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This feature is exclusive to Bedrock Edition. 

As the player travels far from the world origin in Bedrock Edition, the world starts to behave abnormally. This is mostly caused by precision loss of the 32-bit floating point numbers used for location, which dedicates only 23 bits to the fraction; thus, for any position between n and 2n, where n is a power of 2, the precision error makes the world (including blocks and entities) offset by n8388608 blocks, or n524288 block pixels (e.g. at between 16777216 and 33554432, coordinates of all entities are multiples of 2, and only blocks at these coordinates can be rendered; blocks not at these values visually snap to them).

Key
Very minor effects
Minor effects / minor vertical effects
Medium effects
Lower major effects
Upper major effects
Far Lands
Stripe Lands / major vertical effects
Technical alert point

Minor effects (X/Z ±1–131,071)

Bedrock Edition uses 32-bit floating points for many of its calculations, such as the player's position. When the player moves, the player changes position each tick, and this change is affected by floating point precision errors. At slow speeds/high coordinates, this change in position is considered negligible, meaning that the player does not move at all. The amount of precision error doubles at every power of 2.

Note that while the positions of the centers of entities are stored in NBT, the positions of the hitbox corners are stored in memory. If the player is crossing a power of 2, these corners may move at different speeds, thus changing the hitbox size. The hitbox size resets to 0.6 in certain situations, such as reloading the world, using the /tp command, and others.[more information needed] However, the player can shrink to size 0, making it possible to fall through the edges of blocks and into the void (MCPE-39299).

There are several ways to slow the player’s movement, such as sneaking, status effects, using an item (e.g. drawing back a bow), or certain blocks (such as cobwebs). In addition, moving diagonally decreases the player’s speed on any given axis. Moving with a solid block in front at slight diagonal causes the player to move sideways as slow as the player’s coordinates allow.

Coordinates Effects
X/Z ±256 (28) Lowest coordinates at which anyone has fallen through the world, although incredibly unlikely at this distance. Since the glitch is caused by hitbox corners affected by different levels of floating point precision errors, it could theoretically happen at X/Z ±1. However, this would require nearly 6 real-life days of nonstop gameplay (where one must start over if they exit the game).[verify]
X/Z ±512 (29) The slowest method of movement in Survival without standing against a solid block (sneaking while under the effect of Slowness VI [achievable by using the potion of the Turtle Master II] and using an item on blue ice with cobwebs) becomes impossible.[needs in-game testing]
X/Z ±1,024 (210)
  • Coordinates of all entities are slices of 8,192.
  • The slowest method is now impossible.[needs in-game testing]
X/Z ±16,384 (214)
  • Coordinates of all entities are slices of 512.
  • Extremely minor jitteriness can be first experienced at this point, noticeable if the player walks slowly.
X/Z ±32,768 (215)
  • Coordinates of all entities are slices of 256.
  • It becomes impossible to sneak diagonally on top of soul sand with cobwebs while drawing back a bow.[1]
X/Z ±65,536 (216) Coordinates of all entities are slices of 128.

Medium effects (X/Z ±131,072–1,048,575)

Eventually, some common forms of movement begin to glitch. In addition, blocks with detailed models begin to render incorrectly.

Coordinates Effects
X/Z ±131,072 (217)
X/Z ±262,144 (218)
  • Coordinates of all entities are slices of 32.
  • Climbing up ladders and vines while sneaking is even slower and less smooth.[2]
  • Sea pickles render with slightly thinner stems than normal.
  • Tripwire string becomes invisible.
  • Sweet berry bushes and cobwebs appear slightly larger.
  • Sunflowers become glitched.[3]
X/Z ±524,288 (219)
  • Coordinates of all entities are slices of 16.
  • All entities are on the edges of block pixels.
  • Paintings are placed halfway inside the block, allowing multiple paintings to be placed on the same block.
  • The inner part of item frames render flush along the block.
  • Moving horizontally while on cobwebs becomes impossible.
  • Jitter is noticeable beyond this point.
  • Many mobs are unable to jump on blocks correctly.
  • Sea Turtles can no longer move on land.

Major effects (X/Z ±1,048,576–16,777,215)

This section is missing information about the following features and effects:
  • Leads
  • Cave generation
  • Raycasting, which seems to result in incorrect blocks being targeted. 
Please expand the section to include this information. Further details may exist on the talk page.

Blocks are rendered based on their corners, whose coordinates are 32-bit floating point numbers. Generally, these are multiples of 116. Thus, most blocks render normally as long the floating points are precise to the nearest sixteenth. This breaks at X/Z ±1,048,576 (220), and blocks continue to render incorrectly as the coordinates go even farther out.[4]

In the RTX betas, the lighting is unaffected by floating-point precision errors, although block shapes themselves are incorrect.[5]

Besides, many "normal" forms of movement become impossible.

The different types of block model deformation have changed a lot over the years, although the update specifics and hardware requirements are unknown. Previously, blocks such as flowers and grass would appear completely 2D beyond 8,388,608 blocks, whereas they appeared as almost normal X shapes in more recent versions, but appearing as 2D again as of 1.16.220. Also, sunflower heads could previously distort to become square, which also no longer happens; the flower appears detached from the plant instead.

Coordinates Effects
X/Z ±1,048,576 (220)
  • Coordinates of all entities are slices of 8.
  • Walls render wider than normal.
  • Fences (excluding the posts) and closed fence gates render completely flat.
  • Doors and open trapdoors render thinner than normal.
  • Iron bars and glass panes render twice as wide than normal.
  • Climbing up ladders and vines is impossible without holding the jump button, and climbing up them while sneaking is extremely slow.
  • It becomes impossible to sneak outside the X/Z axis.
  • The cube inside slime blocks is slightly wider.
  • The cube inside honey blocks is stretched to a full block, which results in a flickering effect.
  • Cakes appear stretched to full block.
  • Fire renders a bit differently.
  • Sea pickles render in slightly different places without stems.
  • Lanterns render wider than usual and without the top part.
  • The logs in campfires render farther apart, overlapping with each other.
  • In brewing stands, the base renders incorrectly and the central pole is invisible.
  • The bases of anvils render incorrectly.
  • The supports of grindstones render incorrectly.
  • The sides of item frames render wider than the top and bottom.
  • Flower pots appear slightly wider.
  • The inside of beacons render incorrectly.
  • The supports of bells render incorrectly.
  • Horizontal end rods render flat, while vertical End rods render only with their bases.
  • Redstone renders slightly differently.
  • Torches become invisible.
  • Buttons placed anywhere other than the sides of blocks are distorted and such buttons are pushed all the way into the block.
  • Pressure plates cover an entire block.
  • Redstone repeaters and redstone comparators render without torches.
  • Cocoa beans in the second stage render as wide as mature cocoa beans.
  • Cacti render as full blocks, with gaps at the edges.
  • Bamboo renders wider than normal, flat, or invisible.
  • The dragon egg appears to be more blocky.
  • Turtle eggs are distorted.
  • The small bumps on chorus plant stems disappear.
  • The barrier at Y -40 stops generating.
X/Z ±2,097,152 (221)
  • Coordinates of all entities are slices of 4.
  • Moving while sneaking becomes impossible.
  • Walking appears jerky.
  • Dropped items fall through the edges of blocks. Dropped items that land on the edges of lava bounce off without burning; this effect continues into the Stripe Lands.
  • Fence posts are invisible.
  • Open fence gates are completely flat.
  • Doors and trapdoors render wider than normal.
  • Iron bars and glass panes render completely flat.
  • The supports of scaffolding are invisible.
  • Cauldrons and composters have completely flat walls and whatever is inside them are stretched to fit the top.
  • The bottom part of hoppers are invisible.
  • Lecterns are wider more than a block.
  • Nether portal blocks are completely flat.
  • Flowers, sweet berry bushes, cobwebs, and tall grass are much smaller than normal.
  • The first stage of cocoa beans is flat.
  • Chorus flowers render as full blocks.
X/Z ±4,194,304 (222)
  • It becomes extremely difficult to traverse the world on foot from here. Players need to use ender pearls, chorus fruit, elytra with fireworks or a Riptide trident (if raining or underwater), horseback, boats, or any method that would be at least five blocks per second under normal conditions (the minimum speed possible from here is 10 blocks per second), meaning moving in normal walking speed is impossible.
  • One can travel on foot past 4,194,304 by jumping one time and sprinting.
  • One cannot jump normally. The Jump boost effect does not work. Stairs and slabs or blocks less than 0.5 blocks tall are work past this point.
  • Coordinates of all entities are slices of 2.
  • Entities less than 0.5 blocks wide (such as items and silverfish) fall through the edges of blocks, but can still stand on the centers. This is likely because the hitbox corners on both sides round to the same coordinates, resulting in a "null" hitbox; however, it is not confirmed.
  • Status effect particles snap to the center of the player, causing them to bunch around the center of the screen.
  • Eyes of ender placed inside end portal blocks are stretched to cover the entire block.
  • Piston bases are stretched to full block. If retracted, the front "flickers" between the head and base textures.
  • Crops and seagrass render on the edges of blocks.
X/Z ±8,388,608 (223)
  • Coordinates of all entities are integers, comparable to slices of 536,870,912 in Java Edition, meaning that all entities are on the edges of blocks. As a result, the player, along with other entities less than 1 block wide, always falls through blocks. The only entities that can stand on blocks from this point onward are boats, spiders, horses, iron golems, polar bears, and ravagers.
    • If only one coordinate exceeds this value, blocks still have collision detection from the side.
    • The player can still be considered "under" blocks, meaning that phantoms do not spawn. Thus, it is theoretically possible to travel to and from the Far Lands in survival using horses.
  • To fly in creative the player must sprint or look directly along an axis, unless the player position is controlled by 64-bit doubles instead of 32-bit floats. The Speed effect does not work, due to MCPE-61425.
  • All blocks that normally render as partial blocks are either stretched to become full blocks, or squished to become 2-dimensional. The exception is a few blocks that render normally no matter how far out the player travels, such as chests and bells.
    • If both coordinates exceed this value, blocks become 1-dimensional and are therefore completely invisible.
  • The blade of a stonecutter duplicates, with each blade appearing on the edge.
  • Entering active End Portals becomes impossible.
  • Previously, cross models would render stretched out (changed from rendering 2D as of an unknown update), however as of 1.16.210 they render flat again.

Examples

Game-breaking effects (X/Z ±16,777,216–2,147,483,647)

Here, the terrain and rendering fundamentally break down to the point where normal gameplay is completely impossible.

Coordinates Effects
X/Z ±12,550,824
X/Z ±16,777,216 (224)
  • The floating point precision errors cause only blocks with even coordinates not divisible by 4 to render, and are stretched to 2 blocks wide. This phenomenon is known as the Stripe Lands. In contrast, the Stripe Lands starts at X/Z ±9,007,199,254,740,992 in Java Edition, as the block rendering coordinates use 64-bit doubles instead.
    • Some blocks at other coordinates can render 2-dimensional, but not if they would be rendered on the end of a double-length block. In general, blocks render only if they are "exposed" to air or another see-through block.
    • Coordinates of all entities are multiples of 2, comparable to slices of 268,435,456 in Java Edition.
    • This does not impact the way maps are rendered.
  • 2D blocks are non-solid, even from the sides. However, ghasts, large slimes, and large magma cubes treat both 2D and 3D blocks as solid because they are more than 2 blocks wide.
  • The game does not properly register when the player is in water if the player' coordinates are divisible by 4. As a result, the player falls through water, is unable to enter swimming, and the fog is black or dark blue. However, water still causes the player to exit gliding, and boats still float.
  • The only method of transportation possible is by elytra or by teleportation (an invisible barrier exists here).
X/Z ±33,554,432 (225)
  • Horizontal block rendering stops completely, leaving only vertical block rendering in its place, marking the start of the Slice Lands.[unofficial name] Blocks whose sides are not "exposed", such as the naturally-generated water, are completely invisible.
    • At this point, the slices are 4 blocks apart, but the gap widths double for every power of 2.
  • The phenomenon is known as the Stripe Gap Lands
    • Coordinates of all entities are multiples of 4, comparable to slices of 134,217,728 in Java Edition.
    • It is difficult to place blocks from this point onward. The player must look at an existing block and extend it along an axis. The only way to generate blocks (to place on) without external tools is to use structure blocks.
  • Block rendering essentially stops completely in the Corner Slice Lands;[6] blocks are rendered as one-dimensional, and are therefore impossible to see.
  • Water becomes completely non-solid.
  • To move, the player must glide with elytra at a downward angle of approximately 45 degrees, or use Riptide. Note that because the player is not considered to be "in water", Riptide can only be activated by rain. Tridents and ender dragons are the only other entities that can move horizontally beyond this point. It is therefore impossible to teleport using ender pearls.
X/Z ±67,108,864 (226)
  • The only form of movement possible is with Riptide II or higher. It is also possible to teleport using chorus fruit.
  • Coordinates of all entities are multiples of 8, comparable to slices of 67,108,864 in Java Edition.
  • The visual gaps are 8 blocks wide, thus marking the beginning of the Slice Gap Lands.
X/Z ±134,217,728 (227)
  • Maximum coordinates where generated structures can generate on mobile devices. However, on Windows, structures continue to generate all the way to the 32-bit integer limit.
  • Coordinates of all entities are multiples of 16, comparable to slices of 33,554,332 in Java Edition.
  • The visual gaps are 16 blocks wide.
  • Riptide II can no longer move the player horizontally, and Riptide III only works if the player looks directly along an axis. However, it is still possible to teleport using chorus fruit.
X/Z ±268,435,456 (228)
  • It is impossible for any entity to move horizontally, without modifying the player's flying speed, or the player position is controlled by 64-bit doubles. Teleportation using chorus fruit is impossible.
  • Coordinates of all entities are multiples of 32, comparable to slices of 16,777,216 in Java Edition.
  • The visual gaps are 32 blocks wide.
X/Z ±536,870,912 (229)
  • Coordinates of all entities are multiples of 64, comparable to slices of 8,388,608 in Java Edition.
  • The visual gaps are 64 blocks wide.
  • A large "cone shape" in front of the player disappears from view. This cone is oriented along the X or Z axis, rather than the direction the player is facing. It is always composed of 16x16x16 cubes (essentially sections of chunks).
X/Z ±1,073,741,824 (230)
  • Coordinates of all entities are multiples of 128, comparable to slices of 4,194,304 in Java Edition.
  • The visual gaps are 128 blocks wide.
  • The "cone" in front of the player widens. The world is completely invisible with a render distance of 16 chunks or less (unless the player position is controlled by 64-bit doubles), despite the fact that the gaps are only 8 chunks wide.
X/Y/Z ±2,147,483,647 (231)
  • Coordinates of all entities are multiples of 256, comparable to slices of 2,097,152 in Java Edition.
  • The game crashes near this point, as this is above the maximum signed binary integer allowed for 32-bit systems, such as C++. Specifically, the game crashes if the player attempts to load a chunk that is within 64 blocks of this limit, so increasing the render distance can crash the game.

Stripe Lands

Stripe Lands Swamp

The "Stripe Lands" at X/Z 16,777,216.

The Stripe Lands are an artifact of the game's rendering and block hitbox calculation, rather than a quirk relating directly to terrain generation.[7][8] The Stripe Lands starts at X/Z ±16,777,216, under the same terrain effects as Nothingness and Skygrid. They exist because coordinates are off by up to a full meter, causing the blocks themselves (not just their corners) to appear in the wrong places.

Past X/Z: ±33,554,432 all blocks are rendered as two-dimensional, and the gap between valid blocks doubles to 1 out of four. This gap doubles again at every power of 2 and reaches 128 blocks wide at X/Z: ±1,073,741,824. This is the widest the gaps can be since the game crashes near X/Z: ±2,147,483,648.

Vertical limits

Like the X and Z axes, the game breaks at excessive Y coordinates. Since blocks cannot be placed above Y=255, block rendering glitches do not occur, but other effects do.

Many of these effects would occur at negative coordinates, but there is a barrier at Y -40. Beyond this entities can move only vertically using the "fall through the world" glitch, or teleporting below Y -40. Thus the barrier can be avoided by teleporting past X/Z ±8,388,608. Also, all entities, except players in creative, disappear in the void.

Coordinates Effect
Y ±65,536
Y ±1,048,576
  • Levitation floating is slightly faster at this point.
Y ±2,097,152
  • Floating upward by holding the jump button with elytra and Slow Falling is no longer possible.
Y ±8,388,608
  • Status effect particles snap to the head, feet, and center of the player, resulting in a glitched animation assuming the player is in first person.
  • Slow Falling causes the player to be stuck in mid-air.
  • Flying upward in Creative is no longer possible, although the player can still fly downward.
  • There is a noticeable delay between when the player exits flight mode and when the player actually starts falling.
Y ±16,777,216
  • The delay described above is even longer.
  • Flying downward in Creative is no longer possible.
Y ±2,147,483,647
  • The game crashes near these coordinates.

History

Jigsaw Block (top texture) JE2 BE2
This section needs expansion. 
You can help by expanding it.
Pocket Edition Alpha
v0.10.0
{{Extension DPL}}<ul><li>[[Coal|Coal]]<br/>{{About|the fuel item that can be mined|the ore|Coal Ore|the block|Block of Coal|the smelted wood|Charcoal}}
{{Item
| image = Coal.png
|type=
| renewable = Yes
| stackable = Yes (64)
}}
'''Coal''' is a mineral [[item]] mainly obtained from [[Coal Ore|coal ore]]. It is primarily used for crafting [[torches]] and [[Campfire|campfires]], as well as [[fuel]].

== Obtaining ==

=== Chest loot ===
{{see also|Coal Ore#Natural generation}}
{{LootChestItem|coal}}

=== Mining ===

[[Coal ore]] are mined using a [[pickaxe]] and drops 1 piece of coal. If the pickaxe is enchanted with [[Fortune]], it may drop an extra piece per level of Fortune, up to a maximum of 4 with Fortune III.

=== Mob loot ===

[[Wither skeleton]]s have a {{Frac|1|3}} chance of dropping a single coal upon death. The maximum amount of coal is increased by 1 per level of [[Looting]]. The chance of a wither skeleton ''not'' dropping any coal can be found using the formula <code>2 / (Looting Level + 3)</code>. For example, Looting III gives a {{frac|1|3}} chance of not dropping any coal. All other amounts have an equal chance of occurring.

=== Crafting ===

{{Crafting
 |showname=1
 |Block of Coal
 |Output=Coal,9
 |type=Material
}}

=== Smelting ===

{{Smelting
 |head=1
 |Coal Ore

 |Coal
 |0,1
|foot=1
}}

== Usage ==

=== Crafting ingredient ===

{{crafting usage|Coal}}

=== Fuel ===

When used in a [[furnace]] as a fuel, a piece of coal lasts 80 seconds (smelting up to 8 items), like [[charcoal]]. Coal used as fuel lasts more than 5 times longer than [[wood planks]] or [[wood]] logs used as fuel, being more efficient than any other use of wood for smelting {{in|je}}, but outstripped by [[wooden slabs]] {{in|be}}. 

Coal and charcoal are also the only fuels accepted by [[Minecart with Furnace|furnace minecart]]s. They provide approximately four minutes of transit each.

=== Trading ===

Novice-level fisherman [[villager]]s have a 50% chance to buy 10 coal for one [[emerald]].

{{IN|java}}, novice-level armorer and toolsmith villagers have a 40% chance of offering to buy 15 coal for one emerald. Novice-level weaponsmith villagers and apprentice-level butcher villagers have {{frac|2|3}} chance of offering to buy 15 coal for one emerald.

{{IN|bedrock}}, novice-level armorer, toolsmith, and weaponsmith villagers and apprentice-level butcher villagers buy 15 coal for one emerald.

[[trading|Trade]]s that involve coal cannot be substituted by [[charcoal]].

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showitemtags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Coal
|spritetype=item
|nameid=coal
|itemtags=coals
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showitemtags=y
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Coal
|spritetype=item
|nameid=coal
|aliasid=coal / 0
|id=302
|itemtags=minecraft:coals
|form=item
|foot=1}}

== History ==

{{History|java classic}}
{{History||May 21, 2009|link=https://web.archive.org/web/0/http://notch.tumblr.com/post/110762705/my-list-on-tile-types-so-far|[[Notch]] shows interest in adding coal, commenting that it might be combined with [[iron ore]] to make steel.}}
{{History|java indev}} 
{{History||0.31|snap=20100128|[[File:Coal JE1.png|32px]] Added coal. 
|Mining [[coal ore]] blocks [[drops]] 2-5 pieces of coal.}}
{{History||0.31|snap=20100129|Coal can be used to craft [[torch]]es.}}
{{History||?|Mining [[coal ore]] now drops 1 piece of coal (down from 2-5).}}
{{History||20100219|[[File:Coal JE2 BE1.png|32px]] The texture of coal has been changed. It is now more centered.}}
{{History|java beta}}
{{History||1.8|snap=Pre-release|Coal can now be found in the new [[mineshaft]] [[chest]]s and [[stronghold]] storeroom chests.}}
{{History|java}}
{{History||1.0.0|snap=?|Coal can be now obtained by [[smelting]] [[coal ore]].}}
{{History||1.2.1|snap=12w04a|Coal can now be used to craft [[fire charge]]s.}}
{{History||1.3.1|snap=12w21a|Blacksmith and butcher [[villager]]s now [[trading|buy]] 16–23 of either coal or charcoal for 1 [[emerald]].}}
{{History|||snap=1.3|[[File:Coal JE3 BE2.png|32px]] The texture of coal has been changed.}}
{{History||1.4.2|snap=12w36a|Coal is now dropped by [[wither skeleton]]s, making it [[renewable resource|renewable]].}}
{{History||1.6.1|snap=13w18a|Coal can now be used to craft [[block of coal|coal block]]s.}}
{{History||1.8|snap=14w02a|Fisherman, armorer, tool smith, weapon smith and butcher [[villager]]s now [[trading|buy]] 16–24 coal for 1 [[emerald]].}}
{{History||1.9|snap=15w43a|Coal may now be found in [[igloo]] basement [[chest]]s.}}
{{History|||snap=15w44a|The average yield of coal from [[mineshaft]] chests has been decreased, and added to [[dungeon]] chests.}}
{{History||1.11|snap=16w39a|Coal can now be found in the new [[woodland mansion]] [[chest]]s.}}
{{History||1.13|snap=17w47a|The different data values for the <code>coal</code> ID have been split up into their own IDs.
|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 263.}}
{{History|||snap=18w09a|Coal can now be found in the loot [[chest]]s of [[underwater ruins]].}}
{{History|||snap=18w11a|Coal now generates in [[shipwreck]] [[chest]]s.}}
{{History||1.14|snap=18w43a|[[File:Coal JE4 BE3.png|32px]] The texture of coal has been changed.}}
{{History|||snap=18w48a|Coal can now be found in [[chest]]s in [[village]] fishing cottages.}}
{{History|||snap=18w49a|Coal can now be found in [[chest]]s in [[village]] butcher shops and [[snowy tundra|snowy]] village houses.}}
{{History|||snap=18w50a|Coal can now be found in [[chest]]s in [[village]] toolsmith houses.}}
{{History|||snap=19w02a|Coal can now be used to craft [[campfire]]s. Destroying a campfire returns 2 charcoal.}}
{{History||1.16|snap=20w06a|Coal can now be used to craft [[torch|soul torches]].}}
{{History||1.19|snap=22w13a|Coal may now be found in [[ancient city]] [[chest]]s.}}
{{History||1.20|snap=23w12a|Coal can now be found in [[suspicious gravel]] and [[suspicious sand]] in cold and warm [[ocean ruins]] and in [[trail ruins]].}}
{{History|||snap=23w16a|Coal 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]]; coal now is in the common loot.}}

{{History|pocket alpha}}
{{History||v0.3.0|[[File:Coal JE2 BE1.png|32px]] Added coal.
|Coal can be used to craft [[torch]]es.}}
{{History||v0.8.0|snap=build 1|[[File:Coal JE3 BE2.png|32px]] The texture of coal has been changed.
|Coal can now be crafted to make a [[block of coal]].}}
{{History||v0.12.1|snap=build 1|Coal is now [[drops|dropped]] by [[wither skeleton]]s.}}
{{History||v0.14.0|snap=build 1|Coal can now be found inside [[minecart with chest|chest minecarts]] in [[mineshaft]]s.}}
{{History||v0.15.0|snap=build 1|Coal is now used to craft [[fire charge]]s.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Coal can now be found in the [[stronghold]] storeroom [[chest]]s.
|Coal may now be found in [[igloo]] basement chests.}}
{{History||1.0.4|snap=alpha 1.0.4.0|Fisherman, armorer, toolsmith, weaponsmith and butcher [[villager]]s now [[trading|buy]] 16–24 coal for 1 [[emerald]].}}
{{History||1.1.0|snap=alpha 1.1.0.0|Coal is now found in [[woodland mansion]] [[chest]]s.}}
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.14.2|Coal can now be found inside [[shipwreck]] [[chest]]s.}}
{{History|||snap=beta 1.2.20.1|Coal can now be found inside [[underwater ruins]] [[chest]]s.}}
{{History||1.10.0|snap=beta 1.10.0.3|Coal can now be used to craft [[campfire]]s. Destroying a campfire returns 2 charcoal.
|[[File:Coal JE4 BE3.png|32px]] The texture of coal has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Coal can now be found in [[snowy tundra]] [[village]] house [[chest]]s and in village butcher and toolsmith chests.}}
{{History|||snap=beta 1.11.0.4|Armorer, weaponsmith, toolsmith, and butcher [[villager]]s now [[trading|buy]] 15 coal for an [[emerald]].
|Fishermen villagers now have a 50% chance to buy 10 coal for an emerald as part of their first tier [[trading|trade]].}}
{{History||1.16.0|snap=beta 1.16.0.51|Coal can now used to craft [[soul torch]]es.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Coal JE2 BE1.png|32px]] Added coal.}}
{{History||?|[[File:Coal JE3 BE2.png|32px]] The texture of coal has been changed.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Coal JE4 BE3.png|32px]] The texture of coal has been changed.}}

{{History|New 3DS}}
{{History||0.1.0|[[File:Coal JE3 BE2.png|32px]] Added coal.}}
{{History|foot}}

== Issues ==
{{issue list|Coal}}

{{Items}}

[[Category:Renewable resources]]

[[cs:Uhlí]]
[[de:Kohle]]
[[es:Carbón]]
[[fr:Charbon]]
[[hu:Szén]]
[[it:Carbone]]
[[ja:石炭]]
[[ko:석탄]]
[[nl:Steenkool]]
[[pl:Węgiel]]
[[pt:Carvão]]
[[ru:Уголь]]
[[th:ถ่าน]]
[[tr:Kömür]]
[[uk:Вугілля]]
[[zh:煤炭]]</li><li>[[Banner Pattern|Banner Pattern]]<br/>{{Item
| image = Banner Pattern.png
| rarity = 
* '''Flower Charge, Field Masoned, Bordure Indented, Globe, Snout'''
* Common
* '''Creeper Charge, Skull Charge'''
* Uncommon
* '''Thing'''
* Epic
| renewable = 
* '''Snout, Thing''': No
* '''All others''': Yes
| stackable = No
}}
'''Banner patterns''' are [[item]]s used to customize [[banner]]s inside [[loom]]s.
There are six patterns {{in|java}} and eight {{in|bedrock}}.

== Obtaining ==
[[File:Banner Patterns 20w15a.png|thumb|All six banner patterns {{in|java}} with their various sources.]]

=== Crafting ===
{{see also|Banner/Patterns|title1=List of patterned banners}}
4 out of 6 banner patterns {{only|JE}} and 2 more {{only|BE}} can be obtained by crafting. They are crafted by combining one [[paper]] along with a certain material.
{{Crafting
|head=1
|Paper
|Creeper Head
|Output=Banner Pattern Creeper
|type=Miscellaneous
|description=Creeper face
}}
{{Crafting
|Paper
|Wither Skeleton Skull
|Output=Banner Pattern Skull
|type=Miscellaneous
|description=Skeleton skull and crossbones
}}
{{Crafting
|Paper
|Oxeye Daisy
|Output=Banner Pattern Flower
|type=Miscellaneous
|description=Daisy
}}
{{Crafting
|Paper
|Enchanted Golden Apple
|Output=Banner Pattern Thing
|type=Miscellaneous
|showdescription=true
|description=Former [[Mojang Studios]] logo
}}
{{Crafting
|Paper
|Bricks
|Output=Banner Pattern Field Masoned
|type=Miscellaneous
|description={{only|bedrock}}
}}
{{Crafting
|Paper
|Vines
|Output=Banner Pattern Bordure Indented
|type=Miscellaneous
|description={{only|bedrock}}
|foot=1
}}

=== Trading ===
'''Globe banner pattern''' is obtained by trading with a master-level [[Trading#Cartographer|cartographer villager]] for a price of 8 emeralds.

=== Chest loot ===
'''Snout banner pattern''' is obtained in the [[Bastion Remnant]] as loot.
{{LootChestItem|snout-banner-pattern}}

== Usage ==
=== Loom ingredient ===
Banner patterns are used in [[loom]]s to add customization to [[banner]]s. The pattern must be combined with 1 banner and 1 [[dye]]. Upon usage in the loom, the banner pattern is not consumed.

{{Looming
|head=1
|showdescription=1
|name=[[Banner|Flower Charge Banner]]
|ingredients={{:Banner/recipe|ingredients}}
|{{:Banner/recipe|banner}}
|Matching Dye
|Banner Pattern Flower Charge
|Flower Charge
|{{:Banner/recipe|output|Flower Charge}}
|Blink=Banner
|Olink=Banner
|description=Emblazons a flower charge (flower icon)
}}

{{Looming
|name=[[Banner|Creeper Charge Banner]]
|ingredients={{:Banner/recipe|ingredients}}
|{{:Banner/recipe|banner}}
|Matching Dye
|Banner Pattern Creeper Charge
|Creeper Charge
|{{:Banner/recipe|output|Creeper Charge}}
|Blink=Banner
|Olink=Banner
|description=Emblazons a creeper charge (creeper face)
}}

{{Looming
|name=[[Banner|Skull Charge Banner]]
|ingredients={{:Banner/recipe|ingredients}}
|{{:Banner/recipe|banner}}
|Matching Dye
|Banner Pattern Skull Charge
|Skull Charge
|{{:Banner/recipe|output|Skull Charge}}
|Blink=Banner
|Olink=Banner
|description=Emblazons a skull charge (skull and crossbones)
}}

{{Looming
|name=[[Banner|Thing Banner]]
|ingredients={{:Banner/recipe|ingredients}}
|{{:Banner/recipe|banner}}
|Matching Dye
|Banner Pattern Thing
|Thing
|{{:Banner/recipe|output|Thing}}
|Blink=Banner
|Olink=Banner
|description=Emblazons a thing (old Mojang logo)}}

{{Looming
|name=[[Banner|Snout Banner]]
|ingredients={{:Banner/recipe|ingredients}}
|{{:Banner/recipe|banner}}
|Matching Dye
|Banner Pattern Snout
|Snout
|{{:Banner/recipe|output|Snout}}
|Blink=Banner
|Olink=Banner
|description=Emblazons a piglin snout
}}

{{Looming
|name=[[Banner|Globe Banner]]
|ingredients={{:Banner/recipe|ingredients}}
|{{:Banner/recipe|banner}}
|Matching Dye
|Banner Pattern Globe
|Globe
|{{:Banner/recipe|output|Globe}}
|Blink=Banner
|Olink=Banner
|description=Emblazons a globe (cube shaped earth)
}}

{{Looming
|name=[[Banner|Bordure Indented Banner]]
|ingredients={{:Banner/recipe|ingredients}}
|{{:Banner/recipe|banner}}
|Matching Dye
|Banner Pattern Bordure Indented
|Bordure Indented
|{{:Banner/recipe|output|Bordure Indented}}
|Blink=Banner
|Olink=Banner
|description=Emblazons a bordure indented (fancy border){{only|bedrock}}
}}

{{Looming
|name=[[Banner|Field Masoned Banner]]
|ingredients={{:Banner/recipe|ingredients}}
|{{:Banner/recipe|banner}}
|Matching Dye
|Banner Pattern Field Masoned
|Field Masoned
|{{:Banner/recipe|output|Field Masoned}}
|Blink=Banner
|Olink=Banner
|description=Emblazons a field masoned (brick pattern)‌{{only|bedrock}}
|foot=1
}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|firstcolumnname=Banner Pattern
|showforms=y
|generatetranslationkeys=y
|displayname=Flower Charge
|spritename=banner-pattern
|spritetype=item
|nameid=flower_banner_pattern
|form=item}}
{{ID table
|displayname=Creeper Charge
|spritename=banner-pattern
|spritetype=item
|nameid=creeper_banner_pattern
|form=item}}
{{ID table
|displayname=Skull Charge
|spritename=banner-pattern
|spritetype=item
|nameid=skull_banner_pattern
|form=item}}
{{ID table
|displayname=Thing
|spritename=banner-pattern
|spritetype=item
|nameid=mojang_banner_pattern
|form=item}}
{{ID table
|displayname=Globe
|spritename=banner-pattern
|spritetype=item
|nameid=globe_banner_pattern
|form=item}}
{{ID table
|displayname=Snout
|spritename=banner-pattern
|spritetype=item
|nameid=piglin_banner_pattern
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|firstcolumnname=Banner Pattern
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Creeper Charge
|spritename=banner-pattern
|spritetype=item
|nameid=creeper_banner_pattern
|aliasid=banner_pattern / 0
|id=582
|form=item
|translationkey=item.banner_pattern.name, item.banner_pattern.creeper}}
{{ID table
|displayname=Skull Charge
|spritename=banner-pattern
|spritetype=item
|nameid=skull_banner_pattern
|aliasid=banner_pattern / 1
|id=583
|form=item
|translationkey=item.banner_pattern.name, item.banner_pattern.skull}}
{{ID table
|displayname=Flower Charge
|spritename=banner-pattern
|spritetype=item
|nameid=flower_banner_pattern
|aliasid=banner_pattern / 2
|id=581
|form=item
|translationkey=item.banner_pattern.name, item.banner_pattern.flower}}
{{ID table
|displayname=Thing
|spritename=banner-pattern
|spritetype=item
|nameid=mojang_banner_pattern
|aliasid=banner_pattern / 3
|id=584
|form=item
|translationkey=item.banner_pattern.name, item.banner_pattern.thing}}
{{ID table
|displayname=Field Masoned
|spritename=banner-pattern
|spritetype=item
|nameid=field_masoned_banner_pattern
|aliasid=banner_pattern / 4
|id=585
|form=item
|translationkey=item.banner_pattern.name, item.banner_pattern.bricks}}
{{ID table
|displayname=Bordure Indented
|spritename=banner-pattern
|spritetype=item
|nameid=bordure_indented_banner_pattern
|aliasid=banner_pattern / 5
|id=586
|form=item
|translationkey=item.banner_pattern.name, item.banner_pattern.vines}}
{{ID table
|displayname=Snout
|spritename=banner-pattern
|spritetype=item
|nameid=piglin_banner_pattern
|aliasid=banner_pattern / 6
|id=587
|form=item
|translationkey=item.banner_pattern.name, item.banner_pattern.piglin}}
{{ID table
|displayname=Globe
|spritename=banner-pattern
|spritetype=item
|nameid=globe_banner_pattern
|aliasid=banner_pattern / 7
|id=588
|form=item
|translationkey=item.banner_pattern.name, item.banner_pattern.globe
|foot=1}}

== Achievements ==
{{load achievements|Fruit on the Loom}}

== History ==
{{History|java}}
{{History||1.14|snap=18w43a|[[File:Banner Pattern JE1 BE1.png|32px]] [[File:Banner Pattern JE1 BE1.png|32px]] [[File:Banner Pattern JE1 BE1.png|32px]] [[File:Banner Pattern JE1 BE1.png|32px]] Added banner patterns for flower charge, creeper charge, skull charge and thing patterns.}}
{{History|||snap=19w11a|[[File:Banner Pattern JE1 BE1.png|32px]] Added banner pattern for globe.
|The banner pattern for globe can be [[trading|bought]] from master-level cartographer [[villager]]s for 8 [[emerald]]s.}}
{{History||1.16|snap=20w15a|[[File:Banner Pattern JE1 BE1.png|32px]] Added the piglin banner pattern.}}
{{History|||snap=20w16a|The piglin banner pattern can now be found in [[chest]]s in [[bastion remnants]].}}
{{History|||snap=20w18a|The piglin pattern has now been renamed to "Snout".}}
{{History||1.16.2|snap=20w30a|The chance of finding the "Snout" banner pattern in bastion remnant chests has been increased from 5.5% to 10.1%.}}

{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Banner Pattern JE1 BE1.png|32px]] [[File:Banner Pattern JE1 BE1.png|32px]] [[File:Banner Pattern JE1 BE1.png|32px]] [[File:Banner Pattern JE1 BE1.png|32px]] [[File:Banner Pattern JE1 BE1.png|32px]] [[File:Banner Pattern JE1 BE1.png|32px]] Added banner patterns for creeper charge, skull charge, flower charge, thing, field masoned and bordure indented patterns.}}
{{History||1.11.0|snap=beta 1.11.0.4|The banner patterns flower charge, field masoned and bordure indented can now be [[trading|bought]] from cartographer [[villager]]s.}}
{{History||1.16.0|snap=beta 1.16.0.57|[[File:Banner Pattern JE1 BE1.png|32px]] Added the piglin banner pattern.}}
{{History|||snap=beta 1.16.0.59|The piglin pattern has now been renamed to "Snout".}}
{{History||1.16.100|snap=beta 1.16.100.55|The "Thing" banner pattern can now be crafted at the [[loom]].}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of banner patterns have been changed from <code>banner_pattern</code> to <code><type>_banner_pattern</code>.}}
{{History||1.18.10|snap=beta 1.18.10.24|[[File:Banner Pattern JE1 BE1.png|32px]] Added banner pattern for globe. It is currently unobtainable in survival.}}
{{History|||snap=beta 1.18.10.26|The banner pattern for globe are now obtainable in survival and can be [[trading|bought]] from master-level cartographer [[villager]]s for 8 [[emerald]]s.
|Removed flower charge, field masoned and bordure indented banner pattern from villager trading.}}
{{History|PS4}}
{{History||1.90|[[File:Banner Pattern JE1 BE1.png|32px]] [[File:Banner Pattern JE1 BE1.png|32px]] [[File:Banner Pattern JE1 BE1.png|32px]] [[File:Banner Pattern JE1 BE1.png|32px]] [[File:Banner Pattern JE1 BE1.png|32px]] [[File:Banner Pattern JE1 BE1.png|32px]] Added banner patterns for creeper charge, skull charge, flower charge, thing, field masoned and bordure indented patterns.}}
{{History|foot}}

== Issues ==
{{issue list}}

{{Items}}

[[de:Bannervorlage]]
[[es:Diseño de estandarte]]
[[fr:Motif de bannière]]
[[ja:旗の模様]]
[[ko:현수막 무늬]]
[[pl:Wzór sztandaru]]
[[pt:Desenho para estandarte]]
[[ru:Узор флага]]
[[th:ลวดลายธง]]
[[zh:旗帜图案]]</li></ul>
build 1Chunk jittering at extreme coordinates no longer occur.

Gallery

References

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