Leads (IPA: /liːd/) also known as leashes, are items used to leash and lead passive mobs.
Crafting
| Ingredients | Crafting recipe |
|---|---|
| String + Slimeball |
Usage and behavior
One block tall mobs, such as pigs, suspend at 7 blocks above the ground.
Right-clicking on a mob while holding a lead will tie it to the mob, allowing it to be moved by the player. Right-clicking on the mob again will release it. Other inventory spaces can be selected while holding the lead; multiple mobs can be attached to a lead at once.
Two block tall mobs, such as cows, also suspend at 7 blocks above the ground.
With a mob on a lead, right-clicking onto a fence will attach any leads you are holding to the fence with a visible knot. Attacking the knot or removing the fence post removes the lead(s). Also if an arrow (including those shot by skeletons) hits the knot, then the knot will break and drop as an item (even in creative mode).
A lead will stretch a maximum of ten meters before breaking. Whenever a lead is removed or broken it will drop as an item at the location of the mob.
Most passive mobs can be "leashed". These include: horses, wolves, cats, sheep, pigs, cows, mooshrooms, chickens, and squids. The same can be done to Iron Golems and Snow Golems. Although Zombie Pigmen could be considered passive until provoked, they cannot be attached to a lead. Villagers can not be leashed since the 1.6.2 update. Before patch 1.6.2, villagers could only be leashed in multiplayer, as it required one player to open the trade interface and another to leash the villager while the trade interface is open, as two players cannot access the same trade interface at the same time (verified). Bats are the only passive mobs which cannot be attached to a lead, and any mobs which naturally despawn (such as the squid) will still despawn if they are attached, unless the mob was named with a Name Tag.
You can use the lead to guide horses across deep water. This is useful, as you will be thrown off the horse if you enter water deeper than two blocks.
It is not possible to attach hostile mobs by traditional methods, but can be done by modifying the region save files. Certain mobs (e.g. bats) however, as well as players, cannot be attached even with this method.
Mobs can be suspended from leads if the fence they are attached to is 7 blocks above the ground. This factor goes for both one and two block tall mobs. The method of suspending mobs is an alternative to adding fences to prevent a mob from moving while on a lead. However, once suspended, the likelihood of a mob dying from fall damage is high, especially if the fence is only the minimum of 7 blocks above the surface.
- This can be seen here http://www.youtube.com/watch?v=b4jqUuyS844
If the player is holding a lead connected to a mob, walks through a nether portal, then walks back through it, the player will still have the leads attached to the mob. However, if the mob walks into a nether portal, the leads are broken and dropped as items in the other dimension.
History
| r | |||||
|---|---|---|---|---|---|
1.6{{Extension DPL}}<ul><li>[[Cooked Porkchop|Cooked Porkchop]]<br/>{{Item
| title = Cooked Porkchop
| image = Cooked Porkchop.png
| renewable = Yes
| heals = {{hunger|8}}
| stackable = Yes (64)
}}
'''Cooked porkchop''' is a [[food]] [[item]] that can be eaten by the [[player]].
== Obtaining ==
{{see also|Tutorials/Animal farming|title1=Animal farming}}
Cooked porkchops can be obtained by cooking [[raw porkchop]]s or by [[trading]] with butchers, and is a [[drops|drop]] from [[pig]]s and [[hoglin]]s that die while on [[fire]].
=== Mob loot ===
==== Pigs ====
Adult [[pig]]s drop 1–3 cooked porkchop if killed while on fire. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 1-6 with Looting III.
==== Hoglins ====
Adult [[hoglin]]s drop 2–4 cooked porkchop if killed while on fire. The maximum amount is increased by 1 per level of Looting, for a maximum of 7 with Looting III.
=== Cooking ===
[[Raw porkchop]] can be cooked in a [[furnace]], [[smoker]], or [[campfire]]. Each piece of cooked porkchop removed from a furnace output slot gives 0.35 [[experience]] (22.4 experience per stack).
{{Smelting
|Raw Porkchop
|Cooked Porkchop
|0,35
}}
=== Trading ===
{{IN|java}}, apprentice-level butcher [[villager]]s have a {{frac|2|3}} chance of selling 5 cooked porkchop for 1 [[emerald]].
Butcher villagers may give players with the [[Hero of the Village]] effect a cooked porkchop.{{only|java}}
{{IN|bedrock}}, apprentice-level butcher villagers have a 25% chance to sell 5 cooked porkchop for 1 emerald.
=== Chest loot ===
{{LootChestItem|cooked-porkchop}}
== Usage ==
=== Food ===
{{see also|Tutorials/Hunger management|title1=Hunger management}}
To eat cooked porkchop, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|8}} [[hunger]] and 12.8 [[Hunger#Mechanics|saturation]].
=== Wolves ===
Cooked porkchops can be used to [[breeding|breed]] and heal tamed [[wolf|wolves]], lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time.
=== Piglins ===
[[Piglin]]s pick up any cooked porkchops in their [[item (entity)|item]] form. However, they do not eat it.
==Sounds==
{{Sound table/Entity/Food}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showitemtags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Cooked Porkchop
|spritetype=item
|nameid=cooked_porkchop
|itemtags=piglin_food
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Cooked Porkchop
|spritetype=item
|nameid=cooked_porkchop
|id=263
|form=item
|foot=1}}
== Achievements ==
{{load achievements|Pork Chop}}
== Advancements ==
{{load advancements|Husbandry;A Balanced Diet}}
== History ==
{{History|java indev}}
{{History||20100219|[[File:Cooked Porkchop JE1.png|32px]] Added cooked porkchops.
|Cooked porkchops restore {{hp|8}} and do not stack in the [[inventory]].
|Created by cooking [[raw porkchops]] in the inventory.}}
{{History|java alpha}}
{{History||v1.2.0|snap=preview|[[Zombie pigmen]] now [[drops|drop]] 0-2 cooked porkchops upon [[death]].}}
{{History|java beta}}
{{History||1.5|[[Pig]]s now [[drops|drop]] cooked porkchops when killed with [[fire]].}}
{{History||1.8|snap=Pre-release|[[File:Cooked Porkchop JE2 BE1.png|32px]] The texture of cooked porkchops has been changed to avoid confusion with [[steak]].
|Cooked porkchops are now stackable to 64 and restore [[hunger]] instead of [[health]].
|Cooked porkchops now restore {{hunger|8}} to the food bar.
|Cooked porkchops are no longer dropped by [[zombie pigmen]] upon their [[death]].}}
{{History|java}}
{{History||1.2.1|snap=12w03a|Cooked porkchop can now be used to breed wolves.}}
{{History||1.3.1|snap=12w21a|Butcher [[villager]]s now [[trading|sell]] 6–7 cooked porkchops for 1 [[emerald]].}}
{{History||1.4.2|snap=12w37a|[[File:Cooked Porkchop JE3 BE2.png|32px]] The texture of cooked porkchops has been changed, so that it no longer has a dark outline.}}
{{History||1.8|snap=14w02a|Butcher [[villager]]s now [[trading|sell]] 5–7 cooked porkchops for 1 [[emerald]].}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 320.}}
{{History||1.14|snap=18w43a|[[File:Cooked Porkchop JE4 BE3.png|32px]] The texture of cooked porkchops has been changed.}}
{{History|||snap=19w13a|Butcher villagers now give cooked porkchops to players under the [[Hero of the Village]] effect.}}
{{History||1.16|snap=20w07a|[[Hoglin]]s now drop cooked porkchops if killed while on fire.}}
{{History|||snap=20w16a|Cooked porkchops can now be found in hoglin stable chests in [[bastion remnant]]s.}}
{{History||1.16.2|snap=20w30a|Cooked porkchops can now be found in generic bastion remnant chests as well.}}
{{History|pocket alpha}}
{{History||v0.4.0|[[File:Cooked Porkchop JE2 BE1.png|32px]] Added cooked porkchops.}}
{{History||v0.5.0|Cooked porkchops now restore {{hp|8}} instead of {{hp|4}}.}}
{{History||v0.8.0|snap=build 1|[[File:Cooked Porkchop JE3 BE2.png|32px]] The texture of cooked porkchops has been changed, so that it no longer has a dark outline.}}
{{History||v0.12.1|snap=build 1|Cooked porkchops now restore [[hunger]] instead of [[health]].}}
{{History|pocket}}
{{History||1.0.4|snap=alpha 1.0.4.0|Butcher [[villager]]s now [[trading|sell]] 5–7 cooked porkchops for 1 [[emerald]].}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Cooked Porkchop JE4 BE3.png|32px]] The texture of cooked porkchops has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.4|[[Trading]] has been changed, butcher [[villager]]s now have a 25% chance to [[trading|sell]] 4 cooked porkchops as part of their second-tier [[trading|trade]].}}
{{History||1.16.0|snap=beta 1.16.0.57|Trading has been changed, apprentice butcher [[villager]]s now have a 25% chance to [[trading|sell]] 5 cooked porkchops instead of 3.}}
{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Cooked Porkchop JE1.png|32px]] Added cooked porkchops.}}
{{History||xbox=TU3|[[File:Cooked Porkchop JE2 BE1.png|32px]] The texture of cooked porkchops has been changed to be consistent with [[Java Edition]].}}
{{History||xbox=TU5|Cooked porkchops are now stackable to 64.
|Cooked porkchops now fill [[hunger]] instead of [[health]].}}
{{History||xbox=TU12|[[File:Cooked Porkchop JE3 BE2.png|32px]] The texture of cooked porkchops has been changed, so that it no longer has a dark outline.}}
{{History|PS4}}
{{History||1.90|[[File:Cooked Porkchop JE4 BE3.png|32px]] The texture of cooked porkchops has been changed.}}
{{History|new3DS}}
{{History||0.1.0|[[File:Cooked Porkchop JE3 BE2.png|32px]] Added cooked porkchops.}}
{{History|foot}}
== Issues ==
{{issue list}}
== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--porkchop Taking Inventory: Porkchop] – Minecraft.net on February 13, 2020
{{Items}}
[[Category:Food]]
[[Category:Renewable resources]]
[[cs:Pečená kotleta]]
[[de:Gebratenes Schweinefleisch]]
[[es:Chuleta de cerdo cocinada]]
[[fr:Côtelette de porc cuite]]
[[hu:Sült sertésszelet]]
[[ja:焼き豚]]
[[nl:Gebraden varkensvlees]]
[[pl:Pieczony schab]]
[[pt:Costeleta de porco assada]]
[[ru:Жареная свинина]]
[[uk:Смажена свинина]]
[[zh:熟猪排]]</li><li>[[Blue Dye|Blue Dye]]<br/>{{Item
|image = Blue_Dye_JE1_BE1.png
|renewable = Yes
|stackable = Yes (64)
}}
'''Blue dye''' is a [[Dye#Primary|primary dye color]].
== Obtaining ==
=== Crafting ===
{{Crafting
|Lapis Lazuli
|Output=Blue Dye
|type=Material
|head=1
}}
{{Crafting
|Cornflower
|Output=Blue Dye
|type=Material
|foot=1
}}
=== Chest loot ===
{{#invoke:LootChest|base3|blue-dye}}
== Usage ==
{{dye usage}}
=== Crafting ingredient ===
{{crafting usage|ignore=Banner|continue=1}}
{{banner crafting usage}}
=== Loom ingredient ===
{{Banner loom usage|Blue Dye}}
=== Trading ===
Expert-level shepherd villagers have a {{frac|1|6}} chance to buy 12 blue dye for an emerald.
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Blue Dye
|spritetype=item
|nameid=blue_dye
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Blue Dye
|spritetype=item
|nameid=blue_dye
|aliasid=dye / 18
|id=399
|form=item
|translationkey=item.dye.blue_new.name
|foot=1}}
== History ==
{{History|java}}
{{History||1.14|snap=18w43a|[[File:Blue_Dye_JE1_BE1.png|32px]] Added blue dye.}}
{{History|||snap=18w44a|Blue dyes now can changed the text color on the [[sign]]s to blue.}}
{{History|||snap=19w05a|Added the [[wandering trader]], which sell blue dyes.}}
{{History|||snap=19w11a|Blue dyes can now be [[trading|bought]] by shepherd villagers.}}
{{History||1.17|snap=20w45a|Blue dyes can now used to craft newly added [[blue candle]]s.}}
{{History|||snap=21w19a|Blue dyes can no longer used to craft blue candles.}}
{{History|||snap=Pre-release 1|Blue dyes can once again used to craft blue candles.}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Blue dyes can now change the text color on [[hanging sign]]s to blue.}}
{{History||1.20|snap=23w12a|Blue dye can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}
{{History|||snap=23w16a|Blue dye 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]]; blue dye now is in the common loot.}}
{{History|bedrock}}
{{History||1.8.0|snap=beta 1.8.0.10|[[File:Blue_Dye_JE1_BE1.png|32px]] Added blue dye.}}
{{History||1.9.0|snap=beta 1.9.0.0|Added [[flower|cornflowers]], which can be used to [[crafting|craft]] blue dye.}}
{{History||1.10.0|snap=beta 1.10.0.3|Blue dye can now be used to [[dye]] white [[carpet]]s and uncolored [[glass pane]]s.}}
{{History||1.11.0|snap=beta 1.11.0.4|Blue dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of blue dye has been changed from <code>dye/18</code> to <code>blue_dye</code>.}}
{{History|ps4}}
{{History||1.83|[[File:Blue_Dye_JE1_BE1.png|32px]] Added blue dye.}}
{{History|foot}}
== Issues ==
{{issue list}}
== References ==
{{Reflist}}
{{Items}}
[[Category:Items]]
[[Category:Dyes]]
[[Category:Renewable resources]]
[[de:Blauer Farbstoff]]
[[es:Tinte azul]]
[[fr:Teinture bleue]]
[[ja:青色の染料]]
[[ko:파란색 염료]]
[[pl: Niebieski barwnik]]
[[pt:Corante azul]]
[[zh:蓝色染料]]</li></ul> | 13w16a | Added leads. They have no tooltip. Called “leashes” in the change notes. | |||
| 13w16b | Leads now have a tooltip. | ||||
| 13w18a | Leads now have a crafting recipe. | ||||
Issues
Issues relating to "Lead" or "Leash" are maintained on the bug tracker. Report issues there.
Trivia
- If you leash any mob and tie it to a fence then kill it, the knot will still exist. Making a way to double leads if you have an infinity enchantment on a Bow which is renewable via trading or through Item_repair.
- The lead can extend out to 5 blocks when tied between a fence post and a mob.
- Leads can also be attached to a Nether Brick Fence.
- The lead is named as 'leash' in the texture file.
- Untamed ocelots can be captured and tied up using a lead.
- In Creative mode, players can leash mobs, pull the mob into the air and tie it to a fence post up high. However, the lead tends to break if the player moves upward too quickly.
- Leashing farm-able mobs (E.G Pigs, Cows) seems to negate the function of wheat after releasing the mob.
- Leads cannot be attached to hostile mobs, players, villagers, or bats.
- You can ride in a boat while leading a mob on a leash. The mobs move as fast as the boat does and the leads should not break.
- Through NBT Editing you can leash all mobs, including villager, creeper, etc.
- Also through NBT Editing you can leash mobs to other mobs.
- You can destroy a knot tied on a fence by shooting it with a bow and arrow.
- Landing a leashed mob (that has recently been suspended in air) in water will negate the fall damage.
- You cannot lead a villager, as the right click will just open up the trading menu.
Gallery
- AnimalsSuspended.png
With the use of the leash, you can suspend animals in the air by tying the leash on high-up fence posts.
A horse wearing iron armor that is leashed to a fence post.
How to use Grumm/Dinnerbone nametag easter egg and Lead to make a yo-yo.
- CowHung.png
A cow being hung by the player.



