Java Edition unused features

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This article is about features that are in Java Edition, but unused. For unused ideas, see Java Edition mentioned features.

Since the beginning of Minecraft's development, there have been a number of features added to the game that have no actual use in Survival or in Creative. Some of these features are leftover from removed features, or simply placeholders for new features.

Note: that this page documents only unused features that are currently in the game. See Java Edition removed features for features previously in the game that are no longer available.

Blocks[edit]

Unobtainable block state combinations[edit]

Certain blocks have certain combinations of block states that cannot be encountered in usual Survival gameplay, and instead require using commands, the debug stick or a debug world. Some may also be able to be created via update suppression methods, or be able to be created in older game versions and updated forwards. As these are impossible to encounter, mapmakers may be able to use some of them as blank slates and remodel these using model files for custom blocks as these will not be able to be encountered in any gameplay. Note, however, that these states are generally fragile.

  • Vines with all directional states set to false is generally inaccessible. It uses the exact same model as south facing vines,‌[until JE 1.17] but has no hitbox.
  • Walls have several inaccessible block states - for example, walls with no orthogonal attachments nor the "up" state are completely invisible. Several other unattainable state combinations exist, most of which allow the inside of the wall to be seen, which can be seen through completely.
  • Iron doors and iron trapdoors have distinct "open" and "powered" states. Normal survival gameplay would dictate that these both either be simultaneously true or false, with no exceptions to this rule currently known. As such, these blocks with mismatched such states should be normally inaccessible.
  • Redstone wire with only one attachment will still stretch all the way to the side opposite its attachment, despite there being valid different block states which only have and visually show one attachment. Interestingly, they were even given distinct models in 20w18a, yet still never made available in Survival.
  • Campfires can be lit while waterlogged using commands or debug sticks. However, current survival gameplay renders this impossible.
    • Similarly, Candles[upcoming: JE 1.17] can also be both waterlogged and lit, but the candle must be viewed from inside the water or with the graphics option set to Fabulous! to view any particles.
  • Slabs can be both waterlogged and be double slabs using commands or debug sticks. However, current survival gameplay renders this impossible.
  • TNT has a block state that causes it to explode when hit. This was obtainable in the past, but not with current survival gameplay.
  • Chorus Plant which have both up and down and at least one side set to true, while placable, will break immediately. Additionally, chorus plants with both up and down set to false, but 2 sides set to true cannot be placed.
  • Scaffolding with distance set to 7, while placable, become a falling entity, which will land on any place where it will be non-7, or break.
  • Glow Lichen[upcoming: JE 1.17] with all directional states set to false is generally inaccessible. Unlike vines, this block state has no model. It also has no hitbox, but does still emit light.[1]

Unobtainable fluid state combinations[edit]

  • Both non-flowing water and lava have a fluid state named falling, which is always false.
  • Both water and lava created from a corresponding block above have the fluid state falling set to true and height set to 8, while without block above, the fluid state has falling set to false and height set to 1 through 7, making the combinations of falling set to false and height set to 8, and falling set to true and height set to 1 through 7 unavailable.

Entities[edit]

Giant[edit]

Main article: Giant
Zombie.png

Giants are an unused mob added in Indev. They appear to be a giant zombie. Giants have no movement AI, therefore they are unable to walk around. They cannot spawn naturally because the game requires the light level to be both greater than 11 and less than 8 and those conditions cannot be met in vanilla. This makes them impossible to appear through spawners.

Giants can be summoned only by using the /summon giant command.

During the 2020 April Fools' snapshot, the giant is able to naturally spawn on occasion in custom dimensions.

The Killer Bunny[edit]

Main article: Killer Rabbit
Killer Bunny JE5.png

The killer bunny is a variant of the rabbit that is hostile to all players and tamed wolves. Its fur is pure white with blood-red eyes that are horizontal, compared to a normal rabbit's vertical eyes.

If the killer bunny finds any player within a 16-block radius, it hops quickly toward the player, much faster than a normal rabbit. It moves in a style similar to that of a spider. Once it closes in, it lunges at the player, dealing a fair amount of damage. If the player strikes at the killer bunny, it runs away for a brief moment, then returns to lunging at the player. Killer rabbits are also immune to the Thorns enchantment.

If it cannot find a player, the killer bunny actively seeks out and attacks any wolves as well, including tamed wolves. These wolves, in turn, attack the killer bunny, leading to a vicious fight.

On peaceful difficulty, the killer bunny does not despawn, despite its hostile nature. It still attacks wolves and tamed wolves.

The killer bunny can be spawned only with the /summon rabbit ~ ~ ~ {RabbitType:99} command.

Zombie Horse[edit]

Main article: Zombie Horse
Zombie Horse Revision 3.png

Zombie horses are a variant of horses that were added in Java Edition 1.6.1, along with normal and skeleton horses. There is a zombie horse spawn egg available only in creative mode, but they remain unused in survival.

In addition to spawn eggs, zombie horses can be spawned with the /summon zombie_horse command.

Illusioner[edit]

Main article: Illusioner
Illusioner.png

The illusioner is an unused illager that was added in Java Edition 1.12. Like other illagers, they attack players, villagers, wandering traders and iron golems within a 12 blocks range. It attacks with its spells, and with its bow.

The illusioner has two spells: a spell that blinds its opponent, and a spell that summons duplicates and makes the illusioner invisible.

The illusioner has a face that is just like the face of a evoker, formerly of a vindicator.

Illusioners can be spawned only with the /summon illusioner command.

Minecart with Spawner[edit]

Main article: Minecart with Spawner
Minecart with Spawner JE2.png

Minecart with spawner is a combination of a minecart and a spawner.

Minecarts with spawners cannot be obtained as an item in the inventory, and can only be placed using the /summon command.

The spawner inside the minecart acts the same way as normal spawners, and the mob being spawned can be changed with /data modify.

When killed, minecarts with spawners drop 1 minecart.

Potions[edit]

The uncraftable potion is a potion added in the Java Edition 1.9 snapshot 15w44b with no effect that is unobtainable in survival without cheats as of 1.16. It is also available in splash potion and lingering potion forms, as well as for tipped arrows. It serves as a placeholder for potions that have missing or invalid potion-effect tags, which default to this.

It can be obtained using the following command: /give @p minecraft:potion 1 0 {Potion:"minecraft:empty"}.

Icon Name DV
Uncraftable Potion 373
Uncraftable Splash Potion 438
Uncraftable Lingering Potion 440
Uncraftable Tipped Arrow 441

There are also potions that cannot be brewed, and give the player status effects not intended to be received by potions; e.g. Wither, Nausea. Again, these can be obtained only through custom potions.

Status effects[edit]

Main article: Status effects

Various status effects remain unused in the game. They can be obtained using /effect or potion NBT data, but have no way of being obtained other than that.

Luck[edit]

Luck increases the chance of high-quality loot. Luck can be obtained from potion of luck, splash potion of luck, lingering potion of luck or arrow of luck, which cannot be obtained in survival.

From snapshot 19w13a to 1.14 Pre-Release 1, the arrows of luck could be obtained from fletcher villagers when the player has the Hero of the Village status effect.

Bad Luck[edit]

Bad Luck is the opposite of Luck; it reduces the chances of high-quality loot. Bad Luck cannot be obtained from potions, even in creative mode.

Health Boost[edit]

During the Java Edition 1.6.1 snapshots, the health boost status effect was added. It boosted the player's hearts for a temporary time. It could be obtained from eating a golden apple.

In the next main snapshot, golden apples give the player absorption instead of a health boost, but the effect was still left in the game.

In Java Edition 1.9 and Java Edition 1.14, developers gave the Health Boost effect a new texture, despite the fact that it is still not in use.

Biomes[edit]

Main article: Biome

The following biomes remain unused since 13w36a and 18w08b. While they do not naturally generate in default worlds, they can be accessed using the Buffet world type.

Biome ID Name and Features Description Images
20

Mountain Edge [2]

Temperature: 0.2

Grass, Dirt, Stone, Pigs, Sheep, Cows, Wolves, Spruce trees, Oak trees, Snow (occasionally)

Similar to the jungle edge sub-biome, this sub-biome generates exclusively at the edge of mountains biomes (or any variant). Mountain Edge.png
44

Deep Warm Ocean [3]

Temperature: 0.1

Pufferfish mobs, Tropical fish mobs, Warm underwater ruins, Sand, Kelp, Seagrass, Ocean monuments, Guardians, Elder guardians

Similar to warm ocean biomes, but twice as deep. Because they are a deep ocean variant, they can generate ocean monuments, resulting in the spawning of guardians, elder guardians, prismarine, and sponges. Deep Warm Ocean.png

Sounds[edit]

Audio loops[edit]

Loops were unused sounds, found in the game files, and were possibly meant for when the player is in a specific type of location (i.e., in caves, forests, the ocean and beside a waterfall).

They were found in .minecraft/resources/sound/loops/, and could be converted to reveal four loops, of birds chirping, cave chimes, ocean and waterfall noises. They were removed in an unknown time.

Loop Track
Birds Chirping
Cave Chimes
Ocean
Waterfall

Others[edit]

Others Track
Ghast affectionate scream
Classic Hurt
Breath
Wolf Howl 1
Wolf Howl 2
Silverfish Walking Sounds Track
Step1
Step2
Step3
Step4

Some of these sounds are still usable by running:

  • /playsound minecraft:entity.ghast.scream master @a for the "Ghast affectionate scream" sound.[4]
  • /playsound minecraft:entity.player.breath master @a for the "Breath" sound.[5]
  • /playsound minecraft:entity.wolf.howl master @a for the "Wolf Howl" sounds.[6]
  • /playsound minecraft:entity.silverfish.step master @a for the "Silverfish walking" sounds.[7]

Curiously, the "affectionate scream" can be heard in the Nether Update Official Trailer at around 1:03.

Resources[edit]

Various resources located in the game's assets files that remain unused.


Purple arrow[edit]

Purple Arrow JE1.png
The arrow and the purple arrow beside each other, in that respective order.
The purple arrow shot by a skeleton in Survival Test.

Purple arrows were shot by skeletons in Survival Test and acted the same as regular arrows, but could not be picked up. The purple arrow used a texture on the same sheet as the normal arrows, but the texture is not currently in use.

In Java Edition 1.9, a new texture was added for arrows, causing the original arrow texture, including the purple arrows to be entirely unused.[8]

Villager speech bubble[edit]

A villager speech bubble

The villager speech bubble is an image that was added along with the villager.png file in the jar when the trading system was added. It showed a trade, where raw chicken could be sold to villagers for another raw chicken. Both raw chickens have the old raw chicken texture. During an interview about villagers, Jeb offered a possible explanation: "We did some experiments with thought bubbles, but it didn't look good. So in the end, after I'd been lead on Minecraft for a year, we just decided to add an interface instead." [9]

The texture has been partially overwritten by the selection arrows.

Minecart texture[edit]

See also: Minecart
The minecart dirt texture .

The texture from the minecart model is rarely visible. The texture appears to be dirt, which is an artifact of when the minecart used to act as a portable chest. The "dirt" level used to raise when items were put into it. The texture still appears inside minecarts, but it's blocked by a different texture.

Vindicator, evoker and witch hood[edit]

Witch hood seen on 18w50a.
See also: Illager
Evoker hood seen on Meet the Evoker.

Evokers, vindicators and witches are hostile mobs based off the villagers, and they have an unused hood texture.

The evoker hood can be seen in the Mojang article "Meet the Evoker" and the witch hood can be seen in 18w50a.

Prior to the 1.14 Village and Pillage update, the villagers also had unused hood textures.

Footprint particle[edit]

See also: Particles

Despite the particle itself being removed in the snapshot 17w47a, the texture for the 'footprint' particle still exists within the game's jar file.[8] But the texture file has been removed since snapshot 21w13a.

During the April Fools' 2020 snapshot, the texture of the footprint particle was added into the snapshot as an unusable item named minecraft:footprint in the dimension "missing".

Footstep particles on sand.

The footstep particle was introduced, but never used in-game. It was removed in snapshot 17w47a, as part of The Flattening. They were later added as an easter egg in the 20w14∞ April Fools snapshot with the namespaced ID of minecraft:footprint. It could be obtained in the "missing" dimension or using the /give command.

Zombie pigmen, guardian and armor stand[edit]

The old texture for zombie pigmen used to contain the text "THX XAPHOBIA" on an unused section of the texture. The texture for the guardian contains the text "jeb_", which is Jens Bergensten's nickname. The armor stand's texture also contains the text "Searge", which is Michael Stoyke's nickname.

[edit]

See also: Banner

banner_base and banner_overlay item textures exist but are unused, meaning it was once going to use an item model instead of the original entity model.

Old zombie villager texture[edit]

See also: Zombie Villager
Old zombie villager texture

Old texture from 12w32a snapshot still exists in "textures/entity/zombie" directory but it's unused.[8]

Map icons[edit]

See also: Map

Some extra icons for maps. The white and green arrows are the only ones used normally, though the colored arrows are used for multiplayer in Bedrock Edition.

Selected and Unselected[edit]

Squares labeled "SEL" and "UN SEL" (likely "SELECTED" and "UNSELECTED") can be found in "textures\gui\container\creative_inventory\tabs.png". Purpose unknown, though they could possibly be used as a template for the selected tabs and unselected tabs with the rest of tabs.png.

Skeleton melee attack[edit]

Skeletons normally wield bows, but if one were to spawn in a skeleton with a sword, the skeleton can use it like a normal weapon. A similar case happens with wither skeletons, in which one spawned with a bow can use it as intended, except the arrow is always on fire, even without lava or enchantments.

Alex skin[edit]

Alex all visible.png

When the opacity of all pixels is set to 100%, unused textures are visible. The texture features Alex with glasses. It also features what appears to be the texture of Steve's arms implying that the Steve skin was used as a template for the Alex skin.

References[edit]