobs. Other tamable mobs, if any, are ignored for the advancement.[until Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).] Breed pairs of each of these 13 mobs. Other tamable mobs, if any, are ignored for the advancement.[upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).] | minecraft:husbandry/bred_all_animals
| 100 experience |
![]() | A Complete Catalogue | Tame all cat variants! | Best Friends Forever | Tame all cat variants. (Or any other mobs due to a bug) [upcoming: Lua error in Module:Version_link at line 112: attempt to concatenate local 'text' (a nil value).] | minecraft:husbandry/complete_catalogue
| 50 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. 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 | Unobtainable due to a bug [4] | minecraft:husbandry/break_diamond_hoe
| 100 experience |
![]() | Tactical Fishing | Catch a fish... without a fishing rod! | Fishy Business | Use a water bucket on a fish mob to create a bucket of fish. | minecraft:husbandry/tactical_fishing
| — |
JSON Format
Custom advancements in data packs 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.
- nbt: The nbt data of the item.
- 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
/tellrawand 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 themselves, 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.
- <criterionName>: A name given to the criterion (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.
- <criterionName>: A name given to the criterion (can be any string, must be unique).
- requirements: An optional list of requirements (all the <criteriaNames>). 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 the datapacks.
- 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": "minecraft: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": "minecraft:the_end",
"to": "minecraft:overworld"
}
}
}
}
minecraft:channeled_lightning
Triggers after the player successfully uses the channeling enchantment on an entity. Available conditions:
- conditions:
- victims: The victims hit by the lightning summoned by the channeling enchantment. All entities in this list must be hit.
- :
- All possible conditions for entities
- :
- victims: The victims hit by the lightning summoned by the channeling enchantment. All entities in this list must be hit.
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:enchanted_golden_apple",
"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": "minecraft: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:rose_bush",
"state": {
"half": "lower"
}
}
}
}
}
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:filled_bucket
Triggers after the player fills a bucket. Available conditions:
- conditions:
- item: The item resulting from filling the bucket.
- All possible conditions for items
- item: The item resulting from filling the bucket.
minecraft:fishing_rod_hooked
Triggers after the player successfully catches an item with a fishing rod or pulls an entity with a fishing rod. Available conditions:
- conditions:
- entity: The entity that was pulled.
- All possible conditions for entities
- item: The item that was caught.
- All possible conditions for items
- rod: The fishing rod used.
- All possible conditions for items
- entity: The entity that was pulled.
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:polished_granite",
"count": {
"min": 5,
"max": 10
}
},
{
"item": "minecraft:lime_wool"
},
{
"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": "Jungle_Pyramid",
"dimension": "minecraft: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 player 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 player 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:wall_torch",
"state": {
"facing": "west"
},
"location": {
"position": {
"x": 10,
"z": 14
},
"biome": "minecraft:plains"
},
"item": {
"item": "minecraft:torch"
}
}
}
}
}
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": "minecraft:the_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:
- location:
- Tags common to all locations
- location:
An example
{
"criteria": {
"example": {
"trigger": "minecraft:slept_in_bed",
"conditions": {
"location": {
"biome": "minecraft: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:snow_golem"
}
}
}
}
}
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": "minecraft: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
| Java Edition | |||||
|---|---|---|---|---|---|
1.12{{Extension DPL}}<ul><li>[[Red Dye|Red Dye]]<br/>{{Item
| title = Red Dye
| renewable = Yes
| stackable = Yes (64)
}}
'''Red dye''' is a [[Dye#Primary|primary color dye]] created primarily from flowers.
== Obtaining ==
=== Crafting ===
{{Crafting
|head=1
|showname=0
|Poppy; Red Tulip; Beetroot
|Output=Red Dye
|type=Material
}}
{{Crafting
|Rose Bush
|Output=Red Dye,2
|type=Material
|foot=1
}}
=== Trading ===
[[Wandering trader]]s sell 3 red dye for an [[emerald]].
== Usage ==
{{dye usage}}
=== Crafting ingredient ===
{{crafting usage|ignore=Banner|continue=1}}
{{banner crafting usage}}
=== Loom ingredient ===
{{Banner loom usage|Red Dye}}
=== Trading ===
Journeyman-level shepherd villagers have a {{frac|1|6}} chance to buy 12 red dye for an emerald.
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Red Dye
|spritetype=item
|nameid=red_dye
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Red Dye
|spritetype=item
|nameid=red_dye
|aliasid=dye / 1
|id=396
|form=item
|translationkey=item.dye.red.name
|foot=1}}
== Video ==
<div style="text-align:center">{{yt|tqTbsbt2irk}}</div>
== History ==
{{History|java beta}}
{{History||January 10, 2011<ref group="n">Supposed time when fragment was filmed. Based on modified date of client.jar/gui/trap.png in [[Beta 1.2]].</ref>|link=https://www.youtube.com/watch?v=cBF2ugTzXqQ&t=181s|[[File:Red Dye (pre-release).png|32px]] Shown rose red in development as part of [[Minecraft: The Story of Mojang]].}}
{{History||1.2|[[File:Red Dye JE1 BE1.png|32px]] Added rose red.}}
{{History||1.6.6|Roses can now be generated using [[Bone Meal|bone meal]], making rose red [[renewable resource|renewable]].}}
{{History|java}}
{{History||1.3.1|snap=1.3|[[File:Red Dye JE2 BE2.png|32px]] The texture of rose red has now been changed.}}
{{History||1.4.2|snap=12w34a|Added the ability to [[Armor#Dyeing|dye]] leather [[armor]] and [[wolf]] collars.}}
{{History||1.4.6|snap=12w49a|Rose red can now be crafted with [[gunpowder]] to create a [[firework star]].}}
{{History||1.6.1|snap=13w19a|Rose red can now be used to craft stained clay.}}
{{History||1.7.2|snap=13w36a|Rose red is now crafted using a poppy instead of a rose, as the latter is removed.
|Rose red can now be crafted using red tulips and rose bushes.}}
{{History|||snap=13w37a|Each poppy now yields only 1 rose red, instead of 2.}}
{{History|||snap=13w41a|Rose red can now be used to craft stained glass.}}
{{History||1.8|snap=14w30a|Added [[banner]]s, which can be dyed.}}
{{History||1.9|snap=15w31a|Rose red can now be crafted using [[beetroot]].}}
{{History||1.11|snap=16w39a|Added the ability to dye [[shulker box]]es.}}
{{History||1.12|snap=17w06a|Rose red can now be used to craft red [[concrete powder]].}}
{{History|||snap=17w15a|Added the ability to dye [[bed]]s.}}
{{History||1.13|snap=17w47a|The different data values for the <code>dye</code> ID have now been split up into their own IDs.
|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 351.}}
{{History||1.14|snap=18w43a|"Rose Red" has now been renamed to "Red Dye".
|[[File:Red Dye JE3 BE3.png|32px]] The texture of red dye has now been changed.}}
{{History|||snap=18w44a|Red dye can now change the text color on [[sign]]s to red.}}
{{History|||snap=19w05a|Added the [[wandering trader]], which sells red dye.}}
{{History|||snap=19w11a|Red dye can now be [[trading|bought]] by shepherd villagers.}}
{{History||1.17|snap=20w45a|Red dye can now be used to craft [[red candle]]s.}}
{{History|||snap=21w19a|Red dye can no longer be used to craft red candles.}}
{{History|||snap=Pre-release 1|Red dye can once again be used to craft red candles.}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Red dye can now change the text color on [[hanging sign]]s to red.}}
{{History|pocket alpha}}
{{History||v0.3.0|[[File:Red Dye JE1 BE1.png|32px]] Added rose red. It is currently unobtainable and serves no purpose.}}
{{History||v0.4.0|Rose red is now obtainable by smelting red [[mushroom]]s.
|Rose red can now be used to craft other dyes and red wool.}}
{{History||v0.8.0|snap=build 1|[[File:Red Dye JE2 BE2.png|32px]] The texture of red dye has been changed.
|Rose red is now used to craft [[cocoa beans]].}}
{{History||v0.9.0|snap=build 3|Rose red can now be obtained by putting a poppy, red tulip or rose bush [[flower]]s in the crafting grid.}}
{{History||v0.15.0|snap=build 1|Red mushrooms can no longer be smelted to obtain rose red.}}
{{History||v0.16.0|snap=build 1|Rose red is no longer used to craft cocoa beans.}}
{{History|bedrock}}
{{History||1.8.0|snap=beta 1.8.0.10|"Rose Red" has now been renamed to "Red Dye".}}
{{History||1.10.0|snap=beta 1.10.0.3|Red dye can now be [[trading|bought]] from [[wandering trader]]s.
|[[File:Red Dye JE3 BE3.png|32px]] The texture of red dye has now been changed.}}
{{History||1.11.0|snap=beta 1.11.0.4|Red dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of red dye has been changed from <code>dye/1</code> to <code>red_dye</code>.}}
{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.00|switch=1.0.1|wiiu=Patch 1|[[File:Red Dye JE1 BE1.png|32px]] Added rose red.}}
{{History||xbox=none|xbone=none|ps=1.83|switch=none|wiiu=none|"Rose Red" has now been renamed to "Red Dye".}}
{{History||ps=1.90|[[File:Red Dye JE3 BE3.png|32px]] The texture of red dye has now been changed.}}
{{History|new 3ds}}
{{History||0.1.0|[[File:Red Dye JE1 BE1.png|32px]] Added rose red.}}
{{History|foot}}
;Notes
{{reflist|group=n}}
== Issues ==
{{issue list}}
{{Items}}
[[cs:Šípková červeň]]
[[de:Roter Farbstoff]]
[[es:Tinte rojo]]
[[fr:Teinture rouge]]
[[hu:Rózsavörös]]
[[ja:赤色の染料]]
[[ko:장밋빛 빨강 염료]]
[[nl:Rozenrood]]
[[pl:Czerwony barwnik]]
[[pt:Corante vermelho]]
[[ru:Красный краситель]]
[[zh:红色染料]]
[[Category:Items]]
[[Category:Dyes]]
[[Category:Renewable resources]]</li><li>[[Trident|Trident]]<br/>{{For|the Hidden Depths DLC weapon in ''Minecraft Dungeons''|MCD:Trident}}
{{ItemEntity
|durability= 250
|renewable= Yes
|stackable= No
|size=Height: 0.25 Blocks<br>Width: 0.25 Blocks
|title=Trident|image= <gallery>
Trident (item).png | Item
Trident.png | Entity
</gallery>}}
A '''trident''' is a [[weapon]] used in both melee and ranged combat and is a rare drop from [[drowned]].
==Obtaining==
Tridents are not craftable. A trident can be obtained only when dropped by a [[drowned]].
===Mob loot===
15% of [[drowned]] {{in|bedrock}} (6.25% {{in|java}}) spawn with a trident of random durability as their natural weapon, and only the drowned with a trident have a 8.5% chance of dropping the trident, increasing by 1% with each level of [[Looting]].
Only naturally-spawned drowned can spawn with a trident and have a chance of dropping one. {{IN|Java}}, a trident held by a drowned has a chance to be enchanted, but the trident's enchantments have no effects for drowned.<ref>{{bug|MC-127321}}</ref>
===Thrown tridents===
Tridents thrown onto the ground by a player can be picked up; however, tridents thrown by [[drowned]] cannot be picked up, similar to arrows shot by [[skeleton]]s, [[stray]]s, and [[pillager]]s. Only the owner of a trident thrown in Creative mode or enchanted with Loyalty can pick it up; other players in Creative and players in Survival mode including its own owner can't pick up the trident thrown in Creative.
===Trading===
Drowned who are holding tridents will sometimes drop their trident at full durability if given a nautilus shell when they aren't attacking anything.{{only|BE}}
==Usage==
===Drowned===
{{main|Drowned}}
15% of drowned {{in|bedrock}}, and 6.25% {{in|java}}, spawn with a trident as its natural weapon. It throws the trident at its opponent every 1.5 seconds, dealing {{hp|9}} [[damage]] in normal difficulty. A drowned can throw unlimited tridents, and these tridents cannot be picked up by the [[player]].
A [[villager]] can be turned into a [[zombie villager]] if it is killed by a trident thrown by a drowned: the chance of conversion is 0% on Easy [[difficulty]], 50% on Normal, and 100% on Hard and [[Hardcore]].
{{IN|bedrock}}, a drowned can use the trident's melee attack if its target is within three blocks. The melee attack deals {{hp|9}} damage.
===Melee attack===
Pressing {{control|attack}} while holding a trident deals damage to both [[mob]]s and players. Tridents deal {{hp|9}} melee damage. A successful hit consumes durability of the trident.
===Ranged attack===
[[File:Steve aiming with Trident.png|150px]] [[File:Alex aiming with Trident.png|150px]]
Pressing and holding {{control|use}} while holding a trident charges it. When released at full charge, the trident is thrown and deals damage to any [[entity]] it hits. It flies on a ballistic trajectory similar to that of an [[arrow]], but at 80% strength. If the trident hits a block, it sticks to the block. If it hits an entity, it bounces off the entity and lands nearby. It is also blocked by [[shield]]s and can be retrieved once it lands in the ground. Thrown tridents can trigger wooden [[button]]s, wooden [[pressure plate]]s, and [[target]] blocks. A trident can be thrown at a [[chorus flower]] or [[pointed dripstone]] to break it, which causes the block to be dropped as its respective item.
{{IN|bedrock}} and [[Java Edition Combat Test 4]], tridents can be shot by [[dispenser]]s regardless of enchantment.
Tridents [[Enchanting#Summary_of_enchantments_by_item|enchanted]] with [[Loyalty]] return to the thrower after hitting an entity{{only|java}}/hitting and bouncing off an entity then hitting a block{{only|bedrock}}<ref>{{bug|MCPE-51726}}</ref> or just a block. A Loyalty-enchanted trident fired from a [[dispenser]] just sticks to the block it strikes. Higher levels of enchantment result in shorter recovery times. {{IN|java}}, throwing a trident enchanted with Loyalty into the [[void]] destroys it,<ref>{{bug|MC-125755|||WAI}}</ref> while {{in|bedrock}} it automatically returns to the player. Tridents (if enchanted with Loyalty), can take [[fire]] damage but still return to the player if thrown in [[lava]]. This is especially helpful in [[the Nether]] should the [[player]] be using a trident instead of a [[bow]]. If a trident enchanted with Loyalty attempts to return to a player with no available inventory space, the trident floats near the player until inventory space becomes available.
Thrown tridents take 1 durability damage, regardless of whether it hit an entity or not. Tridents with 1 durability remaining cannot be thrown.
Tridents enchanted with [[Riptide]] launch the player a certain distance when thrown, with the distance increasing for higher enchantment levels. They can be thrown only if the player is standing in [[water]], or if it is raining on the block they are standing on. If the player charges it but walks into a nearby dry area, the charge is canceled. If the player throws a Riptide trident and collides with a mob, the mob takes melee damage (including critical damage if the player is falling). {{IN|java}} tridents enchanted with Riptide take one durability damage upon throwing, and lose an additional 1 durability if it collides with an entity on both editions. Each level of Riptide increases the distance traveled by six blocks. The enchantment at level one launches the player nine blocks, fifteen blocks at level two, and twenty-one blocks at level three.
Tridents enchanted with [[Channeling]] summon a lightning bolt if there is a thunderstorm, although only upon hitting a mob or player standing in the rain as well as a [[Lightning Rod|lightning rod]] placed in the rain.
Unlike other projectiles, the trident does not slow down when thrown through water or lava.
{{IN|java}}, the [[Impaling]] enchantment affects ''all water mobs''. {{IN|bedrock}}, it deals extra damage to [[player]]s and mobs in water or rain.
Unlike arrows, thrown tridents do not despawn.{{only|bedrock}} Tridents despawn after 60 seconds if they are not picked up.{{only|java}}<ref>{{bug|MC-125817}}</ref>
;Magical damage
Using [[Riptide]], nearby players or mobs are dealt [[Harming|splash damage]] within an 8.25×8.25×4.25 cubical area. It stacks with the [[Impaling]] enchantment and [[Strength]] effect. Critical hits do not increase splash damage, but affect the target.
{{IN|bedrock}}, thrown tridents can damage the [[ender dragon]] while resting on the bedrock fountain. {{IN|java}}, they act just like arrows — deflected, but burn as if they had [[Flame]].
=== Damage===
Thrown tridents and splashes deal {{hp|8}} damage. The damage remains the same regardless of the trident's speed. It has a faster charging speed than a [[bow]] or [[crossbow]] (barring the [[Quick Charge]] enchantment.)
====Java Edition====
{{IN|java}}, tridents have an attack speed of 1.1 and take ~0.91 seconds to [[Damage#Attack cooldown|recover]].
{| class="wikitable" style="text-align:center" data-description="Sword attack damage by type"
!Attack
!{{ItemSprite|Trident|text=Melee}}
!{{ItemSprite|Trident|text=Melee (critical)}}
!{{ItemSprite|Trident|text=Range}}
|-
!Attack damage
|{{hp|9}}
|{{hp|13.5}}
|{{hp|8}}
|-
!Damage/Second (DPS)<ref group="note">This does not take travel time into account</ref>
|9.9
|14.3
| ?
|-
!Lifetime damage inflicted<ref group="note">The formula to find the total lifetime damage is ''Durability × Damage per hit = Lifetime damage minimum'' (e.g., 250 × 9 = 2250). It ignores enchantments and critical hits, and assumes the trident is at maximum charge</ref>
|{{hp|2250}}
|{{hp|3375}}
|{{hp|2000}}
|-
!Durability
| colspan="3" |250
|}
{{notelist}}
====Bedrock Edition====
{{IN|bedrock}}, tridents have no attack cooldown and do the following damage:
{| class="wikitable" style="text-align:center" data-description="Sword attack damage by type"
!Attack
!{{ItemSprite|Trident|text=Melee}}
!{{ItemSprite|Trident|text=Range}}
|-
!Attack damage
|{{hp|9}}
|{{hp|8}}
|-
! ''Lifetime damage inflicted''<ref group="note">The formula to find the total lifetime damage is ''Durability × Damage per hit = Lifetime damage minimum''. It excludes enchantments and critical hits.</ref>
|{{hp|2259}}
|{{hp|2008}}
|-
!Durability
| colspan="2" |251
|}
{{notelist}}
===Elytra===
A trident with the [[Riptide]] enchantment can be used to propel a player with a pair of [[elytra]], but only in [[rain]]y weather, during snowy weather in certain biomes<ref>{{bug|MC-128169}}</ref> or while the [[player]] is in a body of water. A Riptide trident can boost the player to speeds as high as 125 blocks per second,<ref>{{bug|MC-147173||Using riptide tridents while elytra flying can boost the player to excessive speeds}}</ref> much faster than the 33.5 blocks-per-second speed achievable using [[firework rocket]]s.
===Impaling damage ===
{{IN|java}}, the [[Impaling]] enchantment deals extra damage to all water mobs. {{IN|bedrock}} and in [[Java Edition Combat Test 3]], it deals extra damage to all players and mobs in water or rain.
{| class="wikitable" style="text-align:center" data-description="Trident Damage by Impaling Level" |
|+ Trident Damage by Impaling level
|-
!Level
!Increase
!Melee
!Ranged
|-
|I
| adds {{hp|2.5}}
|{{hp|11.5}}
|{{hp|10.5}}
|-
|II
|adds {{hp|5}}
|{{hp|14}}
|{{hp|13}}
|-
|III
| adds {{hp|7.5}}
|{{hp|16.5}}
|{{hp|15.5}}
|-
|IV
|adds {{hp|10}}
|{{hp|19}}
|{{hp|18}}
|-
|V
|adds {{hp|12.5}}
|{{hp|21.5}}
|{{hp|20.5}}
|}
{{-}}
===Enchantments===
Tridents have a base enchantability of 1 and can receive the following [[enchantment]]s:
{| class="wikitable col-2-center col-3-right"
|+
!Name
!Max Level
![[Enchanting|Method]]
|-
|[[Loyalty]]<ref group="note" name="note1">Loyalty and Channeling are mutually exclusive from Riptide, but not from each other.</ref>
|III
|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
|-
|[[Channeling]]<ref group="note" name="note1" />
|I
|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
|-
|[[Riptide]]<ref group="note" name="note1" />
|III
|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
|-
|[[Impaling]]
|V
|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
|-
|[[Unbreaking]]
|III
|{{Inventory slot|Enchanting Table}}{{Inventory slot|Anvil}}
|-
|[[Mending]]
|I
|{{Inventory slot|Anvil}}
|-
|[[Curse of Vanishing]]
|I
|{{Inventory slot|Anvil}}
|}
; Notes
<references group="note" />
===Repairing ===
Tridents have the same [[durability]] as an [[sword|iron sword]]. Whenever a trident deals damage, its durability decreases by 1.
Tridents can be repaired by:
*combining two damaged tridents in a [[grindstone]], or on a [[crafting table]] or the 2×2 inventory grid, which removes any enchantments except for [[Curse of Vanishing]] and [[Curse of Binding]]
*combining a damaged trident with another trident on an [[anvil]], which preserves enchantments.
*applying the [[Mending]] enchantment.
==Sounds==
{{Edition|Java}}:<br>
Thrown tridents use the Friendly Creatures sound category for entity-dependent sound events.
{{Sound table
|sound=Trident pierce1.ogg
|sound2=Trident pierce2.ogg
|sound3=Trident pierce3.ogg
|subtitle=Trident stabs
|source=neutral
|description=When a trident hits a mob
|id=item.trident.hit
|translationkey=subtitles.item.trident.hit
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Trident ground impact1.ogg
|sound2=Trident ground impact2.ogg
|sound3=Trident ground impact3.ogg
|sound4=Trident ground impact4.ogg
|subtitle=Trident vibrates
|source=neutral
|description=When a trident hits the ground
|id=item.trident.hit_ground
|translationkey=subtitles.item.trident.hit_ground
|volume=0.9
|pitch={{frac|12|11}}-{{frac|4|3}}
|distance=16}}
{{Sound table
|sound=Trident throw1.ogg
|sound2=Trident throw2.ogg
|subtitle=Trident clangs
|source=player
|description=When a player throws a trident
|id=item.trident.throw
|translationkey=subtitles.item.trident.throw
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|rowspan=2
|sound=Trident thunder1.ogg
|sound2=Trident thunder2.ogg
|subtitle=Trident thunder cracks
|source=neutral
|description=When a Channeling trident hits a mob
|id=item.trident.thunder
|translationkey=subtitles.item.trident.thunder
|volume=5.0
|pitch=1.0
|distance=16}}
{{Sound table
|subtitle=Trident thunder cracks
|source=weather
|description=When a trident with Channeling strikes a lightning rod
|id=item.trident.thunder
|translationkey=subtitles.item.trident.thunder
|volume=5.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Riptide I.ogg
|subtitle=Trident zooms
|source=player
|description=When a Riptide I trident is used
|id=item.trident.riptide_1
|translationkey=subtitles.item.trident.riptide
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Riptide II.ogg
|subtitle=Trident zooms
|source=player
|description=When a Riptide II trident is used
|id=item.trident.riptide_2
|translationkey=subtitles.item.trident.riptide
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Riptide III.ogg
|subtitle=Trident zooms
|source=player
|description=When a Riptide III or higher trident is used
|id=item.trident.riptide_3
|translationkey=subtitles.item.trident.riptide
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Trident return1.ogg
|sound2=Trident return2.ogg
|sound3=Trident return3.ogg
|subtitle=Trident returns
|source=neutral
|description=When a trident starts returning <ref group=sound>The first sound is only played {{frac|1|9}} of the time, while the others are played {{frac|4|9}} of the time</ref>
|id=item.trident.return
|translationkey=subtitles.item.trident.return
|volume=8.0
|pitch=''varies'' <ref group=sound>1.0 for <code>return1</code>, 1.0/0.8/1.2/1.2 for <code>return2</code>, and 1.0/0.8/0.8/1.2 for <code>return3</code></ref>
|distance=16}}
{{Sound table
|sound=Trident throw1.ogg
|sound2=Trident throw2.ogg
|subtitle=Drowned throws Trident
|source=hostile
|description=When a drowned shoots a trident
|id=entity.drowned.shoot
|translationkey=subtitles.entity.drowned.shoot
|volume=1.0
|pitch={{frac|5|6}}-1.25
|distance=16}}
{{Sound table
|sound=Random break.ogg
|subtitle=Item breaks
|source=player
|description=When a trident's durability is exhausted
|id=entity.item.break
|translationkey=subtitles.entity.item.break
|volume=0.8
|pitch=0.8-1.2
|distance=16
|foot=1}}
{{Edition|Bedrock}}:
{{Sound table
|type=bedrock
|sound=Trident pierce1.ogg
|sound2=Trident pierce2.ogg
|sound3=Trident pierce3.ogg
|source=player
|description=When a trident hits a mob
|id=item.trident.hit
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Trident ground impact1.ogg
|sound2=Trident ground impact2.ogg
|sound3=Trident ground impact3.ogg
|sound4=Trident ground impact4.ogg
|source=player
|description=When a trident hits the ground
|id=item.trident.hit_ground
|volume=0.9
|pitch=1.0}}
{{Sound table
|sound=Trident throw1.ogg
|sound2=Trident throw2.ogg
|source=player
|description=When a player throws a trident
|id=item.trident.throw
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Trident thunder1.ogg
|sound2=Trident thunder2.ogg
|source=player
|description=When a trident with Channeling strikes a mob<ref group="sound">{{Bug|MCPE-43402}}</ref><wbr><ref group=sound>{{bug|MCPE-173931||Tridents don't make channeling sounds when striking a lightning rod}}</ref><wbr>{{Upcoming|BE 1.20.30}}
|id=item.trident.thunder
|volume=1.0<wbr>{{Until|BE 1.20.30}}<br>1000.0<wbr>{{Upcoming|BE 1.20.30}}
|pitch=1.0}}
{{Sound table
|sound=Riptide I.ogg
|source=player
|description=When a Riptide I trident is used
|id=item.trident.riptide_1
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Riptide II.ogg
|source=player
|description=When a Riptide II trident is used
|id=item.trident.riptide_2
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Riptide III.ogg
|source=player
|description=When a Riptide III trident is used
|id=item.trident.riptide_3
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Trident return1.ogg
|sound2=Trident return2.ogg
|sound3=Trident return3.ogg
|source=player
|description=When a trident starts returning <ref group=sound>The first sound is only played {{frac|1|9}} of the time, while the others are played {{frac|4|9}} of the time</ref>
|id=item.trident.return
|volume=8.0
|pitch=''varies'' <ref group=sound>1.0 for <code>return1</code>, 1.0/0.8/1.2/1.2 for <code>return2</code>, and 1.0/0.8/0.8/1.2 for <code>return3</code></ref>}}
{{Sound table
|sound=Trident throw1.ogg
|sound2=Trident throw2.ogg
|source=hostile
|description=When a drowned shoots a trident<ref group="sound">{{Bug|MCPE-53297}}</ref><wbr>{{Upcoming|BE 1.20.30}}
|id=mob.drowned.shoot
|volume=1.0
|pitch=0.8-1.2
|foot=1}}
==Data values==
===ID===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Trident
|spritetype=item
|nameid=trident
|form=item
|foot=1}}
{{ID table
|edition=java
|showentitytags=y
|generatetranslationkeys=y
|displayname=Trident
|spritetype=entity
|nameid=trident
|entitytags=impact_projectiles
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Trident
|spritetype=item
|nameid=trident
|id=546
|form=item
|foot=1}}
{{ID table
|edition=bedrock
|shownumericids=y
|generatetranslationkeys=y
|displayname=Trident
|spritetype=entity
|nameid=thrown_trident
|id=73
|foot=1}}
===Entity data ===
Tridents 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]].
==Achievements==
{{load achievements|Do a Barrel Roll!;Bullseye}}
==Advancements==
{{load advancements|A Throwaway Joke;Very Very Frightening;Not Today;Sniper Duel;Bullseye}}
==History==
{{History|java}}
{{History||November 18, 2017|link={{YouTubeLink|mAapz_nIC_Y}}|A trident was shown killing a [[zombie]] in a clip presented at [[MineCon Earth]].}}
{{History||1.13|snap=18w07a|[[File:Trident.png|60px]] {{InvSprite|Trident Revision 1}} Added tridents, which are currently unobtainable in [[Survival]].}}
{{History|||snap=18w10a|[[File:Trident (item).png|32px]] Tridents now have a new texture in the [[inventory]].}}
{{History|||snap=18w11a|Added [[drowned]] mobs, which can spawn with a trident, allowing tridents to now become obtainable in [[Survival]].}}
{{History|||snap=18w14a|If the [[player]] is not in [[water]] and it is not [[rain]]ing, the player can no longer throw tridents [[enchantment|enchanted]] with [[Riptide]], but they can still deal melee [[damage]].}}
{{History|||snap=18w20a|Like with swords, tridents no longer can break blocks when held in [[Creative]] mode.<ref>{{bug|MC-126300}}</ref>}}
{{History||1.14|snap=18w43a|Thrown tridents can now break [[chorus flower]]s.}}
{{History||1.15|snap=19w39a|[[File:Enchanted Trident.png|60px]] [[File:Enchanted Trident (item).gif|32px]] Tridents that are [[enchanting|enchanted]] now have a glint.
|Trident items use a 3D model again. When dropped, it rotates off center<ref>{{bug|MC-161886}}</ref> (like with beds at the time and shields currently).}}
{{History|||snap=19w42a|Trident items now use the 2D sprite again.<ref>{{bug|MC-161872}}</ref>}}
{{History||1.17|snap=20w48a|Thrown tridents can now break [[pointed dripstone]].}}
{{History|upcoming java}}
{{History||Villager Trade Rebalance<br>(Experimental)|link=Java Edition 1.20.2|snap=23w31a|Trident-exclusive enchantments are no longer obtainable from villager [[trading]].}}
{{History||Combat Tests|snap=1.14.3 - Combat Test|The attack speed of tridents has been increased to 2.
|The base [[damage]] of tridents has been decreased from {{hp|9}} to {{hp|7}}.
|The attack reach of tridents has been increased to 4 [[block]]s.}}
{{History|||snap=Combat Test 2|The damage of tridents has been increased to {{hp|8}}.}}
{{History|||snap=Combat Test 4|Tridents can now be shot from [[dispenser]]s.
|Tridents with [[Loyalty]] that fall into the [[void]] now return to their owner upon breaking in the void.
|Tridents with [[Impaling]] now deal [[enchanting|enchantment]] damage to all [[mob]]s that are in [[water]] or [[rain]].}}
{{History|||snap=Combat Test 5|The damage of tridents has been decreased to {{hp|7}} again.}}
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.13.8|[[File:Trident.png|60px]] [[File:Trident (item).png|32px]] Added tridents.
|Tridents are currently a part of [[Experimental Gameplay]].}}
{{History|||snap=beta 1.2.14.2|Tridents have been fully implemented.}}
{{History|||snap=beta 1.2.20.1|A new animation has been added for tridents with [[Riptide]] when they are thrown.}}
{{History||1.5.0|snap=beta 1.5.0.0|Tridents can now be [[enchantment|enchanted]] with [[Mending]] and [[Unbreaking]].}}
{{History|||snap=beta 1.5.0.7|Tridents no longer break [[block]]s in [[Creative]] mode.}}
{{History||1.10.0|snap=beta 1.10.0.3|Thrown tridents can now break [[chorus flower]]s.}}
{{History||1.16.0|snap=beta 1.15.0.51|Drowned can no longer have a trident when converted.|Drowned that are not holding a trident are no longer able to drop one.}}
{{History||1.16.220|snap=beta 1.16.220.50|Tridents are now able to break pointed dripstone.}}
{{History|||snap=beta 1.16.220.51|Drowned now hold their tridents correctly when targeting a player.}}
{{History|console}}
{{History||xbox=TU69|ps=1.76|wiiu=Patch 38|[[File:Trident.png|60px]] [[File:Trident (item).png|32px]] Added tridents.}}
{{History|education}}
{{History||1.4.0|[[File:Trident.png|60px]] [[File:Trident (item).png|32px]] Added tridents.}}
{{History|foot}}
==Issues==
{{issue list}}
==Trivia==
* If a player throws a Loyalty-enchanted trident and the player's inventory subsequently fills, the trident hovers around or through the player's skin until an inventory slot opens, which it fills immediately. Multiple tridents can be 'queued' to re-enter the player's inventory in this manner.
*{{IN|java}} in Creative mode, sword enchantments can be applied to tridents. This includes Sharpness, Fire Aspect, and Looting. Sharpness, Smite, and Bane of Arthropods increases their damage against their specific mobs, as well.{{more info needed|Does the damage also increase when the trident is thrown?}}
*Thrown tridents pass through [[Nether Portal (block)|nether portal block]]s without being transported to [[the Nether]] or the [[Overworld]].
*Using a trident enchanted with Riptide while riding an entity cancels the charge and does nothing.
==Gallery==
<gallery>
TridentMineconEarth.jpg|Tridents are shown in a clip of Minecon Earth 2017.
Returning trident.jpg|A trident [[enchantment|enchanted]] with [[Loyalty]] returning to the [[player]].
Riptide Trident.png|A player "flying" high in the [[air]] after throwing a trident enchanted with [[Riptide]] III vertically upward.
Trident in ground.png|A trident stuck in [[sand]].
Two-hand drowned.png|A drowned holding a trident and a [[nautilus shell]].
Enchanted Trident (item).gif|An enchanted trident.
Alex with Trident.png|An official T-Shirt design of [[Alex]] with a trident.
Acid Drowned.png|"Acid Drowned," an officially licensed T-Shirt featuring a [[drowned]] with a trident.
ArgoMajor Trident.jpg|First image of a trident in ''Bedrock Edition''.
</gallery>
==References==
{{reflist}}
==External Links==
*[https://www.minecraft.net/en-us/article/taking-inventory--trident Taking Inventory: Trident] – Minecraft.net on January 30, 2020
{{Items}}
{{Entities}}
[[Category:Combat]]
[[de:Dreizack]]
[[es:Tridente]]
[[fr:Trident]]
[[ja:トライデント]]
[[ko:삼지창]]
[[pl:Trójząb]]
[[pt:Tridente]]
[[ru:Трезубец]]
[[th:ตรีศูล]]
[[zh:三叉戟]]</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.[5] | ||||
| 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,[6] 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,[7] though it is hidden behind an encrypted .zip file disguised as a .png image, which he clarifies in later tweets.[8][9][10] This .zip file contains custom recipe JSON files. | |||||
| He posts another encrypted .zip file soon afterwards, containing a few more recipes.[11] | |||||
| 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."[12] | |||||
| All of the UI is data-driven, including positioning and layout, with no hardcoded data or positions.[13] | |||||
| 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 will 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 will 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 will 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 will 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 will 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?" will now include the Resistance status effect, and will now reward 1000 experience. | ||||
| Advancement "Balanced Diet" will now include 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 will 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. | ||||
1.13{{Extension DPL}}<ul><li>[[Eye of Ender|Eye of Ender]]<br/>{{redirect|Ender Eye|the boss|Ender Dragon}}
{{ItemEntity
|image=Eye of Ender.png
|stackable=Yes (64)
|renewable=Yes
|size=Height: 0.25 Blocks<br>Width: 0.25 Blocks
|networkid='''[[JE]]''': 72
}}
An '''eye of ender''' is a craftable item used to locate [[stronghold]]s and activate the [[end portal]]s within them.
== Obtaining ==
=== Crafting ===
{{Crafting
|Blaze Powder
|Ender Pearl
|Output=Eye of Ender
|type=Miscellaneous
}}
== Usage ==
=== Locating strongholds ===
[[File:Eye of Ender (break).gif|thumb|right|An animation of an eye of ender shattering.]]
To locate [[stronghold]]s (and the [[end portal]]s they house):
* Pressing {{control|use}} while holding an eye of ender causes it to fly approximately 12 blocks in the direction of the nearest stronghold, traveling through any blocks necessary, and leave a trail of purple particles, the same particle effect used for [[endermen]] and [[ender chests]].
** The eye leads to the [[chunk]] where a spiral staircase, the first room generated in the stronghold, is located.
** The center of this entrance staircase is always exactly at the chunk coordinates 4, ~, 4, although the eye of ender leads to chunk coordinates 0, ~, 0 (the northwest corner of the chunk).
* While over 12 blocks away from the northwest corner of the staircase chunk, the eye will travel upward to offer an easily-visible indication of the horizontal direction the player must travel.
* When closer than 12 blocks to the northwest corner of the staircase chunk, the eye will travel downward, to indicate the player is above a stronghold and must mine downward.
* After two or three seconds of travel, the eye floats in the air briefly, then either falls (becoming collectable again) or shatters in mid-air. The eye has a 20% chance of shattering (80% chance of surviving) per throw, therefore throwing it three times has approximately 50% overall chance to shatter the eye (0.8<sup>3</sup>=51.2%).
* The eye of ender's flying function works only in the [[Overworld]]. It does nothing in [[the Nether]], [[the End]], [[custom dimension]]s{{verify|type=current}}, or in worlds with no strongholds.
Note that the eyes may point to an incorrect location if the target chunks were generated with a different biomes map in an older version or through different generation settings.<ref>See also {{bug|MC-135996}}</ref>
=== Activating end portals ===
[[File:Active End Portal.png|thumb|right|An end portal activated with eyes of ender.]]
Once an end portal is found, the eyes of ender are required to activate it. End portals require a total of 12 eyes of ender in order to activate, though each individual frame-block has a 10% chance of containing an eye of ender when generated. Eyes can be placed in empty [[End portal frame]]s by pressing {{control|use}} on them until the entire ring of 12 is filled, thereby activating the portal. Due to the fact that there is a 10% chance of each individual end portal frame having an eye in it, there is a one out of one trillion chance of every frame having an eye in it thereby activating the portal even if the player doesn't have any eyes of ender.
{| class="wikitable sortable mw-collapsible"
|+End Portal Pre-Filled Eyes
!Eyes
!0
!1
!2
!3
!4
!5-12
|-
|Exactly
|28%
|38%
|23%
|9%
|2%
|<1%
|-
|Or More
|100%
|72%
|34%
|11%
|3%
|<1%
|}
=== Crafting ingredient ===
{{crafting usage}}
== Sounds ==
{{Edition|Java}}:<br>
Eyes of ender use the Friendly Creatures sound category for entity-dependent sound events.
{{Sound table
|sound=Ender Eye death1.ogg
|sound2=Ender Eye death2.ogg
|subtitle=Eye of Ender falls <ref group=sound name=LousyEvents>{{Bug|MC-98316||Wrong subtitles caused by missing distinction}}</ref>
|source=neutral
|description=When an eye of ender drops or breaks
|id=entity.ender_eye.death|idnote=<ref group=sound name=LousyEvents/>
|translationkey=subtitles.entity.ender_eye.death|translationkeynote=<ref group=sound name=LousyEvents/>
|volume=1.3
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Ender Eye launch1.ogg
|sound2=Ender Eye launch2.ogg
|subtitle=Eye of Ender shoots
|source=neutral
|description=When an eye of ender is thrown
|id=entity.ender_eye.launch
|translationkey=subtitles.entity.ender_eye.launch
|volume=0.5
|pitch={{frac|1|3}}-0.5
|distance=16}}
{{Sound table
|sound=End portal eye place1.ogg
|sound2=End portal eye place2.ogg
|sound3=End portal eye place3.ogg
|subtitle=Eye of Ender attaches
|source=block
|description=When an eye of ender is placed in an end portal frame
|id=block.end_portal_frame.fill
|translationkey=subtitles.block.end_portal_frame.fill
|volume=1.0
|pitch=1.0
|distance=16
|foot=1}}
{{Edition|Bedrock}}:
{{Sound table
|type=bedrock
|sound=Item Frame break1.ogg
|sound2=Item Frame break2.ogg
|sound3=Item Frame break3.ogg
|source=block
|description=When an eye of ender breaks <ref group=sound>{{Bug|MCPE-115646}}</ref>
|id=block.itemframe.break}}
{{Sound table
|sound=Bow shoot.ogg
|source=player
|description=When an eye of ender is thrown
|id=random.bow
|volume=0.5
|pitch=0.33-0.5}}
{{Sound table
|sound=End portal eye place1.ogg
|sound2=End portal eye place2.ogg
|sound3=End portal eye place3.ogg
|source=block
|description=When an eye of ender is placed in an end portal frame
|id=block.end_portal_frame.fill
|volume=0.3
|pitch=0.9/1.0/1.1
|foot=1}}
==Data values==
===ID===
{{edition|java}}:
{{ID table
|edition=java
|firstcolumnname=Item
|showforms=y
|generatetranslationkeys=y
|displayname=Eye of Ender
|spritetype=item
|nameid=ender_eye
|form=item
|foot=1}}
{{ID table
|edition=java
|firstcolumnname=Entity
|generatetranslationkeys=y
|displayname=Eye of Ender
|spritetype=entity
|nameid=eye_of_ender
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|firstcolumnname=Item
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Eye of Ender
|spritetype=item
|nameid=ender_eye
|id=433
|form=item
|foot=1}}
{{ID table
|edition=bedrock
|firstcolumnname=Entity
|shownumericids=y
|generatetranslationkeys=y
|displayname=Eye of Ender
|spritetype=entity
|nameid=eye_of_ender_signal
|id=70
|foot=1}}
===Entity data===
The purple particles left by eyes of ender have entity data that define various properties of the entity.
{{el|java}}:
{{main|Entity format}}
{{/ED}}
{{el|bedrock}}:
:See [[Bedrock Edition level format/Entity format]].
==Advancements==
{{load advancements|Eye Spy}}
==Video ==
{{Video note|This video does not mention that eyes of ender can be used to craft [[ender chest]]s or [[end crystal]]s.}}
<div style="text-align:center">{{yt|E0AhoxYLomc}}</div>
==History==
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease 3|[[File:Eye of Ender JE1 BE1.png|32px]] Added eyes of ender.
|Eyes of ender can be used on a [[end portal frame|portal block]] to repair them, but repairing them does nothing.}}
{{History|||snap=Beta 1.9 Prerelease 4|Each eye can now be placed in a [[end portal frame|portal block]] or used to hone in on a [[stronghold]]. [[Jens Bergensten|Jeb]] demonstrated the new uses for an eye in his livestream.<ref>http://www.twitch.tv/jebox/b/297000418</ref> An [[end portal]] within a stronghold could be seen in the stream with two eyes inserted into blocks.
|In older worlds with chunks generated before [[Java Edition Beta 1.9 Prerelease 3|Beta 1.9 Prerelease 3]], the eyes may mislead the [[player]] to a place where there isn't a [[stronghold]] at all. This happens because the eyes lead to where a stronghold should be based on the world seed in the current version, but before Beta 1.9 Prerelease 3 strongholds generated differently based on the seed. Therefore, if the player saved the coordinates the eye traveled to in an old world and generated a new world with the same seed, the player could travel to those same coordinates and find a stronghold.}}
{{History|||snap=Beta 1.9 Prerelease 6|Eyes of ender no longer render like a tool in third person.}}
{{History|||snap=RC1|The throwing sound of eyes of ender has been changed.}}
{{History||1.3.1|snap=12w21a|Eyes of ender can now be used to craft [[ender chest]]s.
|Priest [[villager]]s would [[trading|buy]] 2–3 eyes of ender for one [[emerald]].}}
{{History|||snap=12w22a|Priest villagers no longer buy eyes of ender, instead selling them for 7–10 emeralds.}}
{{History||1.6.4|snap=1.6.3-pre|Eyes of ender now lead to [[stronghold]]s based on the structure data saved in the world file instead of calculating their approximate location via the [[seed (level generation)|world seed]]. Therefore, strongholds generated in old versions can still be found even if the distribution of strongholds is changed.}}
{{History||1.7.2|snap=13w41a|Eyes of Ender now lead to the entrance of a stronghold instead of the portal room.}}
{{History||1.8|snap=14w02a|With changes that have been made to villagers and the [[trading]] system, cleric villagers now sell eyes of ender for 7–11 [[emerald]]s, as one of their tier III trades.}}
{{History||1.9|snap=15w41a|Eyes of ender are no longer [[trading|sold]] by cleric [[villager]]s.}}
{{History|||snap=15w44b|An eye of ender is now used to craft an [[end crystal]].}}
{{History|||snap=pre3|Eyes of ender now point to the 125 new strongholds.<ref>{{bug|MC-91173}} resolved as "Fixed"</ref>}}
{{History||1.11|snap=16w32a|The [[entity]] ID has been changed from <code>EyeOfEnderSignal</code> to <code>eye_of_ender_signal</code>.}}
{{History||1.12|snap=17w17a|A new ''pop'' [[sound]] has been added when a thrown eye of ender bursts.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 381.}}
{{History|||snap=pre5|The [[entity]] ID has been changed to <code>eye_of_ender</code>.}}
{{History||1.14|snap=18w43a|[[File:Eye of Ender JE2 BE2.png|32px]] The texture of eyes of ender has been changed.}}
{{History||1.19|snap=22w11a|Eyes of Ender now lead to the corner of the chunk (0, ~, 0) instead of the center (8-9, ~, 8-9).<ref>{{bug|MC-253394}}</ref>}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|[[File:Eye of Ender JE1 BE1.png|32px]] Added eyes of ender.}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Eye of Ender JE2 BE2.png|32px]] The texture of eyes of ender has been changed.}}
{{History||1.16.0|snap=beta 1.15.0.51|The [[particles]] of eyes of ender have been changed to match {{el|je}}.}}
{{History|console}}
{{History||xbox=TU7|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Eye of Ender JE1 BE1.png|32px]] Added eyes of ender.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Eye of Ender JE2 BE2.png|32px]] The texture of eyes of ender has been changed.}}
{{History|new 3ds}}
{{History||1.7.10|[[File:Eye of Ender JE1 BE1.png|32px]] Added eyes of ender.}}
{{History|foot}}
=== Historical images ===
<gallery>
File:Held_Eye_of_Ender.png|The eye of ender used to appear large in third-person view.
</gallery>
==Issues==
{{issue list}}
==Trivia ==
*When thrown in third-person view, the eyes of ender fly out from the player's feet instead of their hand.
*Before [[Java Edition 1.9]], eyes of ender can be purchased from cleric villagers, which means players can find a [[stronghold]] and go to [[the End]] without accessing [[the Nether]] at all.
*{{IN|bedrock}} if the player travels beyond a certain radius (roughly 740,000 blocks), eyes of ender always point to a stronghold near spawn, even though strongholds continue to generate past this limit. If one travels to this limit, they can see eyes of ender suddenly switching direction. A similar phenomenon occurs with the {{cmd|locate}} command.
==Gallery==
===Screenshots===
<gallery>
Stronghold Portal Room.png|An end portal frame containing a few eyes of ender.
EnderChestexample.png|An [[ender chest]] depicting an eye of ender on the front.
</gallery>
===In other media===
<gallery>
File:Eye of Ender JINX.jpg|Official T-shirt artwork "Eye of Ender" sold by JINX.
File:Happy Halloween Eye.jpg|A Halloween T-Shirt design featuring an eye of ender.
</gallery>
==External links==
*[http://www.strongholdfinder.com/ A super-easy stronghold triangulation tool]
*[http://jsfiddle.net/42EDX/40/ JSFiddle Eye of Ender triangulator - can guess the location of other 2 strongholds in the first ring]
*[https://ens-gijs.github.io/minecraft-stronghold-locator/ Minecraft Stronghold Locator Eye of Ender throw plotting visualizer - zoomable to show all possible stronghold rings]
*[https://github.com/winny-/stronghold Python Eye of Ender throw plotting tool]
*[http://www.purplefrog.com/~thoth/MinecraftStronghold/stronghold.html HTML Eye of Ender throw plotting visualizer (not updated after 1.9 stronghold placement changes)]
*[http://chunkbase.com/apps/stronghold-finder Chunk Base Stronghold Finder (seed-based)]
*[https://github.com/toolbox4minecraft/amidst/releases Amidst - File-based world visualizer]
*[http://minecraft.tournier.org/StrongholdLocator/ Find strongholds by analyzing stronghold.dat file]
== References==
{{reflist}}
{{Items}}
{{entities}}
[[cs:Endové oko]]
[[de:Enderauge]]
[[es:Ojo de ender]]
[[fr:Œil de l'Ender]]
[[hu:Végzet szeme]]
[[ja:エンダーアイ]]
[[ko:엔더의 눈]]
[[nl:Enderoog]]
[[pl:Oko Endera]]
[[pt:Olho de ender]]
[[ru:Око Края]]
[[th:ดวงตาแห่งเอนเดอร์]]
[[uk:Око Краю]]
[[zh:末影之眼]]</li><li>[[Tropical Fish (item)|Tropical Fish (item)]]<br/>{{Item
| title = Tropical Fish
| image = Tropical Fish.png
| renewable = Yes
| heals = {{hunger|1}}
| stackable = Yes (64)
}}
'''Tropical fish''' is a [[food]] item that cannot be cooked.
== Obtaining ==
=== Fishing ===
Tropical fish can be obtained from [[fishing]]. The wait time of one being caught is decreased with the [[Lure]] enchantment and the chance of one being caught is slightly decreased with the [[Luck of the Sea]] enchantment (named as such because it increases treasure, not fish).
Tropical fish cannot be caught when fishing in [[jungle]] biome and variants.{{only|bedrock}}
<!--1-6 exp-->
=== Mob drops ===
[[Guardian]]s and [[elder guardian]]s have a 2.5% chance of dropping a random fish upon death. This has a 2% chance of being tropical fish. The chance of getting the fish drop can be increased by 1% per level of [[Looting]], but the type of fish is not affected.
[[Tropical fish]] always drop 1 tropical fish in its item form when killed. This drop is not affected by Looting.<ref>{{bug|MC-212795||Salmon & Fish mobs are not affected by Looting}}</ref>
== Usage ==
=== Food ===
Tropical fish restores {{hunger|1}} [[hunger]] and 0.2 [[Hunger#Mechanics|saturation]].
=== Trading ===
Expert-level fisherman [[villager]]s have a {{frac|1|7}} chance to buy a single tropical fish for one [[emerald]].{{only|bedrock}}
Expert-level fisherman villagers always offer to buy 6 tropical fish for an emerald.{{only|java}}
=== Wolves ===
{{IN|Bedrock}}, tropical fish can be used to feed [[wolves]], healing them by {{hp|1|mob=1}}. However, unlike other wolf food, tropical fish cannot be used to breed or speed up the growth of baby wolves. Tropical fish can be fed only to a wolf that is not at full health.
==Sounds==
{{Sound table/Entity/Food}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showitemtags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Tropical Fish
|spritetype=item
|nameid=tropical_fish
|itemtags=fishes, axolotl_tempt_items
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showaliasids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Tropical Fish
|spritetype=item
|nameid=tropical_fish
|aliasid=clownfish
|id=266
|form=item
|translationkey=tile.clownfish.name
|foot=1}}
== Achievements ==
{{load achievements|Lion Hunter}}
== Advancements ==
{{load advancements|Husbandry;A Balanced Diet;Fishy Business}}
== History ==
{{History|java}}
{{History||1.7.2|snap=13w36a|[[File:Tropical Fish JE1 BE1.png|32px]] Added clownfish.}}
{{History||1.8|snap=14w25a|Clownfish are now obtainable as a rare [[drops|drop]] from [[guardian]]s and [[elder guardians]].}}
{{History||1.13|snap=17w47a|The different data values for the <code>fish</code> ID have been split up into their own IDs.
|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 349.}}
{{History|||snap=18w08b|[[Tropical fish]] have been added as [[mob]]s, which [[drops|drop]] clownfish as their [[item]] form when killed.
|[[File:Tropical Fish JE2 BE2.png|32px]] The texture of clownfish has been changed.}}
{{History|||snap=18w19a|"Clownfish" has been renamed to "Tropical Fish".}}
{{History|||snap=pre5|The [[item]] ID has now been changed to <code>tropical_fish</code>.}}
{{History||1.14|snap=19w11a|Fisherman [[villager]]s now [[trading|buy]] tropical fish.}}
{{History||1.17|snap=20w51a|Tropical fish can be used to [[breeding|breed]] the new [[axolotl]]s.
|Tropical fish can be used to make axolotls attack drowned and guardians.}}
{{History|||snap=21w20a|Axolotls can no longer be bred using tropical fish, but instead can only be bred with [[Bucket of aquatic mob|buckets of tropical fish]].}}
{{History|pocket alpha}}
{{History||v0.11.0|snap=build 1|[[File:Tropical Fish JE1 BE1.png|32px]] Added clownfish.}}
{{History||v0.12.1|snap=build 1|Clownfish now restore [[hunger]] instead of [[health]].}}
{{History||v0.16.0|snap=build 1|Clownfish can now be [[drops|dropped]] by [[guardian]]s and [[elder guardian]]s.}}
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.14.2|"Clownfish" has been renamed to "Tropical Fish".
|[[Tropical fish]] have been added as [[mob]]s, which [[drops|drop]] tropical fish as their [[item]] form when killed.
|[[File:Tropical Fish JE2 BE2.png|32px]] The texture of tropical fish has been changed.}}
{{History||1.8.0|snap=beta 1.8.0.8|Tropical fish can now be used to fed [[ocelot]] to gain their trust.}}
{{History||1.11.0|snap=beta 1.11.0.4|Tropical fish can now be [[trading|sold]] to fisherman [[villager]]s.}}
{{History|console}}
{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|switch=1.0.1|[[File:Tropical Fish JE1 BE1.png|32px]] Added clownfish.}}
{{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|"Clownfish" has been renamed to "Tropical Fish".
|[[File:Tropical Fish JE2 BE2.png|32px]] The texture of tropical fish has been changed.}}
{{History|new 3ds}}
{{History||0.1.0|[[File:Tropical Fish JE1 BE1.png|32px]] Added clownfish.}}
{{History|foot}}
== Issues ==
{{issue list}}
== See also ==
* [[Fishing]]
== References ==
{{reflist}}
{{items}}
[[de:Tropenfisch (Nahrung)]]
[[es:Pez tropical (objeto)]]
[[ja:熱帯魚 (アイテム)]]
[[ko:열대어 (아이템)]]
[[it:Pesce tropicale (oggetto)]]
[[ru:Тропическая_рыба_(предмет)]]
[[zh:热带鱼(物品)]]
[[Category:Renewable resources]]
[[Category:Food]]</li></ul> | 17w43a | Custom Advancements have been moved into data packs. | |||
| 17w45a | Added an advancement selector argument to test for obtained advancements. | ||||
| 18w14a | Added new advancements: "Fishy Business", "Tactical Fishing", "A Throwaway Joke" and "Very, Very Frightening". | ||||
| 18w14b | Advancements "A Furious Cocktail" and "How Did We Get Here?" will now include the Slow Falling status effect. | ||||
| 18w19a | Advancement "How Did We Get Here?" will now include the Conduit Power status effect. | ||||
| 18w22a | Advancement "Sniper Duel" description changed to not mention it has to be with an arrow (as it can be achieved with a Trident too). | ||||
| pre6 | Added a nbt field to the advancement icon section. | ||||
| pre7 | Normal and goal advancements will now have green descriptions, and challenge advancements have purple descriptions. | ||||
| Upcoming Java Edition | |||||
1.14{{Extension DPL}}<ul><li>[[Beetroot Seeds|Beetroot Seeds]]<br/>{{Block
| group = Age 0
| 1-1 = Beetroots Age 0.png
| 1-2 = Beetroots Age 0 BE.png
| group2 = Age 1
| 2-1 = Beetroots Age 1.png
| 2-2 = Beetroots Age 1 BE.png
| group3 = Age 2
| 3-1 = Beetroots Age 2.png
| 3-2 = Beetroots Age 2 BE.png
| group4 = Age 3
| 4-1 = Beetroots Age 3.png
| 4-2 = Beetroots Age 3 BE.png
|image=Beetroot Seeds JE2 BE2.png
|transparent=Yes
|light=No
|tool=Any
|renewable=Yes
|stackable=Yes (64)
|flammable=No
|lavasusceptible=No
}}
'''Beetroot seeds''' are items that can be used to plant beetroot crops.
'''Beetroot crops''' are planted in [[farmland]] and used to grow [[beetroot]] and beetroot seeds.
== Obtaining ==
=== Natural generation ===
[[Village]] farm plots have a chance of being beetroots. The exact chance depends on the style of the village:
{| class="wikitable"
! Village style !! Chance
|-
| {{EnvSprite|desert-village}} Desert || 20%
|-
| {{EnvSprite|plains-village}} Plains || 5%
|}
=== Breaking ===
Harvesting fully-grown beetroot yields from 1 to 4 seeds per crop harvested ({{frac|2|5|7}} seeds per crop harvested on average). The [[Fortune]] enchantment can be used to improve the drop rate.
=== Chest loot ===
{{LootChestItem|beetroot-seeds}}
=== Trading ===
Beetroot seeds are sold by [[wandering trader]]s for one [[emerald]].
== Usage ==
=== Farming ===
Beetroot seeds can be placed on [[farmland]]. After being placed, it goes through four stages of growth. When fully grown it can be broken to produce beetroot seeds and beetroots.
<!-- Java Edition only? -->While beetroot crops have only four growth stages compared to eight for [[wheat]], [[carrot]]s, and [[potato]]es, each growth tick has a {{frac|1|3}} chance of not advancing the growth stage and therefore beetroot grows slightly faster than other crops.
Crops grow faster if the farmland they are planted in is [[Farmland#Hydration|hydrated]]. One application of [[bonemeal]] has a 75% chance of advancing growth by one stage. This is less effective than for other crops: an average of {{frac|5|1|3}} are needed to fully grow beetroot compared to {{frac|2|2|7}} for other crops.
=== Breeding ===
Like other [[seeds]], beetroot seeds can be used to [[breed]] [[chicken]]s, lead chickens around, and make baby chickens grow up faster by 10% of the remaining time.
=== Taming ===
Like other seeds, beetroot seeds can be used to tame [[parrot]]s.
=== Composting ===
Placing beetroot seeds into a [[composter]] has a 30% chance of raising the compost level by 1.
=== Trading ===
[[Wandering trader]]s may offer to sell beetroot seeds for one emerald.
== Sounds ==
{{Edition|Java}}:
{{Sound table/Block/Crop/JE}}
{{Edition|Bedrock}}:
{{Sound table/Block/Wood/BE}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showblocktags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Beetroots
|spritetype=block
|nameid=beetroots
|blocktags=bee_growables, crops
|form=block}}
{{ID table
|displayname=Beetroot Seeds
|spritetype=item
|nameid=beetroot_seeds
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|generatetranslationkeys=y
|displayname=Beetroots
|spritetype=block
|nameid=beetroot
|id=244
|form=block
|itemform=item.beetroot}}
{{ID table
|displayname=Beetroot Seeds
|spritetype=item
|nameid=beetroot_seeds
|id=295
|form=item
|foot=1}}
=== Block states ===
{{see also|Block states}}
{{/BS}}
== Advancements ==
{{load advancements|A Seedy Place}}
== History ==
{{History|java}}
{{History||1.9|snap=15w31a|[[File:Beetroot Seeds JE1 BE1.png|32px]] Added beetroot seeds.
|[[File:Beetroots Age 0 JE1.png|32px]] [[File:Beetroots Age 1 JE1.png|32px]] [[File:Beetroots Age 2 JE1.png|32px]] [[File:Beetroots Age 3 JE1.png|32px]] Added beetroot crops.
|Beetroot seeds can be found in [[end city]] [[chest]]s.
|Beetroot plants naturally generate in [[village]] farms.
|[[Villager]]s are able to harvest beetroot crops, but they are not yet able to pick up the seeds and plant them.}}
{{History|||snap=15w38a|The [[drop]] chances have been greatly improved from the average {{frac|4|5}} per beetroot crop harvested to 2.
|Villagers are now able to pick up and plant beetroot seeds.}}
{{History|||snap=15w44a|Beetroots now generate in [[dungeon]] and [[mineshaft]] chests.}}
{{History||1.11|snap=16w39a|Beetroot seeds are now found in the new [[woodland mansion]] chests.}}
{{History||1.12|snap=17w18b|Placing a beetroot seeds in farmland now gives the player the "A Seedy Place" [[advancement]].{{verify}}}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this item's numeral ID was 458 and block's numeral ID was 244.}}
{{History||1.14|snap=18w43a|[[File:Beetroot Seeds JE2 BE2.png|32px]] The texture of beetroot seeds has been changed.
|[[File:Beetroots Age 0 JE2.png|32px]] [[File:Beetroots Age 1 JE2.png|32px]] [[File:Beetroots Age 2 JE2.png|32px]] [[File:Beetroots Age 3 JE2.png|32px]] The textures of beetroot crops have been changed.}}
{{History|||snap=18w49a|Beetroot seeds can now be found in chests in [[snowy tundra]] village houses.}}
{{History|||snap=19w03a|Placing beetroot seeds into the new [[composter]] has a 10% chance of raising the compost level by 1.}}
{{History|||snap=19w05a|Beetroot seeds now have a 30% chance of increasing the compost level in a composter.
|Added [[Wandering Trader|wandering trader]]s, which sell beetroot seeds.}}
{{History||1.15|snap=19w34a|[[Bee]]s can now pollinate beetroot crops.}}
{{History||1.17|snap=21w13a|[[File:Beetroots Age 0 JE3.png|32px]] [[File:Beetroots Age 1 JE3.png|32px]] [[File:Beetroots Age 2 JE3.png|32px]] [[File:Beetroots Age 3 JE3.png|32px]] The "crop" template model has changed such that pixels appear in the same physical positions on opposite sides of texture planes, changing the beetroot crop's appearance in the process.<ref>{{bug|MC-199242|||Fixed}}</ref>}}
{{History||1.18|snap=Pre-release 5|[[File:Beetroot Seeds JE3.png|32px]] The texture of beetroot seeds has been changed.}}
{{History||1.20|snap=23w12a|Beetroot seeds can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}
{{History|||snap=23w16a|Beetroot seeds no longer generates in [[suspicious sand]] in [[trail ruins]].|Due to the split of the archaeological loot tables for the suspicious gravel within the [[trail ruins]]; beetroot seeds now are in the common loot.}}
{{History|pocket alpha}}
{{History||November 14, 2013|link=https://twitter.com/jbernhardsson/status/400902957782147072|[[Johan Bernhardsson]] previewed an image of beetroot seeds.}}
{{History||v0.8.0|snap=build 2|[[File:Beetroot Seeds JE1 BE1.png|32px]] Added Beetroots seeds.
|[[File:Beetroots Age 0 JE1 BE1.png|32px]] [[File:Beetroots Age 1 JE1 BE1.png|32px]] [[File:Beetroots Age 2 JE1 BE1.png|32px]] [[File:Beetroots Age 3 JE1 BE1.png|32px]]{{verify|Correct models?}} Added Beetroots crops.}}
{{History|||snap=build 3|Beetroots seeds now have a chance of dropping when tilling [[grass block]]s.}}
{{History||v0.11.0|snap=build 1|"Beetroots seeds" have been renamed to "Beetroot Seeds" and the capitalization has now also been fixed.<ref>{{bug|MCPE-7953|||Fixed}}</ref>}}
{{History||v0.12.1|snap=build 1|Beetroot seeds no longer have a chance of dropping when tilling [[grass block]]s.}}
{{History||v0.14.0|snap=build 1|Beetroot seeds can now be found in [[minecart with chest]]s inside of [[mineshaft]]s.}}
{{History||v0.16.2|Beetroot seeds can now be found in [[chest]]s inside the large house in [[ice plains]] and [[cold taiga]] [[village]]s.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Beetroot seeds can now be found in the [[chest]]s of [[dungeon]]s and [[end city|end cities]].}}
{{History||1.1.0|snap=alpha 1.1.0.0|Beetroot seeds can now be found in [[woodland mansion]] chests.}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|Beetroot seeds can now be found inside [[bonus chest]]s.
|Beetroot seeds can now be used to tame [[parrot]]s.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Beetroot Seeds JE2 BE2.png|32px]] The texture of beetroot seeds has been changed.
|[[File:Beetroots Age 0 JE2.png|32px]] [[File:Beetroots Age 1 JE2.png|32px]] [[File:Beetroots Age 2 JE2.png|32px]] [[File:Beetroots Age 3 JE2.png|32px]]{{verify|Correct models?}} The textures of beetroot crops have been changed.
|Beetroot seeds are now [[trading|sold]] by the new [[wandering trader]]s.}}
{{History||1.11.0|snap=beta 1.11.0.1|Beetroot seeds can now be used to fill the [[composter]].
|Beetroot seeds can now be found in [[snowy tundra]] [[village]] house [[chest]]s.}}
{{History||1.14.0|snap=beta 1.14.0.1|[[Bee]]s can now pollinate beetroot crops.}}
{{History||?|[[File:Beetroots Age 0 BE.png|32px]] [[File:Beetroots Age 1 BE.png|32px]] [[File:Beetroots Age 2 BE.png|32px]] [[File:Beetroots Age 3 BE.png|32px]] Potato crop planes use a mapping that results in very unnatural mirroring when viewed from certain angles, such as northwest.<ref>{{bug|MCPE-146936}}</ref>}}
{{History|console}}
{{History||xbox=TU43|xbone=CU33|ps=1.36|wiiu=Patch 13|[[File:Beetroot Seeds JE1 BE1.png|32px]] Added beetroot seeds.
|[[File:Beetroots Age 0 JE1 BE1.png|32px]] [[File:Beetroots Age 1 JE1 BE1.png|32px]] [[File:Beetroots Age 2 JE1 BE1.png|32px]] [[File:Beetroots Age 3 JE1 BE1.png|32px]]{{verify|Correct models?}} Added beetroot crops.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Beetroot Seeds JE2 BE2.png|32px]] The texture of beetroot seeds has been changed.
|[[File:Beetroots Age 0 JE2.png|32px]] [[File:Beetroots Age 1 JE2.png|32px]] [[File:Beetroots Age 2 JE2.png|32px]] [[File:Beetroots Age 3 JE2.png|32px]]{{verify|Correct models?}} The textures of beetroot crops have been changed.}}
{{History|New 3DS}}
{{History||0.1.0|[[File:Beetroot Seeds JE1 BE1.png|32px]] Added beetroot seeds.
|[[File:Beetroots Age 0 JE1 BE1.png|32px]] [[File:Beetroots Age 1 JE1 BE1.png|32px]] [[File:Beetroots Age 2 JE1 BE1.png|32px]] [[File:Beetroots Age 3 JE1 BE1.png|32px]]{{verify|Correct models?}} Added beetroot crops.}}
{{History|foot}}
== Issues ==
{{issue list}}
== Gallery ==
<gallery>
Beetrootstwitpic.png|The first image released of beetroot seeds.
Village Wheat Beetroot Farm.png|Beetroots generated in a [[village]].
File:Beetroot farm.png|A beetroot garden.
</gallery>
== References ==
<references />
{{Blocks|vegetation}}
{{Items}}
[[Category:Plants]]
[[Category:Food]]
[[Category:Generated structure blocks]]
[[Category:Non-solid blocks]]
[[cs:Semínka červené řepy]]
[[es:Semillas de remolacha]]
[[fr:Graines de betterave]]
[[it:Semi di barbabietola]]
[[ja:ビートルートの種]]
[[ko:비트 씨앗]]
[[nl:Bietenzaden]]
[[pl:Nasiona buraka]]
[[pt:Sementes de beterraba]]
[[ru:Семена свёклы]]
[[th:เมล็ดบีตรูท]]
[[zh:甜菜种子]]</li><li>[[Gold Ingot|Gold Ingot]]<br/>{{About|the item|the ore|Gold Ore|the mineral block|Block of Gold|the nugget|Gold Nugget}}
{{Item
| image = Gold Ingot.png
| renewable = Yes
| stackable = Yes (64)
}}
A '''gold ingot''' is a [[metal]] ingot used to craft various [[item]]s, and also used as currency for [[bartering]] with [[piglin]]s.
== Obtaining ==
Gold ingots are mainly obtained by smelting [[raw gold]], [[gold ore]] and [[nether gold ore]], or just mining nether gold ore, dropping gold nuggets. Gold generates more frequently in [[badlands]] biomes.
=== Crafting ===
{{Crafting
|head=1
|showname=0
|Block of Gold
|Output=Gold Ingot,9
|type=Material
}}
{{Crafting
|A1= Gold Nugget
|B1= Gold Nugget
|C1= Gold Nugget
|A2= Gold Nugget
|B2= Gold Nugget
|C2= Gold Nugget
|A3= Gold Nugget
|B3= Gold Nugget
|C3= Gold Nugget
|Output= Gold Ingot
|type= Material
|foot=1
}}
=== Smelting ===
{{see also|Gold Ore#Natural generation}}
{{Smelting
|head=1
|Gold Ore;Nether Gold Ore;Deepslate Gold Ore
|Gold Ingot
|1
}}
{{Smelting
|foot=1
|Raw Gold
|Gold Ingot
|1
}}
=== Mob loot ===
[[Zombified piglin]]s have a 2.5% ({{frac|1|40}}) chance of dropping a gold ingot if killed by a player or tamed wolf. The chance is increased by 1% per level of [[Looting]], for a maximum of 5.5% with Looting III.
=== Chest loot ===
{{LootChestItem|gold-ingot}}
== Usage ==
=== Crafting ingredient===
As a material for weapons, tools, and armor, gold is not a straight upgrade from iron (except in the case of [[Horse Armor|horse armor]]). Gold has a higher mining speed and enchantability than any other material, but attack power and durability is less.
{{crafting usage}}
=== Trading ===
Apprentice-level cleric [[Villager|villagers]] buy 3 gold ingots for an [[emerald]] as part of their trade.
=== Repairing ===
Golden [[helmet]]s, [[chestplate]]s, [[leggings]], [[boots]], [[sword]]s, [[pickaxe]]s, [[axe]]s, [[hoe]]s and [[shovel]]s can be [[item repair|repaired]] with gold ingots in an [[anvil]].
=== Bartering ===
{{main|Bartering}}
[[Piglin]]s throw the player [[Bartering#Mechanics|item(s)]] if the player throws or {{ctrl|uses}} a gold ingot on them.
=== Beacons ===
Gold ingots can be used to select powers from a [[beacon]]. The player must select one of the available powers, and then insert an ingot in the item slot.
A gold ingot can be substituted for an [[iron ingot]] or [[netherite ingot]], an [[emerald]], or a [[diamond]].
=== Smithing ingredient ===
{{Smithing
|head=1
|ingredients=Any Armor Trim +<br/>Any Armor Piece + <br/>Gold Ingot
|Any Armor Trim Smithing Template
|Netherite Chestplate
|Gold Ingot
|Gold Trim Netherite Chestplate
|showdescription=1
|description = All armor types can be used in this recipe,<br/>a netherite chestplate is shown as an example.<br/>
|tail=1
}}
;Trim color palette
The following color palettes are shown on the designs on trimmed armor:
*{{TrimPalette|gold ingot}}
*{{TrimPalette|gold ingot|darker=1}} (a darker color palette is used when a golden armor piece is trimmed using a gold ingot).
== Achievements ==
{{load achievements|Oooh, shiny!}}
== Advancements ==
{{load advancements|Oh Shiny}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showitemtags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Gold Ingot
|spritetype=item
|nameid=gold_ingot
|itemtags=beacon_payment_items, piglin_loved
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Gold Ingot
|spritetype=item
|nameid=gold_ingot
|id=306
|form=item
|foot=1}}
== History ==
{{History|java indev}}
{{History||0.31|snap=20100128|[[File:Gold Ingot JE1.png|32px]] Added gold ingots.}}
{{History|||snap=20100129|[[File:Gold Ingot JE2 BE1.png|32px]] The texture of gold ingots has been changed.
|Gold ingots can be [[smelting|smelted]] from [[gold ore]] with [[flint and steel]] and [[drops|drop]] 3-5 gold ingots.
|Gold ingots can be used to craft [[gold block]]s.
|[[Gold block]]s now require 9 gold ingots (3×3) instead of 4 (2×2) to be [[crafting|crafted]], making them much more expensive.}}
{{History|||snap=20100130|Gold ingots can now be used to craft gold [[sword]]s, [[shovel]]s, [[pickaxe]]s and [[axe]]s.}}
{{History||20100206|Gold ingots are now used to [[crafting|craft]] gold [[hoe]]s.}}
{{History||?|Smelting gold ore now drops 1 gold ingot (down from 3-5).}}
{{History||20100218|Gold ingots are now used to craft gold [[helmet]]s, [[chestplate]]s, [[leggings]] and [[boots]].}}
{{history|java alpha}}
{{History||v1.2.0|snap=<nowiki>?|slink=:Category:Information needed requiring unarchived version|Gold ingots are now used to craft [[clock]]s.}}
{{History|java beta}}
{{History||1.5|Gold ingots are now used to craft [[powered rail]]s.}}
{{History||1.8|snap=Pre-release|Gold ingots can now be found in the new [[stronghold]] storerooms and [[mineshaft]] [[chest]]s.}}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease|Gold ingots can be crafted from [[gold nuggets]], which are dropped by [[Zombified Piglin|zombie pigmen]], making gold a [[renewable resource]].}}
{{History|||snap=Beta 1.9 Prerelease 3|Gold ingots can now be found in the new [[stronghold]] altar [[chest]]s.}}
{{History|||snap=Beta 1.9 Prerelease 4|Gold ingots are now used to craft [[gold nugget]]s.}}
{{History||1.1|snap=12w01a|Gold ingots can now be found in [[village]] blacksmith chests.}}
{{History||1.2.1|snap=12w06a|Zombie pigmen now rarely drop gold ingots.}}
{{History||1.3.1|snap=12w21a|Added [[desert temple]]s, with a hidden [[chest]] room and loot containing gold ingots.
|All types of [[villager]]s now [[trading|buy]] 8–9 gold ingots for 1 [[emerald]], as a fallback trade in case no trades were generated for that villager.}}
{{History|||snap=12w22a|Added [[jungle temple]]s, which contain loot chests with gold ingots.}}
{{History||1.5|snap=13w01a|Gold ingots are now used to craft light [[weighted pressure plate]]s.}}
{{History||1.6.1|snap=13w16a|Gold ingot is now used to craft golden [[horse armor]].}}
{{History|||snap=13w18a|Gold ingot is no longer used to craft golden [[horse armor]].|Gold ingots are now found in [[nether fortress]] [[chest]]s.}}
{{History|||snap=13w23a|Gold ingots are now used to craft normal [[golden apple]]s.}}
{{History||1.8|snap=14w02a|[[Trading]] has been changed: only cleric [[villager]]s now [[trading|buy]] 8–10 gold ingots for 1 [[emerald]], as a legitimate trade.}}
{{History||1.9|snap=15w31a|Gold ingots can now be found in [[end city]] [[chest]]s.}}
{{History|||snap=15w43a|The average yield of gold ingots in [[nether fortress]] chest has been decreased.}}
{{History|||snap=15w44a|The average yield of gold ingots in [[mineshaft]] and [[desert temple]] chests has been decreased.
|Gold ingots have been added to [[dungeon]] [[chest]]s.}}
{{History||1.11|snap=16w39a|Gold ingots are now found in the new [[woodland mansion]] chests.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 266.}}
{{History|||snap=18w10a|Gold ingots now generate in [[buried treasure]] chests.}}
{{History|||snap=18w11a|Gold ingots can now be obtained as a [[drops|drop]] from [[drowned]].
|Gold ingots now generate in [[shipwreck]] chests.}}
{{History||1.14|snap=18w43a|[[File:Gold Ingot JE3.png|32px]] The texture of gold ingots has been changed.}}
{{History|||snap=18w44a|[[File:Gold Ingot JE4 BE2.png|32px]] The texture of gold ingots has been changed, once again.}}
{{History|||snap=18w50a|Gold ingots now generate in chests in [[village]] toolsmith houses and temples.}}
{{History||1.16|snap=20w06a|Gold ingots are now used to craft [[netherite ingot]]s.}}
{{History|||snap=20w07a|Gold ingots can now be used to [[bartering|barter]] with [[piglin]]s.}}
{{History|||snap=20w11a|Gold ingots can now be [[smelting|smelted]] from [[nether gold ore]].}}
{{History|||snap=20w16a|Gold ingots now generate in [[bastion remnants]] and [[ruined portal]] chests.}}
{{History||1.16.2|snap=20w30a|The average yield of gold ingots from bastion remnant chests has been slightly increased.}}
{{History||1.17|snap=21w05a|Drowneds no longer drop gold ingots, and instead drop [[copper ingot]]s.}}
{{History|||snap=21w08a|Gold ingots can now be smelted from [[deepslate gold ore]].}}
{{History|||snap=21w14a|Gold ingots can now be smelted from [[raw gold]].}}
{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Gold ingots can now be used as an armor trim material.}}
{{History|||snap=23w05a|Gold ingots can now be trimmed with gold [[armor]].}}
{{History|pocket alpha}}
{{History||v0.2.0|[[File:Gold Ingot JE2 BE1.png|32px]] Added gold ingots. They are currently unobtainable and serve no purpose.}}
{{History||v0.3.2|Gold ingots are now obtainable by [[smelting]] gold ore in a [[furnace]].
|Gold ingots can be used to craft [[blocks of gold]], gold [[pickaxe]]s, [[axe]]s, [[sword]]s and [[shovel]]s.}}
{{History||v0.4.0|Gold ingots are now used to [[crafting|craft]] gold [[hoe]]s.}}
{{History||v0.6.0|Gold ingots are now used to craft gold [[armor]].}}
{{History||v0.8.0|snap=build 1|Gold ingots are now used to craft [[clock]]s.}}
{{History|||snap=build 2|Gold ingots are now used to craft [[powered rail]]s.}}
{{History||v0.9.0|snap=build 1|Gold ingots can now be found in blacksmith [[chest]]s in [[village]]s, [[stronghold]] altar chests and [[dungeon]] chests.}}
{{History||v0.12.1|snap=build 1|Gold ingots are now used to craft [[gold nugget]]s and [[golden apple]]s.
|Gold ingots are now found in [[nether fortress]] chests.}}
{{History||v0.13.0|snap=build 1|Gold ingots are now used to [[crafting|craft]] light [[weighted pressure plate]]s.
|Gold ingots now generate inside of hidden chest rooms in [[desert temple]]s.}}
{{History||v0.14.0|snap=build 1|Gold ingots are now found in [[minecart with chest]]s that generate in [[mineshaft]]s.}}
{{History||v0.15.0|snap=build 1|Gold ingots can now be found in [[jungle temple]] [[chest]]s.}}
{{History||v0.16.0|snap=build 4|Gold ingots can now be used to power [[beacon]]s.}}
{{History|pocket edition}}
{{History||1.0.0|snap=alpha 0.17.0.1|Gold ingots can now be found in [[end city]] ship chests and [[stronghold]] storerooms.}}
{{History||1.0.4|snap=alpha 1.0.4.0|Added [[trading]], cleric [[villager]]s now [[trading|buy]] 8–10 gold ingots for 1 [[emerald]].}}
{{History||1.1.0|snap=alpha 1.1.0.0|Gold ingots are now found in [[woodland mansion]] [[chest]]s.}}
{{history|bedrock}}
{{History||1.4.0|snap=beta 1.2.13.8|Added [[drowned]], which rarely [[drops|drop]] gold ingots.}}
{{History|||snap=beta 1.2.14.2|Gold ingots can now be found inside [[buried treasure]] [[chest]]s and [[shipwreck]]s.}}
{{History||1.10.0|snap=beta 1.10.0.3|Gold ingots can now be found in [[plains]] [[village]] weaponsmith chests.
|[[File:Gold Ingot JE4 BE2.png|32px]] The texture of gold ingots has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Gold ingots can now be found in [[desert]] village temple [[chest]]s and village toolsmith chests.
|Gold ingots can now be found in [[savanna]], [[taiga]], [[snowy taiga]], [[snowy tundra]] and desert village weaponsmith chests.}}
{{History|||snap=beta 1.11.0.4|Cleric [[villager]]s now [[trading|buy]] 3 gold ingots for one [[emerald]].}}
{{History||1.16.0|snap=beta 1.16.0.51|Gold ingots are now used to craft [[netherite ingot]]s.
|Gold ingots can now be used to [[bartering|barter]] with [[piglin]]s.}}
{{History|||snap=beta 1.16.0.57|Gold ingots can now be [[smelting|smelted]] from [[nether gold ore]].
|Gold ingots now be found in [[ruined portal]] and [[bastion remnants]] chests.}}
{{History||1.16.210|snap=beta 1.16.210.57|Gold ingots can no longer be obtained as a [[drops|drop]] from [[drowned]].}}
{{History||1.17.0|snap=beta 1.16.230.52|Gold ingots can now be smelted from [[deepslate gold ore]].}}
{{History|||snap=beta 1.17.0.50|Gold ingots can now be smelted from [[raw gold]].}}
{{History||1.19.80|snap=beta 1.19.80.21|Gold ingots can now be used as an armor trim material.}}
{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Gold Ingot JE2 BE1.png|32px]] Added gold ingots.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Gold Ingot JE4 BE2.png|32px]] The texture of gold ingots has been changed.}}
{{History|new3DS}}
{{History||0.1.0|[[File:Gold Ingot JE2 BE1.png|32px]] Added gold ingots.}}
{{History|foot}}
== Issues ==
{{issue list}}
== Trivia ==
*Gold ingots are the only ingots in the game used alongside another [[item]] to [[crafting|craft]] another type of ingot; in this case, it is used with [[netherite scrap]] to craft a [[netherite ingot]].
== See also ==
*{{BlockLink|Block of Gold}}
*{{ItemSprite|Golden Chestplate}} [[Golden Armor]]
*{{ItemLink|Gold Nugget}}
*{{BlockLink|Gold Ore}}
*[[Ore]]s
{{Items}}
[[cs:Zlatý ingot]]
[[de:Goldbarren]]
[[es:Lingote de oro]]
[[fr:Lingot d'or]]
[[hu:Aranyrúd]]
[[ja:金インゴット]]
[[ko:금괴]]
[[nl:Goudstaaf]]
[[pl:Sztabka złota]]
[[pt:Barra de ouro]]
[[ru:Золотой слиток]]
[[uk:Золотий зливок]]
[[zh:金锭]]
[[Category:Renewable resources]]</li></ul></nowiki> | 18w43a | Added new advancements: "Ol' Betsy", "Who's the Pillager Now?", "Two Birds, One Arrow" and "Arbalistic". | |||
| 18w44a | Added new advancement: "A Complete Catalogue". | ||||
| The requirements for "The Parrots and the Bats" and "Best Friends Forever" have now been changed, as the advancements will now require cats, instead of ocelots. | |||||
| The requirements for "Two by Two" have now been changed, as the advancement will now require pandas. | |||||
Issues
Issues relating to "Advancement" are maintained on the bug tracker. Report issues there.
Trivia
- Fourteen 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.
- The Adventuring Time advancement is a reference to the Cartoon Network cartoon 'Adventure Time'.
- The Withering Heights advancement is possibly a reference to the book 'Wuthering Heights' by Ellis Bell.
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
- ↑ [[1]]
- ↑ "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







