In Java Edition 1.18 and Bedrock Edition 1.18.0, Overworld terrain generation was rewritten to become more varied and independent of biome generation. This made many biome variants that were in the game redundant, as the only difference between their regular counterparts was the way terrain generated in them. As a result, most variant biomes were removed from the generator. In Java Edition, these biomes were merged with their normal variants, while in Bedrock Edition, these biomes still exist, but remain unused.
Generation
Minecraft biomes were generated in layer stacks. These layers generated specific aspects of Minecraft biomes, such as scale, rivers, varieties, and biome categories.
Earlier stages
Biome generation was initialized as a 1 to 4096 scale of ocean, with a few spots of landmasses scattered throughout. This map was then scaled and additional landmasses shuffled around to decrease the amount of ocean, twice, to reach a scale of 1 to 1024. Additional layers that decrease the amount of ocean were repeatedly applied until the ratio of land to ocean was about 50-50. Snowy biome categories were then assigned to a few spots of land, which was then shuffled around a final time to obtain a ratio of 33% ocean and 67% landmass.
At this stage of biome generation, the final climate zones were applied as follows. Areas of dry landmasses were assigned to be a normal biome if it bordered a cold or frozen landmass. Areas of snowy landmasses were assigned to the cold temperature category if it bordered a normal or dry temperature zone. 1 out of every 13 landmasses was then marked as "Special", which would be used to place some of the rarer biomes in later stages of biome generation. This map was then scaled twice, until a scale of 1 to 256. An additional layer was applied to create a more jagged coastline, creating areas of large islands and lakes around the coastline. 1 out of 100 areas of oceans were assigned as mushroom biomes and areas of ocean far from the coast converted into deep ocean.
The final areas of climate areas were as follows: 31% oceanic, which consisted of 22% deep ocean and 9% ocean, 0.07% mushroom, 13% dry, 22% medium, 23% cold, and 6% frozen. Areas of rare biomes made up 4% of the total area.
The biome generation was then split into 3 separate stacks.
Generation of biomes and biome variants
One stack of biome generation generated the actual biomes in-game. The biome categories generated the following biomes as follows. Some biomes were weighed more and as such generated more commonly than other biomes. Snowy biomes had an unused rare biome variant and as such generated as normal snowy biomes.
- Dry biome clusters: desert (3 times), savanna (2 times), plains
- Rare dry biome clusters: 2/3 badlands (0.9% of the final map)
- Medium biome clusters: forest, dark forest, birch forest, windswept hills, swamp, plains
- Rare medium biome clusters: jungle (1.5% of the final map)
- Cold biome clusters: forest, windswept hills, taiga, plains
- Rare cold biome clusters: giant tree taiga (1.6% of the final map)
- Frozen biome clusters: snowy plains (3 times), snowy taiga
Forest and mountain biomes could generate in both cold biome clusters in addition to normal temperature clusters. Plains biomes could generate in all temperature clusters except in frozen biomes.
Bamboo jungles overwrote certain areas of jungle biomes since Village and Pillage.
Additional areas of sunflower plains were generated separately to the modified biome stage of biome generation, covering 1/57 of normal plains biome.
The map was then scaled and the coastline made more jagged, then scaled again and beaches are generated. The generation of shorelines and beaches were as follows, this also added a few additional biome edge biomes for jungles and badlands, without biome variants:
- Beaches generated on all coastlines except the regular swamp and regular badlands biomes.
- Stone shores generated on the coastline of the standard mountains and wooded mountain biomes.
- Snowy beaches generated on the coastline of all frozen biomes.
This biome map was scaled two more times (scaled 4x) until a scale of 1 to 4. River generation was merged with the regular biomes, then ocean climate zones merged.
Generation of rivers
A layer stack for river noise generation was used as a random number generator to generate areas of hills and mutated biomes, which was scaled twice before applied to the biome stage of biome generation at scale 1 to 64. Since Update Aquatic, modified biomes could conform to an entire biome or border a river. A separate layer stack to generate rivers throughout was scaled 4 times, before it was merged with the rest of the generation at scale 1 to 4.
Rivers generated across all land biomes excluding areas of oceans. Frozen rivers replaced rivers in regular snowy plains.
Once the ocean temperature stack and river generation stack was merged with the biome generation stack, a final layer was applied to make the biome scale 1:1, which was the final biome generation used in Minecraft.
Java Edition oceanic temperature generation
Ocean biomes generated their climate zones separately from land biome generation, to avoid changing existing Minecraft seeds/biome generation in its entirely. Ocean climate zones were initialized at a scale of 1 to 256, then scaled 6 times, before it was merged with the rest of the biome generation.
In Java Edition, ocean climate areas were done so warm oceans could not border frozen oceans. One must go incrementally from warm oceans, to lukewarm oceans, regular oceans, and cold oceans, before reaching frozen oceans.
If a frozen ocean or frozen deep ocean bordered a land biome, a regular cold ocean generated. If a warm ocean generated next to a land biome, a regular lukewarm ocean generated. Warm oceans overwrote deep oceans as warm deep oceans did not generate.
Ocean climate zones were based off the 48 bit seed, unlike the rest of the land biome generation, as such, shadow seeds in Java Edition contained entirely different ocean climate areas, even though common land biomes generated identically in Java Edition shadow seeds.
Other information
In Java Edition, the possible shapes of biomes could use only the first 24 bits of the 64-bit world seed, and biome shapes within a world seed could repeat beginning around 229 blocks from 0,0. Biome generation overflowed at 231 blocks from 0,0. However, as biomes were generated in a zoomed out stage, before it was scaled upward, it technically means that biome generation could extend further out during earlier stages of biome generation as the integer overflow point is further out.
Even though there are 64-bit seeds on Java, there were only 263 unique noise maps for continental/ocean biome generation, because a quadratic equation was used, and quadratic equations always can be mirrored so that for every input except one to the quadratic equation, there is another that results in the same output (halving the number of truly distinct possibilities). For any seed, the other seed resulting in the same output to this equation was colloquially known as a shadow seed. In this case, land biome and general ocean biomes were exactly the same in a pair of seeds, but ocean biome temperatures, structures and hills differed in the shadow seed. A user could find a shadow seed by adding the constant -7379792620528906219 to the negative of their current world seed, to obtain the shadow seed. Shadow seeds were exclusive to Java Edition.
With Bedrock Edition using 32-bit seeds and a different world generation algorithm, there were few similarities between it and the 64-bit world generation. The positions of mutated biomes, oceans (and islands), rare biomes (jungles, badlands, mushroom fields, giant tree taiga), as well as specific biomes in cold, temperate, or dry biome clusters, bore some geographical relationship with the equivalent positive value seed of the 64-bit generation. The biome shapes deviated significantly. The specific generation of lush biomes and ocean variants was completely different on Bedrock.
Removed/Unused biomes
Badlands Plateau
The badlands plateau featured large flat-topped hills composed of stratified colors of terracotta ranging in warm colors. Plateaus had steep edges that rose to within 20-30 blocks above sea level, where they quickly flatten. The top of these plateaus typically had scattered dead bushes. Occasional ponds appeared on plateau tops. The sides of the plateau occasionally revealed caverns and mineshafts. River biomes that passed through badlands plateau biomes cut steep grooves, giving off the appearance of narrow canyons. These posed a fall damage hazard if the player was not careful. Ravines also frequently spawned in badlands plateau biomes, which caused the same as above. This biome was not always present in the badlands biomes, but it was likely to appear.
Badlands plateaus used the same mob spawning chances as badlands.
Bamboo Jungle Hills
The bamboo jungle hills variant was similar to the bamboo jungle, though with steeper terrain just like the regular jungle hills variant. Large amounts of bamboo covered the landscape, and patches of podzol replaced most grass blocks. Naturally-generated trees were always large variants, and pandas spawned here, like in the bamboo jungle. Jungle pyramids also spawned here in Java Edition.
In Java Edition, bamboo jungle hills used the same mob spawning chances as jungle hills for hostile and ambient categories. As for the others:
| Mob | Spawn weight | Group size |
|---|---|---|
| Creature category | ||
| Sheep | 12⁄130 | 4 |
| Pig | 10⁄130 | 4 |
| Chicken | 10⁄130 | 4 |
| Cow | 8⁄130 | 4 |
| Parrot | 10⁄130 | 1 |
| Panda | 80⁄130 | 1–2 |
Birch Forest Hills
Birch forest hills featured hillier terrain than regular birch forests, being identical to them in every other aspect. It was fairly common due to its wide spread.
Birch forest hills used the same mob spawning chances as birch forests.
Dark Forest Hills
Dark forest hills broke the leaf canopy, increasing visibility and decreasing the chance of daytime hostile mob spawning, though the hills were steep compared to other hill biomes. Hills generated near rivers led to cliffs. Small plains-biome clearings didn't generate within the dark forest hills variant.
Dark forest hills used the same mob spawning chances as dark forests.
Deep Warm Ocean
The deep warm ocean was similar to the warm ocean, but twice as deep and without coral reefs or sea pickles. Since they were a deep ocean variant, tall seagrass was more frequent and ocean monuments could generate as well. Unlike shallow warm oceans, pufferfish could not spawn in deep warm oceans.
This biome did not naturally generate in any non-snapshot or beta version.
In Java Edition, deep warm oceans used the same mob spawning chances as oceans for hostile and ambient categories. As for the others:
| Mob | Spawn weight | Group size |
|---|---|---|
| Water creature category | ||
| Dolphin | 2⁄7 | 1–2 |
| Squid | 5⁄7 | 1–4 |
| Water ambient category | ||
| Tropical Fish | 1 | 8 |
In Bedrock Edition, deep warm oceans used the same mob spawning chances as warm oceans.
Desert Hills
Desert hills variants featured hillier terrain, just like all other hills biomes in the game. Desert hills reached slightly higher elevations than other hills, and were comprised mostly of sand and sandstone like the rest of the desert. No structures[verify] other than fossils, desert pyramids,[Bedrock Edition only] and desert wells generated within the hills, making this variant overall more difficult. Desert hills didn't generate if their base desert is a thin border around a badlands biome.
Desert hills used the same mob spawning chances as deserts.
Desert Lakes
The rare desert lakes variant featured slightly rougher and hillier terrain than the base desert biome, though not as much as the desert hills. This made them more likely to have oases of water across its landscape. No structures other than fossils and desert wells generated here.
Desert lakes used the same mob spawning chances as deserts.
Giant Spruce Taiga Hills
Giant spruce taiga hills were a variant intended to be a more mountainous version of the giant spruce taiga. However, in Java Edition, due to a likely error in the way terrain height is calculated, there was no difference in the terrain between giant spruce taiga and giant spruce taiga hills. Specifically, the game used internal values known as setBaseHeight and setHeightVariation when generating hills biomes, but these values were the same for both giant spruce taiga and giant spruce taiga hills, resulting in no actual difference between the two. This was the only hills biome in the game with this issue.[1]
In Bedrock Edition, this biome generated as a hillier version of the giant spruce taiga, however, this biome generated the same trees as the giant tree taiga hills tree type (not giant spruce tree type) resulting in no actual difference between giant tree taiga hills and giant spruce taiga hills (except in water color).
Giant spruce taiga hills used the same mob spawning chances as giant spruce taigas.
Giant Tree Taiga Hills
Like all other hills biomes, giant tree taiga hills featured elevated, hillier terrain compared to the normal giant tree taiga, making the landscape less suitable for shelter. Podzol, coarse dirt, and rocks all still generated on the hills. Wolves, foxes and rabbit[Java Edition only] spawned here.
Giant tree taiga hills used the same mob spawning chances as giant tree taigas.
Gravelly Mountains+
Gravelly mountains+, also referred to as modified gravelly mountains in code, was a rare variant of the wooded hill biome that had the exact same features as the regular gravelly mountains, making this biome almost indistinct from the former.[2] with the only difference being the fact that it can rarely generate standalone as a thick separation when a desert lakes biome borders a snowy biome.
Gravelly mountains+ had the same mob spawning chances as windswept hills.
Jungle Hills
Similar to the wooded hills biome, the jungle hills biome featured steeper terrain, making it a more difficult variant of the already difficult jungle for survival purposes. Ocelots, parrots, and pandas spawned here and jungle pyramids generated here.
In Java Edition, jungle hills used the same mob spawning chances as jungles for ambient categories. As for the others:
| Mob | Spawn weight | Group size |
|---|---|---|
| Monster category | ||
| Spider | 100⁄515 | 4 |
| Zombie | 95⁄515 | 4 |
| Zombie Villager | 5⁄515 | 1 |
| Skeleton | 100⁄515 | 4 |
| Creeper | 100⁄515 | 4 |
| Slime[note 1] | 100⁄515 | 4 |
| Enderman | 10⁄515 | 1–4 |
| Witch | 5⁄515 | 1 |
| Creature category | ||
| Sheep | 12⁄63 | 4 |
| Pig | 10⁄63 | 4 |
| Chicken | 10⁄63 | 4 |
| Cow | 8⁄63 | 4 |
| Parrot | 10⁄63 | 1 |
| Panda | 1⁄63 | 1–2 |
| Chicken | 10⁄63 | 4 |
| Ocelot | 2⁄63 | 1–1 |
- ↑ Spawn attempt succeeds only in slime chunks.
In Bedrock Edition, jungle hills used the same mob spawning chances as jungles.
Modified Badlands Plateau
The modified badlands plateau featured smaller plateaus and somewhat harsher terrain than the badlands plateau, mimicking large plateaus that have weathered more over time. Eroded badlands replaced the usual thin desert border that this biome variant shared with other biomes. The modified badlands plateau was the second rarest biome in Minecraft, after modified jungle edge, and was only present in about 1/5 of the badlands biomes, and almost always (98% chance) came with an eroded badlands bordering the edges and modified wooded badlands plateaus surrounding it at the center.
Modified badlands plateaus used the same mob spawning chances as badlands.
Modified Jungle
The rare modified jungle variant featured much more mountainous terrain, being taller and steeper than jungle hills. The heights, combined with the thick foliage, rendered the ground below almost entirely out of sight. Ocelots, parrots, and pandas spawned in this biome, but jungle pyramids didn't generate here.
In Java Edition, modified jungles used the same mob spawning chances as jungle hills for hostile and ambient categories. As for the others:
| Mob | Spawn weight | Group size |
|---|---|---|
| Creature category | ||
| Sheep | 12⁄60 | 4 |
| Pig | 10⁄60 | 4 |
| Chicken | 10⁄60 | 4 |
| Cow | 8⁄60 | 4 |
| Parrot | 10⁄60 | 1 |
| Chicken | 10⁄60 | 4 |
In Bedrock Edition, modified jungles used the same mob spawning chances as jungles.
Modified Sparse Jungle
The rare modified sparse sugle or modified jungle edge variant generated only in strict conditions, and it was the rarest biome in the game. If a jungle biome bordered a swamp hills biome,[3] then the modified sparse jungle spawned as part of a double-layered transition, with a thin normal sparse jungle bordering the swamp hills, and the modified sparse jungle bordering the jungle. As both jungles and swamp hills were already rare, and even more rarely did they generate bordering each other, the conditions for a modified jungle edge to generate were rarely met. When they actually did manage to generate, they were often just a few hundred blocks in length, but in some cases were less than 10 blocks, making them one of the smallest biomes as well. Modified jungle edges featured the same smooth transition and lowered tree density that regular sparce jungles had, though with much more mountainous terrain and occasional overhangs. Ocelots, parrots, and pandas spawned in this biome, but jungle pyramids didn't generate here. Modified jungle edges covered only a few millionths (0.00027%) of the overworld by area.
Modified jungle edges used the same mob spawning chances as sparse jungles.
Modified Wooded Badlands Plateau
Similar to the modified badlands plateau, the modified wooded badlands plateau had a weathered appearance and featured smaller plateaus with more erratic terrain, allowing for significantly fewer oak trees to grow at the highest layers. Eroded badlands replaced the usual thin desert border that this biome variant shared with other biomes.
Modified wooded badlands plateaus used the same mob spawning chances as badlands.
Mountain Edge
The mountain edge variant used to generate before Java Edition 1.7.2. Similarly to the sparse jungle biome, it was a technical biome intended to provide a smooth transition from other biomes to the windswept hills. It was similar to the wooded mountain biome, but with a few oak trees. The terrain was gentler and not as steep as the normal windswept hills, with oak and spruce trees growing.
Mountain edges had the same mob spawning chances as windswept hills.
Mushroom Field Shore
The mushroom field shore was a technical biome that represented both the shores and the rivers of the mushroom fields. It generated when a river cus through it as well as when it bordered an ocean, unless the ocean was a deep variant, in which case a steep cliff generated instead. The terrain of this biome was much flatter and shallower in elevation, similar to beaches, though it was equal to the mushroom fields in every other way. Buried treasure and shipwrecks generated here.
Mushroom field shores used the same mob spawning chances as mushroom fields.
Shattered Savanna Plateau
Like the normal windswept savanna, the shattered savanna plateau variant featured steep mountains, cliffs, and overhangs, which made it a treacherous place to explore. Though it was nearly indistinguishable from the regular shattered savanna at first glance, the shattered plateau's terrain was slightly gentler, though often risked fatal fall damage if not above water. The giant lakes characteristic of the regular shattered savanna did not generate here either. In Bedrock Edition, the foliage was a more vibrant green color, and rain would often occur in it.[5]
Shattered savanna plateaus used the same mob spawning chances as savannas.
Snowy Mountains
These hills were no taller than most other hill biomes in the game, despite the name 'mountains'. No structures generated in this biome, though polar bears, rabbits and strays spawned. Caves frequently generated on the sides of the mountains. In Bedrock Edition, no hostile mobs other than strays and skeletons spawned here.
Snowy mountains used the same mob spawning chances as snowy plains.
Snowy Taiga Hills
Like all other hills biomes, snowy taiga hills featured hillier, more erratic terrain. These hills were somewhat steep, making this variant difficult for survival mode. Pillager outposts and villages generated in this biome[BE only], however, unlike the regular snowy taiga, igloos didn't generate here.
Snowy taiga hills used the same mob spawning chances as snowy taigas.
Snowy Taiga Mountains
The very rare snowy taiga mountains featured much steeper terrain than the hills. Similarly to the taiga mountains, this variant reached high elevations. The steep elevations made this biome difficult for survival. Buildings didn't generate here. This biome was the third rarest in the game, behind modified badlands plateau and modified jungle edge.
Snowy taiga mountains used the same mob spawning chances as snowy taigas.
Swamp Hills
The swamp hills variant featured hillier terrain rising up between the flat marshes. These hills would tower over the otherwise low-elevation swamp. Additionally, flooded areas in swamp hills tended to reach lower depths than the rest of the swamp, sometimes deep enough to have a gravel floor in place of a dirt floor, like normal oceans. Swamp huts did not generate in swamp hills[Java Edition only], nor did slimes spawn, but fossils did still generate underground. Additionally, seagrass did not generate in flooded areas of swamp hills. If it connected to a sparse jungle it had a chance to create a modified jungle edge biome.
Swamp hills used the same mob spawning chances as swamps.
Taiga Hills
Taiga hills, like all other hills biomes in the game, featured steeper terrain compared to the base taiga biome. Villages and outposts didn't generate in this biome[Java Edition only], though wolves and foxes still spawned.
Taiga hills used the same mob spawning chances as taigas.
Taiga Mountains
The rare taiga mountains variant was much steeper than the taiga hills, with peaks occasionally crossing the snowfall line. The steep terrain made this a more difficult version of the regular taiga. Like the hills, villages and outposts didn't generate here, though wolves and foxes still spawned.
Taiga mountains used the same mob spawning chances as taigas.
Tall Birch Hills
Like the other hills biomes, the tall birch hills biome had hillier, rougher terrain, along with the taller-than-normal birch trees of the tall birch forest variant. The hills were steep in this biome, comparable to the windswept hills biome.
Tall birch hills used the same mob spawning chances as birch forests.
Wooded Hills
Wooded hills were similar to forests, though the terrain was hillier and generally more erratic, making it less suitable for shelter. Wolves spawned here.
Wooded hills used the same mob spawning chances as forests.
History
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1.7.2{{Extension DPL}}<ul><li>[[Enchanted Book|Enchanted Book]]<br/>{{About|the book that can give items enchantments when used on an anvil|the artifact that can enchant allied mobs in Minecraft Dungeons|Enchanter's Tome}}
{{Item
| image = Enchanted Book.gif
|imagesize=160px
| stackable = No
| renewable = '''Swift Sneak''': No<br>'''All others''': Yes
| rarity = Uncommon
}}
An '''enchanted book''' is an [[item]] that lets players add [[enchantments]] to certain items using an [[anvil]].
== Obtaining ==
=== Chest loot ===
==== Level-30 books ====
{{LootChestItem|enchanted-book}}
==== Random enchantment books ====
{{LootChestItem|enchanted-book-rnd}}
==== Soul Speed books ====
{{LootChestItem|enchanted-book-rnd-soul-speed}}
==== Swift Sneak books ====
{{LootChestItem|enchanted-book-rnd-swift-sneak}}
===Fishing===
Enchanted books can be obtained as a "treasure" item from [[fishing]] with a [[fishing rod]] as part of the "treasure" category. The book has the equivalent of a level 30 enchantment from an enchantment table, but treasure enchantments are available and the chance of multiple enchantments is not reduced.
=== Trading ===
{{IN|bedrock}}, librarian [[villager]]s have a 50% chance to sell enchanted books as part of their trades at novice, apprentice, and journeyman-level, and have {{frac|1|3}} chance to sell enchanted books at expert-level as part of their trades, meaning each librarian villager can sell up to four books. The price ranges between 5-64 [[emerald]]s per book. Based on the level of the enchantment and whether it is classified as a "[[Enchanting mechanics|treasure enchantment]]" (meaning they are not obtainable by enchanting, e.g. [[Mending]]), which doubles the cost, or not a price is determined.
{{IN|java}}, librarian villagers have a {{frac|2|3}} chance to sell an enchanted book as part of their trades at the novice, apprentice, and journeyman level, and have a 50% chance to sell an enchanted book at the expert level, meaning each librarian can sell up to four books. The price ranges from 5-64 [[emerald]]s per book, depending on the enchantment's level as well as whether or not it is a [[Enchanting mechanics|treasure enchantment]].
{| class="fandom-table"
|+Cost of Enchanted Books based on their level
!Level
!Lowest Price
!Highest Price
|-
|I (1)
|5
|19
|-
|II (2)
|8
|32
|-
|III (3)
|11
|45
|-
|IV (4)
|14
|58
|-
|V (5)
|17
|71 (capped at 64)
|}
They may contain any available enchantment (except Soul Speed and Swift Sneak) at any available level. See [[Trading#cite_note-enchanted-book-10|trading notes]] for more information on enchantments and prices.
===Drops ===
Vindicators and pillagers that spawn from raids have a small chance to drop an enchanted book with a level 30 enchantment, which may be a treasure enchantment.{{only|bedrock}}
===Enchanting===
[[File:Enchanted Book 4x.png|thumb|An enchanted book with multiple high level enchantments.]]
[[File:Similar enchantments.png|thumb|An enchanted book with multiple enchantments that can be applied to the same item.]]
Players can create an enchanted book by enchanting a [[book]] on an [[enchantment table]]. Books have a decreased chance of getting multiple enchantments (specifically, if multiple enchantments would be added, then one is removed at random), and have a lower "enchantability level" than most other items. Treasure enchantments such as Mending cannot be obtained from an enchantment table.
=== Bartering ===
Players can barter with [[piglin]]s by using or throwing [[gold ingot]]s, and doing so has a {{frac|5|459}} chance for piglins to give the player an enchanted book with any level of [[Soul Speed]]. Soul Speed enchanted books are only obtainable through [[bartering]], [[chest]] loot inside a bastion remnant, and [[fishing]]. They cannot be obtained through [[enchanting]] or [[trading]].
== Usage ==
{{see also|Anvil mechanics}}
In Survival, enchanted books are the only method to obtain certain enchantments on certain tools, such as Unbreaking on [[shield]]s. Enchanted books have a shine effect on their sprite.
To use an enchanted book, the player must place an item in the first slot in an [[anvil]], and a book in the next. In order to complete the enchantment, the player must have the required amount of [[experience]]. Note that using an enchanted book gets significant discounts at the anvil. Enchanted books themselves can be combined to create a single book with increased or multiple enchantments, similar to combining tools or weapons.
When combining items, the compatible enchantments from the book in the second slot are transferred to the item from the first slot, keeping the highest level of any type. If two enchantments have the same level and a higher level is available, they combine into the next level. If a book is applied to an item that can't take all of its spells, the appropriate spells are transferred, while the unusable ones are lost. Enchanted books are single-use.
Enchanted books do not exhibit their enchantment. For example, a book with Sharpness IV as an enchantment does no more damage than an un-enchanted book, or any non-weapon item, would when used as a weapon. An exception is the Fire Aspect book which can ignite TNT and light campfires and the Mending book if the block mined can be broken by fist.{{only|bedrock}}
=== Available items ===
{{See also|Enchantments}}
Enchanted books can enchant the usual items that can be enchanted at an [[enchanting table]], but ''unlike an enchanting table'', they are able to boost enchantments such as Sharpness or Thorns to their maximum power, and may apply the following enchantments to items (the table displays only netherite tools and armor, but any type can be enchanted):
<!-- do not change the items listed in this table. It is supposed to show the items that can receive these enchantments from an enchanted book, but are NOT possible through an enchanting table. -->
{| class="wikitable" style="text-align: center;" data-description="Secondary enchantments"
|-
!Enchantment
!Items not enchantable<br>at an enchanting table
!Note
|-
|[[Efficiency]]
|{{simpleGrid|Shears}}{{simpleGrid|Netherite Pickaxe}}{{simpleGrid|Netherite Shovel}}{{simpleGrid|Netherite Axe}}{{simpleGrid|Netherite Hoe}}
|Increases mining speed
|-
|[[Thorns]]||{{simpleGrid|Netherite Helmet}}{{simpleGrid|Netherite Chestplate}}{{simpleGrid|Netherite Leggings}}{{simpleGrid|Netherite Boots}}
|Inflicts damage on attacker
|-
|[[Unbreaking]]
|{{simpleGrid|Shears}}{{simpleGrid|Flint and Steel}}{{simpleGrid|Fishing Rod}}{{simpleGrid|Carrot on a Stick}}{{simpleGrid|Warped Fungus on a Stick}}{{simpleGrid|Trident}}{{simpleGrid|Shield}}{{simpleGrid|Elytra}}<br>
{{simpleGrid|Netherite Pickaxe}}{{simpleGrid|Netherite Shovel}}{{simpleGrid|Netherite Axe}}{{simpleGrid|Netherite Hoe}}{{simpleGrid|Netherite Sword}}{{simpleGrid|Bow}}{{simpleGrid|Crossbow}}<br>
{{simpleGrid|Netherite Helmet}}{{simpleGrid|Netherite Chestplate}}{{simpleGrid|Netherite Leggings}}{{simpleGrid|Netherite Boots}}
|Increasing durability on enchanted tools/armors
|-
|[[Frost Walker]]
|{{simpleGrid|Netherite Boots}}
|Creates walkable ice layer over water
|-
|[[Mending]]
|{{simpleGrid|Netherite Helmet}}{{simpleGrid|Netherite Chestplate}}{{simpleGrid|Netherite Leggings}}{{simpleGrid|Netherite Boots}}<br>
{{simpleGrid|Netherite Pickaxe}}{{simpleGrid|Netherite Shovel}}{{simpleGrid|Netherite Axe}}{{simpleGrid|Netherite Hoe}}{{simpleGrid|Netherite Sword}}{{simpleGrid|Bow}}{{simpleGrid|Crossbow}}<br>
{{simpleGrid|Shears}}{{simpleGrid|Flint and Steel}}{{simpleGrid|Fishing Rod}}{{simpleGrid|Carrot on a Stick}}{{simpleGrid|Warped Fungus on a Stick}}{{simpleGrid|Trident}}{{simpleGrid|Shield}}{{simpleGrid|Elytra}}
|Uses XP Orbs to repair damaged tools/weapons/armors
|-
|[[Curse of Binding]]
|{{simpleGrid|Netherite Helmet}}{{simpleGrid|Netherite Chestplate}}{{simpleGrid|Netherite Leggings}}{{simpleGrid|Netherite Boots}}<br>{{simpleGrid|Elytra}}{{simpleGrid|Carved Pumpkin}}{{simpleGrid|Head}}
|Prevents removal of cursed item
|-
|[[Curse of Vanishing]]
|{{simpleGrid|Netherite Helmet}}{{simpleGrid|Netherite Chestplate}}{{simpleGrid|Netherite Leggings}}{{simpleGrid|Netherite Boots}}<br>
{{simpleGrid|Netherite Pickaxe}}{{simpleGrid|Netherite Shovel}}{{simpleGrid|Netherite Axe}}{{simpleGrid|Netherite Hoe}}{{simpleGrid|Netherite Sword}}{{simpleGrid|Bow}}{{simpleGrid|Crossbow}}<br>
{{simpleGrid|Shears}}{{simpleGrid|Flint and Steel}}{{simpleGrid|Fishing Rod}}{{simpleGrid|Carrot on a Stick}}{{simpleGrid|Warped Fungus on a Stick}}{{simpleGrid|Trident}}{{simpleGrid|Shield}}<br>{{simpleGrid|Elytra}}{{simpleGrid|Carved Pumpkin}}{{simpleGrid|Head}}<br>{{simpleGrid|Compass}}{{simpleGrid|Recovery Compass}}
|Cursed item is destroyed upon death
|-
|[[Soul Speed]]
|{{simpleGrid|Netherite Boots}}
|The wearer's speed is increased when walking on [[soul sand]] or [[soul soil]].
|-
|[[Swift Sneak]]
|{{simpleGrid|Netherite Leggings}}
|The wearer's sneaking speed is increased.
|}
=== Creative mode ===
The player can enchant any item with any enchantment in [[Creative]] mode, allowing any applied effects to exhibit themselves.{{only|java}} For example, a [[stick]] can be enchanted with [[Silk Touch]] to allow the player to successfully dig [[grass block]]s. The enchanted item can still be used in Survival mode without any loss of enchantments.
Enchantments that are normally incompatible are still incompatible; for example, Piercing and Multishot cannot be both applied to the same item, even in Creative mode.
If a block is enchanted, it loses the enchantment upon being placed in the world.
=== Disenchanting ===
Disenchanting an enchanted book at a [[grindstone]] yields a normal [[book]] and some experience depending on the quality of the book.
=== Chiseled bookshelf ===
{{control|Use|text=Using}} the [[chiseled bookshelf]] while having an enchanted book in the main hand will put the book inside the chiseled bookshelf.
== Sounds ==
{{edition|java}}:
{{Sound table
|sound=Chiseled bookshelf insert enchanted1.ogg
|sound2=Chiseled bookshelf insert enchanted2.ogg
|sound3=Chiseled bookshelf insert enchanted3.ogg
|sound4=Chiseled bookshelf insert enchanted4.ogg
|subtitle=Enchanted Book placed
|source=block
|description=When an enchanted book is placed in a chiseled bookshelf
|id=block.chiseled_bookshelf.insert.enchanted
|translationkey=subtitles.chiseled_bookshelf.insert_enchanted
|volume=0.8
|pitch=''varies'' <ref group=sound name=insertvaries>Can be 1.0, 0.85, or 1.1 for each sound</ref>
|distance=16}}
{{Sound table
|sound=Chiseled bookshelf pickup enchanted1.ogg
|sound2=Chiseled bookshelf pickup enchanted2.ogg
|sound3=Chiseled bookshelf pickup enchanted3.ogg
|subtitle=Enchanted Book taken
|source=block
|description=When an enchanted book is removed from a chiseled bookshelf
|id=block.chiseled_bookshelf.pickup.enchanted
|translationkey=subtitles.chiseled_bookshelf.take_enchanted
|volume=0.8
|pitch=''varies'' <ref group=sound name=pickupvaries>Can be 1.0, 0.8, or 1.1 for each sound</ref>
|distance=16
|foot=1}}
{{edition|bedrock}}:
{{Sound table
|type=bedrock
|sound=Chiseled bookshelf insert enchanted1.ogg
|sound2=Chiseled bookshelf insert enchanted2.ogg
|sound3=Chiseled bookshelf insert enchanted3.ogg
|sound4=Chiseled bookshelf insert enchanted4.ogg
|source=block
|description=When an enchanted book is placed in a chiseled bookshelf
|id=insert_enchanted.chiseled_bookshelf
|volume=0.8
|pitch=''varies'' <ref group=sound name=insertvaries>Can be 1.0, 0.85, or 1.1 for each sound</ref>}}
{{Sound table
|sound=Chiseled bookshelf pickup enchanted1.ogg
|sound2=Chiseled bookshelf pickup enchanted2.ogg
|sound3=Chiseled bookshelf pickup enchanted3.ogg
|source=block
|description=When an enchanted book is removed from a chiseled bookshelf
|id=pickup_enchanted.chiseled_bookshelf
|volume=0.8
|pitch=''varies'' <ref group=sound name=pickupvaries>Can be 1.0, 0.8, or 1.1 for each sound</ref>
|foot=1}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Enchanted Book
|spritetype=item
|nameid=enchanted_book
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showitemtags=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Enchanted Book
|spritetype=item
|nameid=enchanted_book
|id=521
|itemtags=minecraft:bookshelf_books</code>
|form=item
|foot=1}}
=== Item data ===
{{el|java}}:
{{main|Player.dat format}}
Enchanted books use an NBT tag <code>StoredEnchantments</code> to indicate the enchantment.
The allowed sub-tags are <code>id</code> and <code>lvl</code>, equivalent to the format of the <code>Enchantments</code> tag that is used for enchantments applied to items.
''The following NBT structure is provided to show how the <code>StoredEnchantments</code> tag is organized, and is not comprehensive above the <code>tag</code> tag. The full NBT for an item can be found [[Chunk format#Items_and_XP_Orbs|here]].''
<div class="treeview" style="margin-top: 0;">
*{{nbt|compound|tag}}: The tag tag.
**{{nbt|list|StoredEnchantments}}: The list of enchantments on this book.
***{{nbt|compound}} An enchantment
****{{nbt|string|id}}: The enchantment name ID
****{{nbt|short|lvl}}: The enchantment level
</div>
{{el|bedrock}}:
:See [[Bedrock Edition level format/Item format]].
==Advancements==
{{load advancements|Enchanter}}
==History==
{{History|java}}
{{History||November 24, 2012|link=none|[[Dinnerbone]] stated that he wanted to add a way to [[enchanting|enchant]] items in an [[anvil]] using [[paper]] at [[MINECON 2012]].}}
{{History||December 6, 2012|link={{tweet|Dinnerbone|276777823996366848}}|Dinnerbone released the first image of enchanting a diamond [[sword]] using an enchanted book that has [[Looting]] II for 6 levels. He also stated that "this is the reason I originally added the anvil."}}
{{History||1.4.6|snap=12w49a|[[File:Enchanted Book JE1 BE1.png|32px]] Added enchanted books.
|The enchantments of enchanted books can be applied to any [[item]].}}
{{History|||snap=12w50a|In [[Survival]] mode, enchanted books can now be used with limited kind of items. In [[Creative]] mode, they can still be used with any item. It was stated that the remaining functionality in Creative mode is intentional.<ref>{{Tweet|Dinnerbone|277084371146665984|Also enchanted books + items they're not intended for are a little broken and I kindly ask you to not exploit it too badly thanks.|December 7, 2012}}</ref><ref>{{bug|MC-4203}}</ref>
|Librarian [[villager]]s now [[trading|sell]] enchanted books at a cost of 1 [[book]] at 5–64 [[emerald]]s. The cost depends on the [[enchanting|enchantment]] level, and the cost can occasionally go above 64 emeralds; see [[Trading/Before 1.8]] for more details.
|Enchanted books now spawn in [[dungeon]], [[mineshaft]], [[desert temple|desert]] and [[jungle temple|jungle]] temple, [[stronghold]] and [[village]] blacksmith [[chest]]s.}}
{{History|||snap=pre|Enchanted books have been added to the [[Creative inventory]]. All levels for each enchanted book can be found in the search tab, and only the maximum level in the ''Tools'' and ''Combat'' tabs.}}
{{History||1.5.1|snap=13w11a|The [[player]] can now combine enchanted books of the same level to create a higher level variation.}}
{{History||1.7.2|snap=13w36a|Enchanted books can now be obtained by [[fishing]] as a "treasure" [[item]]. It is possible for the book to have multiple enchantments.}}
{{History|||snap=13w39a|When [[enchanting]] books, [[book]]s can now gain multiple enchantments.}}
{{History||1.8|snap=14w02a|[[Trading]] for enchanted books has been changed: the [[emerald]] cost has been doubled for [[treasure enchantment]]s, and cost has been capped at 64.}}
{{History|||snap=14w25a|Enchanted book [[Depth Strider]] added, which can go up to Level III and allows for faster underwater moving.}}
{{History||1.9|snap=15w42a|Enchanted book [[Frost Walker]] added, which can go up to Level II and turns water into [[frosted ice]].
|Enchanted book [[Mending]] added, which repairs [[tools]]/[[armor]] upon receiving [[experience]].}}
{{History|||snap=15w43a|The average yield of enchanted books found in [[stronghold]] library [[chest]]s has now more than tripled.}}
{{History|||snap=15w44a|The average yield from [[desert temple]], [[mineshaft]] and [[dungeon]] chests has been substantially increased. The enchantments on these books are now fully random, rather than enchanted only at level 30.}}
{{History||1.11|snap=16w39a|Enchanted books are now found in the new [[woodland mansion]] chests, with fully random enchantments.
|Enchanted book [[Curse of Binding]] added, which prevents removal of cursed [[armor]].
|Enchanted book [[Curse of Vanishing]] added, which destroys cursed items upon [[death]].}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 403.}}
{{History|||snap=18w09a|Enchanted books now have a chance of generating in [[underwater ruins]] chests.}}
{{History||1.14|snap=18w43a|[[File:Enchanted Book JE2 BE2.png|32px]] The texture of enchanted books has been changed.}}
{{History|||snap=18w47a|Enchanted books now have a chance of generating in [[pillager outpost]] chests.}}
{{History||1.16|snap=20w11a|Added [[Soul Speed]] enchanted book, which increases player's speed on [[soul sand]] and [[soul soil]]. It can be obtained only via the [[bartering]].}}
{{History|||snap=20w16a|Soul Speed enchanted books now generate in [[bastion remnants]] chests.}}
{{History||1.19|snap=Deep Dark Experimental Snapshot 1|Added [[Swift Sneak]] enchanted book, which increases player's speed while sneaking. It can be obtained only in [[ancient city]] chests.
|Enchanted books now generate in [[ancient city]] chests.}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Enchanted books can now interact with [[chiseled bookshelves]].}}
{{History|pocket alpha}}
{{History||v0.12.1|snap=build 1|[[File:Enchanted Book JE1 BE1.png|32px]] Added enchanted books.
|All levels of each enchanted book can be obtained in the Creative inventory.}}
{{History||v0.13.0|snap=build 1|Enchanted books now generate in [[desert temple]]s.}}
{{History||v0.14.0|snap=build 1|Enchanted books now generate in [[mineshaft]]s.}}
{{History||v0.15.0|snap=build 1|Enchanted books now generate in [[jungle pyramid]]s.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Enchanted books now generate in [[end city|end cities]].}}
{{History||1.0.4|snap=alpha 1.0.4.0|Enchanted books can now be [[trading|bought]] from librarian villagers for 5-64 emeralds as part of their tier 1, 4 and 5 trades.}}
{{History||1.1.0|snap=alpha 1.1.0.0|Enchanted books now generate in [[woodland mansion]]s.
|Enchanted books [[Mending]] and [[Frost Walker]] added.}}
{{History|bedrock}}
{{History||1.2.13|snap=beta 1.2.13.5|Added Curse of Binding and Curse of Vanishing [[enchanting|enchantments]], but they are obtainable only via [[trading]] with librarian [[villager]]s.}}
{{History||1.4.0|snap=beta 1.2.20.1|Enchanted books can now be found in [[underwater ruins]].}}
{{History||1.4.0|snap=beta 1.2.20.2|Curse enchantments are no longer obtainable via trading.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Enchanted Book JE2 BE2.png|32px]] The texture of enchanted books has been changed.
|Enchanted books can now be found in [[pillager outpost]]s.}}
{{History||1.11.0|snap=beta 1.11.0.4|[[Vindicator]]s and [[pillager]]s that spawn in [[raid]]s can now [[drops|drop]] enchanted books.
|[[Trading]] has been changed, enchanted books [[trading|bought]] from librarian [[villager]]s now cost 15-64 [[emerald]]s.
|Librarian villagers now have a 50% chance to [[trading|sell]] enchanted books as part of their first, second, and third tier trade, and {{frac|1|3}} chance to sell enchanted books as part of their fourth tier trades.}}
{{History||1.16.0|snap=beta 1.16.0.57|Added [[Soul Speed]] enchanted book, which can be obtained only via [[bartering]] and at [[bastion remnants]] chests.}}
{{History||1.20.0<br>(Experimental)|link=Bedrock Edition 1.19.50|snap=beta 1.19.50.21|Enchanted books can now interact with [[chiseled bookshelves]].}}
{{History|console}}
{{History||xbox=TU14|xbone=CU1|ps=1.04|wiiu=Patch 1|[[File:Enchanted Book JE1 BE1.png|32px]] Added enchanted books.
|Only the maximum level of each enchanted book can be obtained within the Creative inventory.}}
{{History|PS4}}
{{History||1.90|[[File:Enchanted Book JE2 BE2.png|32px]] The texture of enchanted books has been changed.}}
{{History|new 3ds}}
{{History||0.1.0|[[File:Enchanted Book JE1 BE1.png|32px]] Added enchanted books.
|All levels of each enchanted book can be obtained in the Creative inventory.}}
{{History|foot}}
== Issues ==
{{Issue list}}
==Trivia==
*When obtained through the {{cmd|give}} command with no stored enchantments, the enchanted book has no attached enchantments, but still shines as if it is enchanted.
*A book enchanted with [[Unbreaking]] III appears in both the tools tab and combat tab of the [[Creative]] [[inventory]].
==Gallery==
<gallery>
File:Dinnerbones_enchanted_Books.png|First image of an enchanted book, released by Dinnerbone.
File:DungeonBook.png|An enchanted book found in a dungeon chest.
File:Enchanted_Book.gif|An animation of an enchanted book.
</gallery>
==References ==
{{reflist}}
{{Items}}
[[Category:Renewable resources]]
[[de:Verzaubertes Buch]]
[[es:Libro encantado]]
[[fr:Livre enchanté]]
[[hu:Varázskönyv]]
[[ja:エンチャントの本]]
[[ko:마법이 부여된 책]]
[[nl:Betoverd boek]]
[[pl:Zaklęta książka]]
[[pt:Livro encantado]]
[[ru:Зачарованная книга]]
[[th:หนังสือร่ายมนตร์]]
[[uk:Зачарована книга]]
[[zh:附魔书]]</li><li>[[Brick|Brick]]<br/>{{about|the item|the crafted block|Bricks|other uses}}
{{Item
| image = [[File:Brick JE2 BE2.png|32px]]
| stackable = Yes (64)
| renewable = Yes
}}
A '''brick''' is an item used to craft [[bricks|brick]] blocks, [[flower pot]]s, and [[decorated pot]]s.
== Obtaining ==
=== Smelting ===
A brick can be obtained by smelting a [[clay ball]].
{{Smelting
|Clay Ball
|Brick
|0,3
}}
=== Mining ===
When [[breaking]] a [[decorated pot]] with a tool without [[Silk Touch]] on the main hand, the decorated pot can drops 0-4 brick(s) depend on the material that the decorated pot make of.
=== Loot ===
{{LootChestItem|brick}}
=== Trading ===
Novice-level stone mason [[villager]]s sell 16{{only|bedrock}} or 10{{only|java}} bricks for one [[emerald]].
== Usage ==
Brick can be used to craft [[bricks]], [[flower pot]]s, and [[decorated pot]]s.
=== Crafting ingredient ===
{{crafting usage}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Brick
|spritetype=item
|nameid=brick
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Brick
|spritetype=item
|nameid=brick
|id=383
|form=item
|foot=1}}
== History ==
{{History|java alpha}}
{{History||v1.0.11|[[File:Brick JE1 BE1.png|32px]] Added bricks as an item.}}
{{History|java}}
{{History||1.4.2|snap=12w34a|Bricks are now used for [[flower pot]]s.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this item's numeral ID was 336.}}
{{History||1.14|snap=18w43a|[[File:Brick JE2 BE2.png|32px]] The texture of bricks has been changed.}}
{{History|||snap=19w11a|Bricks are now [[trading|sold]] by [[villager]]s of the new mason profession, making them [[renewable resource|renewable]].}}
{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|Bricks can now be used for crafting [[decorated pot]]s.|Bricks now drop when brushing [[suspicious sand]] in [[desert well]]s.|Bricks now drop when mining [[decorated pot]] with a tool on the main hand.}}
{{History||1.20|snap=23w12a|The probability for the brick to generate in the [[suspicious sand]] in [[desert well]] has been changed from 1/7 to 1/8.|Brick can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}
{{History|||snap=23w16a|Brick 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]]; brick now is in the common loot.}}
{{History|pocket alpha}}
{{History||v0.2.0|[[File:Brick JE1 BE1.png|32px]] Added bricks as an item. They are currently unobtainable and serve no purpose.}}
{{History||v0.3.2|Bricks can now be obtained by smelting clay balls.
|Bricks are now used to craft [[brick block]]s.}}
{{History||v0.12.1|snap=build 1|Bricks are now used to craft [[flower pot]]s.}}
{{History||v0.16.0|snap=build 5|Added bricks to the [[Creative]] [[inventory]].<ref name="missing brick">{{Bug|MCPE-16556}}</ref>}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|16 bricks can now be obtained via trading with stone mason [[villager]]s for 1-2 [[emerald]]s.
|[[File:Brick JE2 BE2.png|32px]] The texture of bricks has now been changed.}}
{{History||1.11.0|snap=beta 1.11.0.4|Trading has been changed; bricks sold by stone mason villagers now cost only one emerald.}}
{{History||1.20.0<br>(Experimental)|link=Bedrock Edition 1.19.70|snap=beta 1.19.70.23|Bricks now drop when brushing [[suspicious sand]] in [[desert well]]s and can be used to craft decorated pots.}}
{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Brick JE1 BE1.png|32px]] Added bricks.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Brick JE2 BE2.png|32px]] The texture of bricks has been changed.}}
{{History|3ds}}
{{History||0.1.0|[[File:Brick JE1 BE1.png|32px]] Added bricks.}}
{{History|foot}}
== Issues ==
{{issue list}}
== References ==
{{reflist}}
{{Items}}
[[Category:Renewable resources]]
[[cs:Cihla]]
[[de:Ziegel]]
[[es:Ladrillo]]
[[fr:Brique]]
[[hu:Tégla]]
[[it:Mattone]]
[[ja:レンガ]]
[[ko:벽돌 (아이템)]]
[[nl:Baksteen]]
[[pl:Cegła]]
[[pt:Tijolo]]
[[ru:Кирпич]]
[[th:อิฐ]]
[[uk:Цеглина]]
[[zh:红砖]]</li></ul> | 13w36a | Extreme hills edge biomes no longer generate naturally. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.18{{Extension DPL}}<ul><li>[[Sugar|Sugar]]<br/>{{Item
| image = Sugar.png
| renewable = Yes
| stackable = Yes (64)
}}
'''Sugar''' is a [[food]] ingredient and [[brewing]] ingredient made from [[sugar canes]].
== Obtaining ==
=== Mob loot ===
[[Witch]]es have a chance of dropping 0–2 sugar upon death. This is increased by 1 per level of [[Looting]], for a maximum of 0–5 sugar.
=== Crafting ===
{{Crafting
|head= 1
|Sugar Cane
|Output= Sugar
|type= Material
}}
{{Crafting
|Honey Bottle
|Output= Sugar, 3
|type= Material
|foot= 1
}}
=== Compound creation ===
Sugar can be created from its base [[element]]s, using the [[compound creator]].{{only|bedrock|education}}
{| class="wikitable"
!Name
!Elements
!Example recipe
|- <!-- Temporarily using crafting grid as a substitute for the compound creator (template not yet available), since the layout is the same, even if the appearance is different -->
!Sugar
|6 Carbon<br>12 Hydrogen<br>6 Oxygen
|{{Crafting Table
|shapeless= 1
|A2=Carbon,6 |B2=Hydrogen,12 |C2=Oxygen,6
|Output=Sugar}}
|}
== Usage ==
=== Crafting ingredient ===
{{crafting usage}}
=== Brewing ingredient ===
{{Brewing
|head=1
|Sugar
|Mundane Potion
|base=Water Bottle
}}
{{brewing
|foot=1
|showname=1
|Sugar
|Potion of Swiftness
}}
=== Horses ===
Sugar can be fed to [[horse]]s to heal {{hp|1}}, speed growth by 30 seconds, and increase taming probability by 3%.
== Achievements ==
{{load achievements|The Lie}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Sugar
|spritetype=item
|nameid=sugar
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|notshowbeitemforms=y
|shownumericids=y
|showforms=y
|generatetranslationkeys=y
|displayname=Sugar
|spritetype=item
|nameid=sugar
|id=416
|form=item
|foot=1}}
== Video ==
<div style="text-align:center">{{yt|DnMFkmC7BxE}}</div>
== History ==
{{History|java beta}}
{{History||1.2|[[File:Sugar JE1 BE1.png|32px]] Sugar has been introduced as an ingredient for [[cake]].}}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease 2|Sugar is now used to craft [[fermented spider eye]]s.}}
{{History|||snap=Beta 1.9 Prerelease 3|Sugar can now be [[brewing|brewed]] in a [[water bottle]] to create a [[Mundane Potion]], or in an [[Awkward Potion]] to create a [[Potion of Swiftness]].}}
{{History||1.4.2|snap=12w37a|Sugar is now used to make [[pumpkin pie]].}}
{{History|||snap=12w38b|[[Witch]]es can now [[drops|drop]] sugar.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 353.}}
{{History||1.14|snap=18w43a|[[File:Sugar JE2 BE2.png|32px]] The texture of sugar has been changed.}}
{{History||1.15|snap=19w34a|Sugar can now can be created using 1 [[honey bottle]].}}
{{History|pocket alpha}}
{{History||v0.2.0|[[File:Sugar JE1 BE1.png|32px]] Added sugar. It is currently unobtainable and serves no purpose.}}
{{History||v0.3.0|Sugar is now [[craft]]able using [[sugar cane]].}}
{{History||v0.7.0|Sugar is now used to craft [[cake]].}}
{{History||v0.8.0|snap=build 1|Sugar is now used to craft [[pumpkin pie]].}}
{{History||v0.12.1|snap=build 1|Sugar has been added to the [[creative]] [[inventory]].|Sugar is now used to craft [[fermented spider eye]]s.
|Sugar can now be used for [[brewing]], to get mundane [[potion]]s and potions of [[Swiftness]].}}
{{History||v0.14.0|snap=build 1|Added [[witch]]es, which can [[drops|drop]] sugar upon [[death]].}}
{{History||v0.15.0|snap=build 1|Sugar can now be used to feed [[horse]]s, which can increase their temper, heal them, and speed up the growth of foals.}}
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.20.1|Sugar can now be created using 6 Carbon, 12 Hydrogen, and 6 Oxygen in the [[compound creator]].}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Sugar JE2 BE2.png|32px]] The texture of sugar has been changed.}}
{{History||1.14.0|snap=beta 1.14.0.1|Sugar can now be created using 1 [[honey bottle]].}}
{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Sugar JE1 BE1.png|32px]] Added sugar.
|Sugar is used to craft [[cake]].}}
{{History||xbox=TU7|Sugar is now used to craft [[fermented spider eye]]s.|Sugar can now be [[brewing|brewed]] in a [[water bottle]] to create a [[Mundane Potion]], or in an [[Awkward Potion]] to create a [[Potion of Swiftness]].}}
{{History||xbox=TU14|ps=1.04|Sugar is now used to make [[pumpkin pie]].}}
{{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|switch=1.0.1|[[Witch]]es can now [[drops|drop]] sugar.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Sugar JE2 BE2.png|32px]] The texture of sugar has been changed.}}
{{History|New 3DS}}
{{History||0.1.0|[[File:Sugar JE1 BE1.png|32px]] Added sugar.}}
{{History|foot}}
== Issues ==
{{issue list}}
== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--sugar Taking Inventory: Sugar] – Minecraft.net on January 27, 2022
{{Items}}
[[cs:Cukr]]
[[de:Zucker]]
[[es:Azúcar]]
[[fr:Sucre]]
[[hu:Cukor]]
[[it:Zucchero]]
[[ja:砂糖]]
[[ko:설탕]]
[[nl:Suiker]]
[[pl:Cukier]]
[[pt:Açúcar]]
[[ru:Сахар]]
[[th:น้ำตาล]]
[[uk:Цукор]]
[[zh:糖]]
[[Category:Renewable resources]]
[[Category:Brewing recipe]]</li><li>[[Torchflower Seeds|Torchflower Seeds]]<br/>{{wip}}
{{Block
| image = <gallery>
Torchflower Age 0.png| Age 0
Torchflower Age 1.png| Age 1
Torchflower Age 2.png| Age 2
</gallery>
| image2 = Torchflower Seeds JE1.png
| transparent = Yes
| light = No
| tool = N/A
| renewable = Yes
| stackable = Yes (64)
| rarity = Common
|flammable=No
|lavasusceptible=No
}}
'''Torchflower seeds''' are seeds that have a chance to be dropped by [[Sniffer|sniffers]] when they finish digging.
== Obtaining ==
[[Sniffer]]s will occasionally bury their nose in the ground and start digging. Once the sniffer has finished digging, one torchflower seed will have a chance to be dropped on the floor as an item.
Sniffers can only dig for torchflower seeds in the following blocks:
*{{BlockLink|Dirt}}
*{{BlockLink|Grass Block}}
*{{BlockLink|Podzol}}
*{{BlockLink|Coarse Dirt}}
*{{BlockLink|Rooted Dirt}}
*{{BlockLink|Moss Block}}
*{{BlockLink|Mud}}
*{{BlockLink|Muddy Mangrove Roots}}
They cannot dig for torchflower seeds on [[mycelium]], which is intended.<ref>{{bug|MC-260259||Sniffers cannot dig nor find seeds on mycelium|WAI}}</ref>
== Usage ==
=== Crop ===
{{main|Tutorials/Crop farming|title1=Crop farming}}
Torchflower seeds can be {{control|placed}} on [[farmland]], where they grow through three stages. Breaking the torchflower crop before it matures drops the seed, while breaking the final stage produces one [[torchflower]] and does not yield the seed.
Crops break if pushed by a [[piston]] or if their supporting farmland breaks or turns to dirt (i.e. by being trampled), dropping their usual drops.
Farmer [[villager]]s can plant torchflower seeds, but cannot harvest them after they have fully grown.<ref>{{bug|MC-263382|||WAI}}</ref>
=== Feeding ===
Torchflower seeds can be used to breed [[sniffer]]s and [[chicken]]s and reduce the remaining growth duration of snifflets and chicks by 10%. Also, if some torchflower seeds were fed to an injured sniffer, it will heal it by {{hp|2}} health points.
=== Taming ===
Torchflower seeds can be used to tame [[parrot]]s.
=== Composting ===
Placing torchflower seeds into a [[composter]] has a 30% chance of raising the compost level by 1.
== Sounds ==
{{Sound table/Block/Crop}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showblocktags=y
|showitemtags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Torchflower Crop
|spritetype=block
|nameid=torchflower_crop
|form=block
|blocktags=bee_growables, crops}}
{{ID table
|displayname=Torchflower Seeds
|spritetype=item
|nameid=torchflower_seeds
|form=item
|itemtags=villager_plantable_seeds
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|generatetranslationkeys=y
|displayname=Torchflower Crop
|spritetype=block
|nameid=torchflower_crop
|id=-567
|form=block
|translationkey=-}}
{{ID table
|displayname=Torchflower Seeds
|spritetype=item
|nameid=torchflower_seeds
|id=296
|form=item
|foot=1}}
=== Block states ===
{{see also|Block states}}
{{/BS}}
== Achievements ==
{{Load achievements|Planting The Past}}
== Advancements ==
{{load advancements|A Seedy Place;Planting The Past;Little Sniffs}}
== History ==
{{History|java}}
{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[File:Torchflower Seeds JE1.png|32px]] Added torchflower seeds behind the [[Java Edition 1.20|Update 1.20 experimental datapack]].}}
{{History|||snap=1.19.4 Pre-release 1|Torchflower seeds can now be used to breed [[chicken]]s and tame [[parrot]]s.<ref>{{bug|MC-260035|||Fixed}}</ref>|Torchflower seeds are now next to other seeds in the [[Creative inventory]].|Placing torchflower seeds in farmland now gives the player the "A Seedy Place" [[advancement]].}}
{{History||1.20|snap=23w12a|[[Sniffer]]s can now be obtained in Survival, making torchflower seeds [[renewable]].|Torchflower seeds are now available without using the "Update 1.20" experimental datapack.}}
{{History|||snap=23w14a|Torchflower seeds can now be picked up by farmer [[villager]]s.|[[Sniffer]]s can now be tempted with torchflower seeds.}}
{{History|||snap=23w16a|[[Villager]]s can now plant torchflower seeds.}}
{{History|||snap=23w17a|The player now get the [[advancement]] "Little sniffs" when they feed a [[snifflet]] using torchflower seeds, "Planting the past" when they plant torchflower seeds on [[farmland]].}}
{{History|bedrock}}
{{History||Sniffer<br>(Experimental)|link=Bedrock Edition 1.19.70|snap=beta 1.19.70.23|[[File:Torchflower Seeds JE1.png|32px]] Added torchflower seeds behind the "[[Bedrock Edition 1.20.0|Sniffer]]" [[experimental]] toggle.}}
{{History||1.20.0|snap=beta 1.20.0.20|Torchflower seeds are now available without using the "Sniffer" experimental toggle.}}
{{History|foot}}
== Issues ==
{{issue list}}
== Trivia ==
* The final growth stage of the torchflower crop uses the same ID as the actual torchflower. This causes some side effects, such as the plant becoming offset and randomly jumping to the side.<ref>{{bug|MC-260472|resolution=wai}}</ref>
== Gallery ==
<gallery>
Torchflower Seeds stages.png|All the growth stages of torchflower seeds.
</gallery>
== Notes ==
{{notelist}}
== References ==
{{reflist}}
{{Blocks|upcoming}}
{{Items}}
[[Category:Plants]]
[[Category:Non-solid blocks]]
[[de:Fackelliliensamen]]
[[es:Semillas de plantorcha]]
[[ja:トーチフラワーの種]]
[[pt:Sementes de plantocha]]
[[zh:火把莲种子]]</li></ul> | Experimental Snapshot 1 | A lot of biomes no longer generated naturally, because they were no longer needed. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Deep warm ocean biomes now naturally generate. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 21w40a | Removed every unused biome. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 21w43a | Removed deep warm ocean biomes. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Bedrock Edition | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
1.18.0Tropical fish also have assigned names that can be seen after capture. In Java Edition, the smaller text under the item name is displayed showing the fish name, similar to the text that displays enchantments under enchanted items. In Bedrock Edition, the item name is displayed showing "Bucket of <fish name>". Their colors are mostly named according to the colored block names, though with a few exceptions:
The base color comes first, and if the pattern color is different, it comes after that. Lastly, the fish bucket is given a name according to the shape and pattern of the fish:
Some tropical fish don't follow the normal naming system, and instead, reference real-life fish species. Apart from these names, these types of fish aren't different from regular tropical fish in terms of design or behavior. These varieties are:
| beta 1.18.0.20 | Deep warm ocean biomes now naturally generate by default without enabling experimental gameplay. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| beta 1.18.0.25 | The deep warm ocean biomes no longer generate naturally. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
References
- ↑ MC-140690 — "Giant Spruce Taiga Hills has no difference with Giant Spruce Taiga" — resolved as "Fixed".
- ↑ MC-188096 — "Gravelly Mountains+ is no different than Gravelly Mountains" — resolved as "Fixed".
- ↑ MC-140151 — "Modified Jungle Edge biomes only generate when a Jungle borders a Swamp Hills biome" — resolved as "Fixed".
- ↑ a b MC-127290 — "Shipwrecks and buried treasure will not spawn in mushroom shore or stone shore biomes" — resolved as "Works As Intended".
- ↑ MCPE-34936 — Tall birch tree, shattered savanna, badlands plateau, and dark forest biomes have wrong grass color
