The scoreboard system is a complex gameplay mechanic intended mostly for map makers. It is used via commands and command blocks.
Objectives
Objectives are a combination of name, display name, and criteria, and track an integer number of points for players. The full score range is -2,147,483,648 to 2,147,483,647, and does not support decimals.
An objective's name is used internally when referenced in commands, target arguments, and in the file format. It is case-sensitive and must be a single word.
Conversely, the display name can be multiple words, and is displayed publicly in various situations. It is also case-sensitive, and does not have to be unique.
An objective's criteria determines its behavior:
| Criteria | Description | Can be Modified? |
|---|---|---|
| dummy | Score is only changed by commands, and not by game events such as death. This is useful for event flags, state mappings, and currencies. | Yes |
| trigger | Score is only changed by commands, and not by game events such as death. The /trigger command can be used by a player to set or increment/decrement their own score in an objective with this criteria. The /trigger command will fail if the objective has not been "enabled" for the player using it, and the objective will be disabled for the player after they use the /trigger command on it. Note that the /trigger command can be used by ordinary players even if Cheats are off and they are not an Operator. This is useful for player input via /tellraw interfaces. | Yes |
| deathCount | Score increments automatically for a player when they die. | Yes |
| playerKillCount | Score increments automatically for a player when they kill another player. | Yes |
| totalKillCount | Score increments automatically for a player when they kill another player or a mob. | Yes |
| health | Ranges from 0 to 20 on a normal player; represents the amount of half-hearts the player has. May appear as 0 for players before their health has changed for the first time. Extra hearts and absorption hearts also count to the health score, meaning that with Attributes/Modifiers or the Health Boost or Absorption Status effects, health can far surpass 20. | No |
Some criteria use the Statistics and Achievements systems to form compound criteria.[1] Unlike the simple criteria above, compound criteria have multiple parts, separated by periods ("."). For example, "stat.entityKilledBy.Zombie" would be a compound criterion, which would increment for a player whenever a zombie kills them.[2]
A list of known compound criteria follows:
| Criteria Base | Description | Can be Modified? | Number of sub-criteria | ||||
|---|---|---|---|---|---|---|---|
| achievement | Accepted sub-criteria are: "acquireIron", "bakeCake", "blazeRod", "bookcase", "breedCow", "buildBetterPickaxe", "buildFurnace", "buildHoe", "buildPickaxe", "buildSword", "buildWorkBench", "cookFish", "diamonds", "diamondsToYou", "enchantments", "exploreAllBiomes", "flyPig", "fullBeacon", "ghast", "killCow", "killEnemy", "killWither", "makeBread", "mineWood", "onARail", "openInventory", "overkill", "overpowered", "portal", "potion", "snipeSkeleton", "spawnWither", "theEnd", and "theEnd2". Value is dependent on how many times the player has gotten the achievement (e.g. if a player has picked up three blocks of wood, their score for an objective with the "achievement.mineWood" criterion will be 3). | Yes | 34 | ||||
| stat | Base for criteria related to a player's statistics. Accepted sub-criteria are: "animalsBred", "boatOneCm", "climbOneCm", "crouchOneCm", "damageDealt", "damageTaken", "deaths", "diveOneCm", "drop", "fallOneCm", "fishCaught", "flyOneCm", "horseOneCm", "jump", "junkFished", "leaveGame", "minecartOneCm", "mobKills", "pigOneCm", "playerKills", "playOneMinute", "sprintOneCm", "swimOneCm", "talkedToVillager", "timeSinceDeath", "tradedWithVillager", "treasureFished", and "walkOneCm". Score increments automatically for a player when they perform the action specified by the sub-criterion. | Yes | 28 | ||||
| stat.craftItem | The sub-criteria are the ID number (such as "stat.craftItem.1") or ID name (such as "stat.craftItem.minecraft.stone" - note that the "minecraft." is required for ID names) of a block or item. Only IDs of craftable or smeltable blocks and items are accepted. The value increments when the block or item is removed from a furnace, crafting table, or the inventory's crafting field. Clicking to remove increments the value by one, but shift-clicking increments it by two.
Certain items, such as iron ingots, pickaxes, and cake, have achievement counterparts that increment in the same way. |
Yes | 199 (398)[note 1] | ||||
| stat.useItem | The sub-criteria are the ID number (such as "stat.useItem.1") or ID name (such as "stat.useItem.minecraft.stone") of a block or item. Most blocks and items are accepted, except various blocks which do not have an item form.
The value increments when a player uses a block or item. "Use" is defined as when:
The value, however, does not increment when items are used on mobs, whether to name, tame, feed, breed, saddle, leash, shear, milk, or gather stew from; when armor is put on directly; when leather armor is washed in a cauldron; and all instances mentioned above. |
Yes | 318 (636)[note 1] | ||||
| stat.breakItem | The sub-criteria are the ID number (such as "stat.breakItem.256") or ID name (such as "stat.breakItem.minecraft.bow") of an item with durability.
The value increments when the durability runs out. The durability runs out when the condition for losing durability for the item is met, and the durability becomes negative, which is the first use after the durability is zero. |
Yes | 50 (100)[note 1] | ||||
| stat.mineBlock | The sub-criteria are the ID number (such as "stat.mineBlock.1") or ID name (such as "stat.mineBlock.minecraft.stone") of a block. Most blocks are accepted, except for various indestructible or technical blocks.
This increments when a player mines a block. "Mine" is defined as when a player destroys a block in a way that an item could/would drop, unless the block does not drop items like glass, or another block would be created like ice. The value does not increase when in Creative mode and will still increase if doTileDrops is set to false. |
Yes | 135 (270)[note 1] | ||||
| stat.killEntity | The sub-criteria are the name of an entity. Valid names are: "Bat", "Blaze", "CaveSpider", "Chicken", "Cow", "Creeper", "Enderman", "Endermite", "EntityHorse", "Ghast", "Guardian", "LavaSlime", "MushroomCow", "Ozelot", "Pig", "PigZombie", "Rabbit", "Sheep", "Silverfish", "Skeleton", "Slime", "Spider", "Squid", "Villager", "Witch", "Wolf", and "Zombie". Increments when a player has killed the specified mob. | Yes | 24 | ||||
| stat.entityKilledBy | The sub-criteria are the name of an entity. Valid names are: "Bat", "Blaze", "CaveSpider", "Chicken", "Cow", "Creeper", "Enderman", "Endermite", "EntityHorse", "Ghast", "Guardian", "LavaSlime", "MushroomCow", "Ozelot", "Pig", "PigZombie", "Rabbit", "Sheep", "Silverfish", "Skeleton", "Slime", "Spider", "Squid", "Villager", "Witch", "Wolf", and "Zombie". Increments when a player has been killed by the specified mob. Note that if the name of a passive mob is used the value will never increase, as those mobs are not capable of hurting the player. |
Yes | 24 | ||||
| teamkill | The sub-criteria are the color of a team. Valid colors are: "black", "dark_blue", "dark_green", "dark_aqua", "dark_red", "dark_purple", "gold", "gray", "dark_gray", "blue", "green", "aqua", "red", "light_purple", "yellow", and "white". Increments when a player has killed a member of a team with the specified color. | Yes | 16 | ||||
| killedByTeam | The sub-criteria are the color of a team. Valid colors are: "black", "dark_blue", "dark_green", "dark_aqua", "dark_red", "dark_purple", "gold", "gray", "dark_gray", "blue", "green", "aqua", "red", "light_purple", "yellow", and "white". Increments when a player has been killed by a member of a team with the specified color. | Yes | 16 |
- ↑ a b c d Prior to 14w06a, stat.craftItem, stat.useItem, stat.breakItem, and stat.mineBlock only accepted numeric IDs and not ID names. The addition of ID names means that these compound criteria effectively have double the sub-criteria they previously had, but the new criteria serve the same exact roles as their numeric counterparts. For convenience, the first number listed is the number of blocks/items which these compound criteria accept, and the second is the literal number of sub-criteria.
A player's score in any objective may be changed via commands, unless it is read-only (currently, only objectives with the 'health' criterion are read-only). It may be increased or decreased by a specific amount, or set to a specific value. For objectives based upon stats or achievements, the objective can be changed via commands, however the actual stat or achievement doesn't change. The objective will continue to update with changes in stats or achievements.
Command blocks can also be used to check a player's score for any objective, with the arguments score_name and score_name_min. In these arguments, name is the internal name of the objective to test for. score_name passes players with at most the specified number of points, while score_name_min passes players with at least the specified number of points.
For example, "testfor @p[score_deaths=5,score_deaths_min=1]" in a Command Block will make a comparator provide output if a player has died at least once and has died no more than 5 times, assuming "deaths" is an objective of the "deathCount" criterion.
Display slots
Via the "scoreboard objectives setdisplay" command (see command reference), players' scores in specific objectives can be displayed in certain 'slots' in-game. Each 'Display Slot' can show one objective at a time, and multiple 'Display Slots' may be used for the same or different objectives.
| Slot | Description |
|---|---|
| list | Displays a yellow number without a heading on the tab menu, where online players are shown. Visible even in singleplayer. |
| sidebar | Shows on the right hand side of the screen. Shows players in a high score list with a heading labeled the objective's display name. Note that players will be shown even if offline, and untracked players will not be shown. In addition, fake players with names starting with a # will not show up in the sidebar under any circumstances. |
| sidebar.team.<color> | There are 16 team-specific sidebar display slots. These operate the same as the standard sidebar slot, but only display to players who are on teams which use the specified color (for example, "sidebar.team.green" displays to players on "green" teams). Valid colors are: "black", "dark_blue", "dark_green", "dark_aqua", "dark_red", "dark_purple", "gold", "gray", "dark_gray", "blue", "green", "aqua", "red", "light_purple", "yellow", and "white". |
| belowName | Shows the score followed by the objective's display name below the player's nameplate above their head. Is hidden beyond ~10 blocks and when the player is sneaking. Not visible in singleplayer. |
Teams
Teams are a combination of name, display name, prefix, suffix, friendly fire options, and a list of players who are on the team.
As with objectives, the name and display name of a team are case-sensitive, name is a single word used internally, and display name can be multiple words and does not need to be unique.
The prefix and suffix are inserted before and after the names of players on a team - without using external editors, the only possible prefixes are formatting codes for team colors, and the only possible suffix is the reset code (so characters after a player's name aren't formatted). Prefixes and suffixes will be added to the names of players in chat, the active players list, the sidebar, and above their heads.
The friendly fire option allows control of whether team members can harm each other. Its default mode, "true", makes no changes to PvP mechanics. When set to "false", however, it prevents players on the same team from causing damage to each other with melee attacks, bows, and Splash Potions of Harming. Note that players on the same team may still inflict negative status effects on each other with potions, even if friendly fire is false.
It is important to note that each individual player can only be on one team; teams cannot share players.
Command blocks can be used to check whether a player is on a team with the "team" argument; the "!" character may be placed before a name to check for players not on the team. For example, "testfor @p[team=red]" in a Command Block will provide comparator output if a player is on the "red" team. Similarly, "testfor @p[team=!red]" will provide output for players who are not on "red". Also, "testfor @p[team=!]" will check for all players on a team, while "testfor @p[team=] will check for those without a team.
Command reference
| Command | Description | Success Conditions[note 1] |
|---|---|---|
| scoreboard <objectives|players|teams> | The base command of the scoreboard system. | N/A |
| scoreboard objectives list | Lists all existing objectives, with their display name and criteria. | The scoreboard must have at least one objective. |
| scoreboard objectives add <name> <criteria> [display name...] | Creates a new objective with the internal name name, specified criteria, and the optional display name. Without a specified display name, it will default to name. See above section for the meaning of these properties. All arguments are case-sensitive. | name must not be used by an existing objective, and must be at most 16 characters. criteria must be a valid criteria type. display name must be at most 32 characters. |
| scoreboard objectives remove <name> | Deletes all references to the objective with name in the scoreboard system. Data is deleted from the objectives list, player scores, and if it was on a display list, it will no longer be displayed. | name must be an existing objective. |
| scoreboard objectives setdisplay <slot> [objective] | Displays score info for objective in the specified slot. Valid slots are listed and described in Display Slots. Note that the objective parameter is optional: if no objective is provided, this display slot is cleared (returned to its default state). | objective must exist, if it is specified. slot must also exist. Note that clearing an empty slot will still succeed. |
| scoreboard players list [playername] | Displays all players who are tracked, in some way, by the scoreboard system. The optional playername parameter can be used to display all scores of a particular player, and "*" (an asterisk) in place of playername will display all scores for all players tracked by the scoreboard system. | playername must have recorded scores, if specified. If no playername is specified, there must be at least one tracked player on the scoreboard. |
| scoreboard players set <player> <objective> <score> [dataTag] | Sets the player's score in objective to score, overwriting the previous score if it exists. "*" (an asterisk) may be used in place of player to represent every player tracked by the scoreboard. | objective must exist and cannot be read-only, and score must be between -2,147,483,648 and 2,147,483,647, inclusive. Note that player does not need to be online or even exist. If player exists and a dataTag is specified, player must match dataTag. Note that dataTag must define the type of tag such as {powered:1b} if looking for powered creepers. |
| scoreboard players add <player> <objective> <count> [dataTag] | Increments the player's score in objective by count. "*" may be used to represent all players tracked by the scoreboard. | objective must exist and cannot be read-only, and count must be between 1 and 2,147,483,647, inclusive. Note that player does not need to be online or even exist. If player exists and a dataTag is specified, player must match dataTag. Note that dataTag must define the type of tag such as {powered:1b} if looking for powered creepers. |
| scoreboard players remove <player> <objective> <count> [dataTag] | Decrements the player's score in objective by count. "*" may be used to represent all players tracked by the scoreboard. | |
| scoreboard players reset <player> [objective] | Deletes score or all scores for player. If objective is specified, only that objective is cleared; otherwise this applies to all objectives. Note this does not merely set the score(s) to 0: it removes the player from the scoreboard altogether (or for the given objective). "*" may be used to represent all players tracked by the scoreboard. | Always succeeds, even on players who are not on the scoreboard. |
| scoreboard players enable <player> <trigger> | Enables player to use the /trigger command on the specified trigger objective. Until this has been done, player's attempts to /trigger that objective will fail. Once they have used the /trigger command on it, it will be disabled again. "*" may be used to represent all players tracked by the scoreboard. | trigger must be an objective of the criteria "trigger". |
| scoreboard players test <player> <objective> <min> [max] | Outputs whether or not player's score in objective is within the range min to max (inclusive). If not specified or if "*" is used, max defaults to 2,147,483,647. Using a "*" for min means -2,147,483,648. For player "*" may be used to represent all players tracked by the scoreboard. | objective must exist, and player's score in it must exist and be at least min and no greater than max. Note that player does not need to be online or even exist. |
| scoreboard players operation <targetName> <targetObjective> <operation> <selector> <objective> | Applies an arithmetic operation altering targetName's score in targetObjective, using selector's score in objective as input.
<operation> may be:
In all cases except "><", selector's score in objective will remain unchanged. "*" may be used in place of either targetName or selector (but not both) to represent all players tracked by the scoreboard. |
objective and targetObjective must exist, targetObjective cannot be read-only, and all requested targets/selectors must have scores in the specified objectives (if some do and some do not, the operation will succeed only for the combinations where both the target and the selector have a score). Note that player does not need to be online or even exist. |
| scoreboard teams list [teamname] | Lists all teams, with their display names and the amount of players in them. The optional teamname parameter can be used to display all players on a particular team. | If teamname is specified, it must exist and must have players. If no teamname is specified, there must be at least one registered team on the scoreboard. |
| scoreboard teams add <name> [display name...] | Creates a team with the given name and optional display name. | name must not be used by an existing team, and must be at most 16 characters. display name must be at most 32 characters. |
| scoreboard teams remove <name> | Deletes the named team from the scoreboard system. | name must be an existing team. |
| scoreboard teams empty <name> | Removes all players from the named team. | name must be an existing team, and the team must have at least one player. |
| scoreboard teams join <team> [players...] | Assigns the specified players to the specified team. If no player is specified, the player running the command joins the team. "*" may be used to represent all players tracked by the scoreboard. | team must exist. Note that the named players do not need to be online or even exist, and can even already be on the team. |
| scoreboard teams leave [players...] scoreboard teams leave <team> [players...] |
Makes the specified players leave their teams. If no player is specified, the player running the command leaves their team. "*" may be used to represent all players tracked by the scoreboard. | Each player must be on a team - it is possible to get a partial success and partial failure, but a command block will report only the failure. |
| scoreboard teams option <team> color <value> | Will color the name of all players on this team in chat, above their head, on the Tab menu, and on the sidebar. Valid color values are "black", "dark_blue", "dark_green", "dark_aqua", "dark_red", "dark_purple", "gold", "gray", "dark_gray", "blue", "green", "aqua", "red", "light_purple", "yellow", and "white". Another valid value is "reset" (names show in default color and formatting). | team must exist, and value must be a valid value. |
| scoreboard teams option <team> friendlyfire <true|false> | The default setting, true, has no impact on PvP mechanics. When set to false, players on this team cannot harm each other with melee, bow, or Splash Potion of Harming attacks, but may still inflict negative status effects on each other. | team must exist, and the setting must be "true" or "false". |
| scoreboard teams option <team> seeFriendlyInvisibles <true|false> | When set to true, players on this team will see invisible teammates (and themselves) as semi-transparent instead of completely invisible. | team must exist, and the setting must be "true" or "false". |
| scoreboard teams option <team> nametagVisibility <never|hideForOtherTeams|hideForOwnTeam|always> | Controls the visibility of nametags for players on the given team, and defaults to "always". When set to "never", no nametags will show above any player on the given team. When set to "hideForOtherTeams", only the nametags of players on other teams will be hidden. When set to "hideForOwnTeam", only nametags of other players on one's own team will be hidden. When set to "always", all nametags will be visible. | team must exist, and the setting must be "never", "hideForOtherTeams", "hideForOwnTeam", or "always". |
| scoreboard teams option <team> deathMessageVisibility <never|hideForOtherTeams|hideForOwnTeam|always> | Controls the visibility of death messages for players on the given team, and defaults to "always". When set to "never", no death messages will appear in chat for any player on the given team. When set to "hideForOtherTeams", only the death messages of players on other teams will be hidden. When set to "hideForOwnTeam", only death messages of other players on one's own team will be hidden. When set to "always", all death messages will appear in chat. | team must exist, and the setting must be "never", "hideForOtherTeams", "hideForOwnTeam", or "always". |
- ↑ A command's Success Conditions must be met in order for the game to consider the command "successful". This is used to determine a variety of things, such as the output of a Redstone Comparator feeding from Command Block with a command. Note that not all "successful" commands actually do something, and not all "failed" commands fail to do something useful.
NBT format
The file scoreboard.dat in the 'data' folder of a Minecraft world stores the scoreboard data for that world as a GZip'd NBT file:
- The root tag.
- data: The scoreboard data.
- Objectives: A list of compound tags representing objectives.
- An objective.
- CriteriaName: The criteria of this objective.
- DisplayName: The display name of this objective. If none was specified during the objective's creation, this will be identical to the Name tag below.
- Name: The internal name of this objective.
- RenderType: The type of data to store. Defaults to "integer".
- An objective.
- PlayerScores: A list of compound tags representing scores tracked by the scoreboard system.
- A tracked player/objective pair with a score.
- Score: The score this player has in this objective.
- Name: The name of the player who has this score in this objective.
- Objective: The internal name of the objective which this player has this score in.
- Locked: 1 or 0 (true/false) - false if this objective is "enabled". Only meaningful for objectives with the criteria "trigger", where this must be false before a player can use the /trigger command on it.
- A tracked player/objective pair with a score.
- Teams: A list of compound tags representing teams.
- A Team.
- AllowFriendlyFire: 1 or 0 (true/false) - true if players on this team can harm each other.
- SeeFriendlyInvisibles: 1 or 0 (true/false) - true if players on this team can see invisible teammates.
- NameTagVisibility: The value of the nametagVisibility option of this team.
- DeathMessageVisibility: The value of the deathMessageVisibility option of this team.
- DisplayName: The display name of this team. If none was specified during the team's creation, this will be identical to the Name tag below.
- Name: The internal name of this team.
- Prefix: The prefix prepended to names of players on this team. Ordinarily, it is a Formatting Code.
- Suffix: The suffix appended to names of players on this team. Ordinarily, it is the reset code, "§r", to prevent formatting from spilling over, but it may be blank if prefix is also blank.
- TeamColor: The text-based color ("black", "dark_blue", etc.) given to the team. Does not exist if no color is set.
- Players: A list of names of players on this team.
- The name of a player on this team.
- A Team.
- DisplaySlots: A set of slots which are displaying specific objectives. If a slot is empty, its tag is not present.
- slot_0: The internal name of the objective displayed in the "list" slot.
- slot_1: The internal name of the objective displayed in the "sidebar" slot.
- slot_2: The internal name of the objective displayed in the "belowName" slot.
- slot_3: The internal name of the objective displayed in the "sidebar.team.black" slot.
- slot_4: The internal name of the objective displayed in the "sidebar.team.dark_blue" slot.
- slot_5: The internal name of the objective displayed in the "sidebar.team.dark_green" slot.
- slot_6: The internal name of the objective displayed in the "sidebar.team.dark_aqua" slot.
- slot_7: The internal name of the objective displayed in the "sidebar.team.dark_red" slot.
- slot_8: The internal name of the objective displayed in the "sidebar.team.dark_purple" slot.
- slot_9: The internal name of the objective displayed in the "sidebar.team.gold" slot.
- slot_10: The internal name of the objective displayed in the "sidebar.team.gray" slot.
- slot_11: The internal name of the objective displayed in the "sidebar.team.dark_gray" slot.
- slot_12: The internal name of the objective displayed in the "sidebar.team.blue" slot.
- slot_13: The internal name of the objective displayed in the "sidebar.team.green" slot.
- slot_14: The internal name of the objective displayed in the "sidebar.team.aqua" slot.
- slot_15: The internal name of the objective displayed in the "sidebar.team.red" slot.
- slot_16: The internal name of the objective displayed in the "sidebar.team.light_purple" slot.
- slot_17: The internal name of the objective displayed in the "sidebar.team.yellow" slot.
- slot_18: The internal name of the objective displayed in the "sidebar.team.white" slot.
- Objectives: A list of compound tags representing objectives.
- data: The scoreboard data.
History
| r | |||||
|---|---|---|---|---|---|
1.5{{Extension DPL}}<ul><li>[[Light Gray Dye|Light Gray Dye]]<br/>{{Item
| image = Light Gray Dye.png
| renewable = Yes
| stackable = Yes (64)
}}
'''Light gray dye'''{{fn|Known as '''Light Grey Dye''' in British, Canadian, Australian, and New Zealand English variants.}} is a [[Dyeing#Primary Colors|quasi-primary dye]].
== Obtaining ==
=== Crafting ===
{{Crafting
|head=1
|showname=0
|showdescription=1
|Azure Bluet;Oxeye Daisy;White Tulip
|Output=Light Gray Dye
|type=Material
}}
{{Crafting
|Black Dye
|White Dye
|White Dye
|Output=Light Gray Dye,3
|type=Material
|description={{IN|bedrock}}, the black and white dye can be replaced with [[ink sac]]s and [[bone meal]], respectively.
}}
{{Crafting
|Gray Dye
|White Dye
|Output=Light Gray Dye,2
|type=Material
|description={{IN|bedrock}}, the white dye can be replaced with [[bone meal]].
|foot=1
}}
=== Trading ===
[[Wandering trader]]s sell 3 light gray dye for an [[emerald]].
== Usage ==
{{dye usage}}
=== Crafting ingredient ===
{{crafting usage|ignore=Banner|continue=1}}
{{banner crafting usage}}
=== Loom ingredient ===
{{Banner loom usage|Light Gray Dye}}
=== Trading ===
Expert-level shepherd villagers have {{frac|1|6}} chance to buy 12 light gray dye for an emerald.
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Light Gray Dye
|spritetype=item
|nameid=light_gray_dye
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Light Gray Dye
|spritetype=item
|nameid=light_gray_dye
|aliasid=dye / 7
|id=402
|form=item
|translationkey=item.dye.silver.name
|foot=1}}
== Video ==
<div style="text-align:center">{{yt|1w3j1SKcoww}}</div>
== History ==
{{History|java beta}}
{{History||1.2|[[File:Light Gray Dye JE1 BE1.png|32px]] Added light gray dye.}}
{{History|java}}
{{History||1.4.2|snap=12w34a|Added the ability to [[Armor#Dyeing|dye]] leather [[armor]] and [[wolf]] collars.}}
{{History||1.4.6|snap=12w49a|Light gray dye can now be [[crafting|crafted]] with [[gunpowder]] to create a [[firework star]].}}
{{History||1.6.1|snap=13w19a|[[Stained clay]] can now be crafted.}}
{{history||1.7.2|snap=13w36a|With the addition of new [[flower]]s, many secondary and tertiary dyes are now primary [[dye]]s.}}
{{History|||snap=13w41a|[[Stained glass]] can now be crafted.}}
{{History||1.8|snap=14w30a|Added [[banner]]s, which can be dyed.}}
{{History||1.11|snap=16w39a|Added the ability to dye [[shulker box]]es.}}
{{History||1.12|snap=17w15a|Added the ability to dye [[bed]]s.}}
{{History||1.13|snap=17w47a|The different data values for the <code>dye</code> ID have now been split up into their own IDs.
|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 351.}}
{{History||1.14|snap=18w43a|Light gray dye is now crafted using [[white dye|white]] and [[black dye]]s, instead of [[bone meal]] and [[ink sac]]s.
|[[File:Light Gray Dye JE2 BE2.png|32px]] The texture of light gray dye has now been changed.}}
{{History|||snap=18w44a|Light gray dye can now change the text color on [[sign]]s to light gray.}}
{{History|||snap=19w05a|Added the [[wandering trader]], which sells light gray dye.}}
{{History|||snap=19w11a|Light gray dye can now be [[trading|bought]] by shepherd villagers.}}
{{History||1.17|snap=20w45a|Light gray dye can now be used to craft [[light gray candle]]s.}}
{{History|||snap=21w19a|Light gray dye can no longer be used to craft light gray candles.}}
{{History|||snap=Pre-release 1|Light gray dye can now once again be used to craft light gray candles.}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Light gray dye can now change the text color on [[hanging sign]]s to light gray.}}
{{History|pocket alpha}}
{{History||v0.3.0|[[File:Light Gray Dye JE1 BE1.png|32px]] Added light gray dye. It is currently unobtainable and serves no purpose.}}
{{History||v0.8.0|snap=build 1|Light gray dye can be [[craft]]ed with [[bone meal]] and [[gray dye]], or with two bone meals and an [[ink sac]], despite there being no way of obtaining gray dye or ink sacs at the time.}}
{{History||v0.8.0|snap=build 3|Light gray dye is now available in [[creative]] mode.}}
{{History||v0.9.0|snap=build 3|Light gray dye can now be obtained in [[survival]] mode.}}
{{History|||snap=build 11|Light gray dye can now be used to craft colored [[terracotta]].}}
{{History||v0.11.0|snap=build 1|Light gray dye can now be used to dye tamed [[wolf]] collars.}}
{{History||v0.14.0|snap=build 1|Light gray dye can now be used to dye [[water]] in [[cauldron]]s.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Light gray dye can now be used to dye [[shulker]]s.}}
{{History||1.1.0|snap=alpha 1.1.0.0|Light gray dye can now be used to craft [[concrete powder]], colored [[bed]]s and dyed [[shulker box]]es.}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|Light gray dye can now be used to craft [[firework star]]s, [[stained glass]] and patterns on [[banner]]s.}}
{{History||1.4.0|snap=beta 1.2.20.1|Light gray dye can now be used to craft [[balloon]]s and [[glow stick]]s.}}
{{History||1.8.0|snap=beta 1.8.0.8|Light gray dye can now be used to dye tamed [[cat]] collars.}}
{{History||1.10.0|snap=beta 1.10.0.3|Light gray dye is now [[trading|sold]] by [[wandering trader]]s.
|Light gray dye can now be used to dye white [[carpet]]s and undyed [[glass pane]]s.
|[[File:Light Gray Dye JE2 BE2.png|32px]] The texture of light gray dye has now been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Light gray dye can be [[trading|sold]] to shepherd [[villager]]s.}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of light gray dye has been changed from <code>dye/7</code> to <code>light_gray_dye</code>.}}
{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.00|switch=1.0.1|wiiu=Patch 1|[[File:Light Gray Dye JE1 BE1.png|32px]] Added light gray dye.}}
{{History|PS4}}
{{History||1.90|[[File:Light Gray Dye JE2 BE2.png|32px]] The texture of light gray dye has now been changed.}}
{{History|new 3ds}}
{{History||0.1.0|[[File:Light Gray Dye JE1 BE1.png|32px]] Added light gray dye.}}
{{History|foot}}
== Issues ==
{{issue list}}
== Trivia ==
* In [[Bedrock Edition]], Some items/blocks' Block states/Item NBT uses '''Silver''' instead of '''Light Gray'''
== Notes ==
{{fnlist}}
{{Items}}
[[Category:Dyes]]
[[cs:Světle šedé barvivo]]
[[de:Hellgrauer Farbstoff]]
[[es:Tinte gris claro]]
[[fr:Teinture gris clair]]
[[hu:Világosszürke festék]]
[[ja:薄灰色の染料]]
[[ko:회백색 염료]]
[[nl:Lichtgrijze kleurstof]]
[[pl:Jasnoszary barwnik]]
[[pt:Corante cinza-claro]]
[[ru:Светло-серый краситель]]
[[zh:淡灰色染料]]
[[Category:Renewable resources]]</li><li>[[Steak|Steak]]<br/>{{Item
| title = Steak
| image = Steak.png
| renewable = Yes
| heals = {{hunger|8}}
| stackable = Yes (64)
}}
'''Steak''' ({{in|java}}) or '''cooked beef''' ({{in|bedrock}}) is a [[food]] [[item]] obtained from [[cow]]s, [[mooshroom]]s, or from cooking [[raw beef]].
== Obtaining ==
=== Mob loot ===
==== Cows ====
When a [[cow]] or [[mooshroom]] is killed, it drops [[raw beef]]. If a cow dies while on fire, it drops steak instead. If the cow is killed using a weapon with the [[Looting]] enchantment, the maximum number of steak drops increases by 1 per level.
=== Cooking ===
Raw beef can be cooked in a [[furnace]], [[smoker]], or [[campfire]]. Each steak removed from a furnace output slot gives 0.35 [[experience]] (22.4 experience per stack).
{{Smelting
|Raw Beef
|Steak
|0,35
}}
=== Villager gifts ===
{{IN|java}}, butcher [[Villager|villagers]] may give players steak if they have the [[Hero of the Village]] status effect.
== Usage ==
=== Food ===
To eat steak, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|8}} [[hunger]] and 12.8 hunger
[[saturation]].
=== Wolves ===
Steak can be used to [[breed]] and heal tamed [[wolves]], lead them around, and make baby tamed wolves grow up faster by 10% of the remaining time.
==Sounds==
{{Sound table/Entity/Food}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Steak
|spritetype=item
|nameid=cooked_beef
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Cooked Beef
|spritetype=item
|nameid=cooked_beef
|id=274
|form=item
|foot=1}}
== Advancements ==
{{load advancements|Husbandry;A Balanced Diet}}
== History ==
{{History|java beta}}
{{History||1.8|snap=Pre-release|[[File:Steak JE1 BE1.png|32px]] Added steak.
|Steak has been introduced as the cooked result of [[raw beef]].
|Steak is a new [[food]] [[item]] dropped by [[cow]]s in addition to their [[leather]].
|The icon for steak is used as the image for the [[cooked porkchop]] before [[Java Edition Beta 1.8|Beta 1.8]], as the cooked porkchop's icon was updated to a lighter colored piece of meat.}}
{{History|java}}
{{History||1.2.1|snap=12w03a|Steak can now be used to [[breed]] [[wolves]].}}
{{History||1.3.1|snap=12w21a|Steak can now be [[trading|bought]] from butcher [[villager]]s, at 6–7 steak for 1 [[emerald]].}}
{{History|||snap=1.3|[[File:Steak JE2.png|32px]] The texture of steak has been changed.}}
{{History||1.4.2|snap=12w37a|[[File:Steak JE3 BE2.png|32px]] The texture of steak has been changed, so that it no longer has a dark outline.}}
{{History||1.8|snap=14w02a|[[Villager]]s no longer [[trade]] steak.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 364.}}
{{History||1.14|snap=18w43a|[[File:Steak JE4 BE3.png|32px]] The texture of steak has been changed.}}
{{History|||snap=19w13a|Butcher villagers now give steak to players under the [[Hero of the Village]] effect.}}
{{History|pocket alpha}}
{{History||v0.4.0|[[File:Steak JE1 BE1.png|32px]] Added steak.}}
{{History||v0.5.0|Steak now restores {{hp|8}} instead of {{hp|4}}.}}
{{History||v0.8.0|snap=build 1|[[File:Steak JE3 BE2.png|32px]] The texture of steak has been changed, so that it no longer has a dark outline.}}
{{History||v0.12.1|snap=build 1|Steak now restores [[hunger]] instead of [[health]].}}
{{History||v0.16.0|snap=build 4|"Steak" has been renamed to "Cooked Beef."}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Steak JE4 BE3.png|32px]] The texture of cooked beef has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.4|Cooked beef can now be [[trading|bought]] from butcher [[villager]]s.}}
{{History|console}}
{{History||xbox=TU5|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Steak JE1 BE1.png|32px]] Added steak.}}
{{History||xbox=TU12|[[File:Steak JE3 BE2.png|32px]] The steak's texture has been changed, so that it no longer has a dark outline.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Steak JE4 BE3.png|32px]] The texture of steak has been changed.}}
{{History|new3DS}}
{{History||0.1.0|[[File:Steak JE3 BE2.png|32px]] Added steak.}}
{{History|foot}}
== Issues ==
{{issue list}}
== Gallery ==
<gallery>
Jeb steak.png|Raw beef and steak shown in the [[inventory]] from a preview screenshot.
Eating Steak.png|A still frame of the player eating a steak.
Steak SDGP.png|Steak in the [[Super Duper Graphics Pack]].
</gallery>
== Notes ==
{{fnlist}}
{{Items}}
[[cs:Propečený steak]]
[[de:Steak]]
[[es:Filete asado]]
[[fr:Steak]]
[[hu:Steak]]
[[it:Bistecca]]
[[ja:ステーキ]]
[[ko:스테이크]]
[[nl:Biefstuk]]
[[pl:Befsztyk]]
[[pt:Filé]]
[[ru:Жареная говядина]]
[[tr:Biftek]]
[[uk:Стейк]]
[[zh:牛排]]
[[Category:Food]]
[[Category:Renewable resources]]</li></ul> | 13w04a | Added scoreboard. | |||
| 13w05a | Added team-based functionality. | ||||
1.7.2{{Extension DPL}}<ul><li>[[Camera|Camera]]<br/>{{about|the entity|the command|commands/camera}}
{{exclusive|edu}}
{{unobtainable|edition=be}}
{{ItemEntity
|imagesize=80px
|renewable=No
|stackable=Yes (64)
|health={{hp|4}}
|image=Camera.png}}
{{Block
| title = Camera Block
| image = Camera (block).png
| invimage = none
| transparent = No
| light = 0
| tool = any
| stackable = Yes (64)
| flammable = No
| lavasusceptible = No
| renewable = No
}}
The '''camera''' is an [[entity]] that is capable of capturing and storing images. {{IN|edu}}, it works together with the [[portfolio]] item to create collections of [[photo]]s.<ref>https://education.minecraft.net/support/knowledge-base/using-cameras-portfolios/</ref>
== Obtaining ==
The camera can be obtained in the [[Creative inventory]] in ''Minecraft Education''. It can be obtained either by NBT editors, inventory editors, or glitches in Bedrock Edition.
To get the block form of the camera in Bedrock Edition using an NBT editor, you need to set the item name of the block in the inventory slot (<code>name:</code> ) to <code>item.camera</code>, then you need to add a compound tag called <code>Block</code> and inside of that put the int tag <code>version: 18040335</code> and the text tag <code>name: minecraft:camera</code> into the block compound tag. For the usable "[[spawn egg]]" form of the camera, you only need to set the item name of the block in the inventory slot (<code>name:</code> ) to <code>camera</code>; you do not need to add the block compound for this form of the camera.
== Usage ==
Using a camera from the [[inventory]] captures a first-person screenshot. It can also be placed, creating a camera [[entity]] that can track the user, and take pictures from the camera's perspective. Photos that are taken using the camera appear in the [[portfolio]].
Close-up snapshots of an [[item]] on the ground can be taken by holding the Shift key while right-clicking.
Photos that are taken with the camera block are stored in <code>%localappdata%\Packages\MinecraftUWP_8wekyb3d8bbwe\LocalState\screenshots</code>.
== Sounds ==
=== Generic ===
{{Sound table/Block/Normal/BE}}
=== Unique ===
{{Sound table
|sound=Camera1.ogg
|sound2=Camera2.ogg
|sound3=Camera3.ogg
|type=bedrock
|description=When a picture is taken with a camera
|source=Players
|id=camera.take_picture
|volume=1.0
|pitch=1.0
|foot=1}}
== Data values ==
=== ID ===
{{ID table
|edition=bedrock
|firstcolumnname=Camera
|shownumericids=y
|showforms=y
|generatetranslationkeys=y
|displayname=Block
|spritename=camera
|spritetype=block
|nameid=camera
|id=242
|form=block
|itemform=item.camera}}
{{ID table
|displayname=Item
|spritename=camera
|spritetype=item
|translationtype=item
|nameid=camera
|id=593
|form=item
|foot=1}}
{{ID table
|edition=bedrock
|firstcolumnname=Camera
|shownumericids=y
|generatetranslationkeys=y
|displayname=Entity
|spritename=camera
|spritetype=entity
|nameid=tripod_camera
|id=62
|foot=1}}
=== Entity data ===
See [[Bedrock Edition level format/Entity format]].
== Video ==
{{yt|1XLRGFibFNQ}}
== History ==
{{History|pocket alpha}}
{{History||v0.1.0|[[File:Camera BE1.png|50px]] [[File:Camera (item texture) BE1.png|32px]] The textures and model of the camera can be found in the game apk file.<ref name="found">[{{Reddit|jkkmr/found_image_file_for_camera_in_minecraft_portable}} Reddit - Found image file for camera in Minecraft Portable Edition Demo APK file.]</ref><ref>https://web.archive.org/web/20160604161800/https://twitter.com/Kappische/status/103548954368679936</ref>}}
{{History||v0.2.0|[[File:Camera BE2.png|50px]] [[File:Music Disc Blocks JE1 BE1.png|32px]] Added cameras
|Changed item and tripod textures.
|To use a camera, equip it in the [[player]]'s hand, then look in the direction the player wants the picture to be taken. Long-press the screen, and a camera [[drops]] to the ground where the player are standing. Step back, then press on the camera until it starts emitting smoke [[particles]]. The smoke means a picture has been taken, and the camera may disappear immediately afterward.
|Cameras have infinite uses.
|Entity id 62 and item id 456.<ref>https://www.minecraftforum.net/topic/1233138-i-found-the-camera-id/</ref>}}
{{History||v0.5.0|The camera is now invisible and makes the standard player [[damage]] [[sound]].}}
{{History||v0.7.0|Added the "F1" feature (Hide GUI), which has now made the camera obsolete.}}
{{History||v0.8.0|snap=build 2|[[File:Egg JE1 BE1.png|32px]] Item form now uses [[egg]] texture.}}
{{History||v0.9.0|snap=build 1|The camera [[entity]] has been removed. [[Tommaso]] also stated: ''"It doesn't mean that it's dead forever, in fact I have a lot of ideas for it! I think it will be back when have [[shader]]s, sharing and [[redstone]]."''<ref>{{Reddit|sub=MCPE|281sep/camera|ci6znr8}}</ref>}}
{{History||v0.14.0|snap=build 1|[[File:Camera BE3.png|32px]] [[File:Camera (item) BE2.png|32px]] Re-added the camera. It is accessible only with [[inventory]] editors.
|In this version, if the player spawns a camera, leaves the [[world]] and joins back, it summons [[lightning]].}}
{{History||v0.14.2|The camera [[item]] ID has been changed to 498, but it cannot be used at the moment. The [[entity]] can now be spawned with a [[spawn egg]] with a [[damage]] value of 62.
|According to the language files of the game, the empty label that shows up whenever hovering a finger to a camera would now say "Take Picture". However, the button doesn't do anything.}}
{{History||v0.15.0|snap=build 1|The previous empty label on the camera mentioned above now displays the words "Take Picture".
|The [[health]] of the camera [[entity]] is now {{hp|2}} instead {{hp|4}}.
|The camera no longer summons [[lightning]].}}
{{History||v0.16.0|snap=build 1|The camera now has a [[block]] form in [[inventory]], but still spawns the entity. However, the block can be placed only with [[commands]] and editing.
|"Take picture" button on the camera works now, but no image files are created.
|The oldest ID for camera (456) now refers to [[portfolio]].}}
{{History|||snap=build 2|[[File:Camera Block.png|32px]] The camera now has an [[item]] form and the [[block]] has been removed. However, it is still obtainable in servers.
|[[Portfolio]], which works together with the camera to create collections of pictures, has been removed.}}
{{History|||snap=build 4|Camera item form has been removed, and the camera can no longer be obtained or placed using any [[commands|command]].}}
{{History|bedrock}}
{{History||1.8.0|snap=beta 1.8.0.8|[[File:Camera BE3.png|32px]] [[File:Camera Block.png|32px]] The camera has been reimplemented.
|The camera [[entity]] can now be spawned with a [[spawn egg]] with [[damage]] value 258.}}
{{History||1.12.0|snap=beta 1.12.0.2|The camera can now be obtained with the {{cmd|give}} [[commands|command]].}}
{{History||1.13.0|snap=beta 1.13.0.1|The camera can no longer be obtained with the {{cmd|give}} command.
|Functionality has been added to the camera. Screenshots that are taken by the camera can now be saved into the {{cd|screenshots}} folder.
|Cameras are now a part of the {{el|ee}} toggle as a hidden feature.
|Cameras no longer have a [[death]] animation when killed by the [[player]] and instead, instantly emit smoke [[particles]].}}
{{History||1.16.100|snap=beta 1.16.100.50|The camera can now be obtained with the {{cmd|give}} [[commands|command]] once again.}}
{{History|||snap=beta 1.16.100.55|The camera can no longer be obtained with the {{cmd|give}} command.}}
{{History|education}}
{{History||1.0|[[File:Camera BE3.png|32px]] [[File:Camera Block.png|32px]] Added cameras.}}
{{History||1.4.0|Cameras no longer have a [[death]] animation when killed by the [[player]] and instead instantly emit smoke [[particles]].}}
{{History|foot}}
=== Future ===
At the Minecraft [[Pocket Edition]] panel at [[MineCon 2012]], as well as one of [[Johan Bernhardsson|Jbernhardsson]]'s livestreams, it was stated that future plans include trying to have a proper use for cameras, perhaps an easier way to take screenshots and share them with others.<ref>{{ytl|YMhyX_lKWV4}}</ref> In the BlockTalk Q&A, the camera was briefly mentioned as part of a broader "sharing" theme planned for {{el|be}} in the future.<ref>{{ytl|Ruf6tvqsD84}}</ref>
It later got implemented into {{el|ee}}, using the camera to make screenshots and share them in a special book.
== Issues ==
{{Issue list}}
== Trivia ==
* A camera prevents a [[Book and Quill]] from working. Attempting to craft it or obtain it by commands gives a regular book instead, due to non-implementation of photo attaching to written books.
* The camera can take a screenshot, which appears a bit smaller with a thick paper outline having cuts on its edges, making it look like an old photograph.
* This feature is hidden from the Creative inventory and from the /give command item menu.
== Gallery ==
<gallery>
PEcameras030.jpg|A row of cameras, as seen in [[Pocket Edition v0.3.0 alpha|v0.3.0]].
PEcameraphoto.jpg|Example image taken by the camera [[entity]].
CameraUse-1.png|The first method of using cameras.
CameraUse-2.png|The second method of using cameras.
Dinnerbone Camera.png|A camera spawned using a [[spawn egg]] named "[[Dinnerbone]]" in the v0.15.0 beta.
Cam2.png|A camera falling from a [[tree]]. This shows that cameras are entities.
Education Edition Exclusive Features.png|The camera and camera block placed in a world along with other Education Edition features.
Screenshot by camera.jpg|An example of the screenshot taken by a camera in [[Bedrock Edition beta 1.13.0.1|beta 1.13.0.1]].
File:Say Cheese.jpeg|[[Steve]], [[Alex]], [[Jesse]], and an [[Agent]] getting their picture taken.
</gallery>
== See also ==
* [[Portfolio]]
* [[Screenshot]]
== References ==
{{Reflist}}
{{Items}}
{{Entities}}
{{Education Edition}}
[[Category:Education Edition entities]]
[[Category:Education Edition items]]
[[Category:Tools]]
[[cs:Kamera]]
[[de:Kamera]]
[[el:Camera]]
[[es:Cámara]]
[[fr:Appareil photo]]
[[hu:Kamera]]
[[ja:カメラ]]
[[ko:카메라]]
[[nl:Camera]]
[[pl:Kamera]]
[[pt:Câmera]]
[[ru:Камера]]
[[uk:Камера]]
[[zh:相机]]</li><li>[[Nether Brick|Nether Brick]]<br/><!--Please do not change "nether brick" to "Nether brick". According to style guide, item names are not proper nouns and should not be capitalized.-->
{{about|the item|the block|Nether Bricks}}
{{Item
| title = Nether Brick
| image = Nether Brick.png
| renewable = Yes
| stackable = Yes (64)
}}
A '''nether brick''' is an [[item]] made by [[smelting]] [[netherrack]] in a [[furnace]], and is used to craft the [[Nether Bricks|nether bricks]] block and its variants.
== Obtaining ==
=== Smelting ===
Nether brick can be smelted from netherrack.
{{smelting
|Netherrack
|Nether Brick
|0,1
}}
=== Bartering ===
[[Piglin]]s may [[barter]] 2 to 8 nether bricks when given a [[gold ingot]].
== Usage ==
=== Crafting ingredient ===
{{crafting usage|Nether Brick}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Nether Brick
|spritetype=item
|nameid=nether_brick
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Nether Brick
|spritetype=item
|nameid=netherbrick
|id=523
|form=item
|foot=1}}
== History ==
{{History|java}}
{{History||1.5|snap=13w01a|[[File:Nether Brick JE1 BE1.png|32px]] Added nether brick items.}}
{{History||1.10|snap=16w20a|Nether brick items can now be used to craft [[red nether bricks]].}}
{{History||1.13|snap=17w47a|The ID of nether bricks has been changed from <code>netherbrick</code> to <code>nether_brick</code>.
|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 405.}}
{{History||1.14|snap=18w43a|[[File:Nether Brick JE2 BE2.png|32px]] The texture of nether bricks has been changed.}}
{{History||1.16|snap=20w07a|Nether bricks now have a {{frac|10|109}} (~9.17%) chance of being given by the new [[piglin]]s when [[bartering]], in a stack size of 1–4.}}
{{History|||snap=20w09a|Nether bricks now have a {{frac|20|226}} (~8.84%) chance of being given by piglins when bartering, in a stack size of 1–5.}}
{{History|||snap=20w10a|Nether bricks now have a {{frac|40|411}} (~9.73%) chance of being given by piglins when bartering, in a stack size of 4–16.}}
{{History||1.16.2|snap=20w28a|Nether bricks now have a {{frac|40|459}} (~8.71%) chance of being given by piglins when bartering, in a stack size of 2–8.}}
{{History|pocket alpha}}
{{History||v0.6.0|[[File:Nether Brick JE1 BE1.png|32px]] Added nether brick items.}}
{{History||v0.16.0|snap=build 5|Added nether brick items to the [[Creative]] [[inventory]].<ref name="missing brick">{{Bug|MCPE-16556}}</ref>}}
{{History|pocket}}
{{History||1.1.3|snap=alpha 1.1.3.0|Nether brick items are now used to craft [[red nether bricks]].}}
{{History|bedrock}}
{{History||1.9.0|snap=beta 1.9.0.0|Nether brick items are now used to craft nether brick [[fence]]s.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Nether Brick JE2 BE2.png|32px]] The texture of nether bricks has been changed.}}
{{History||1.16.100|snap=beta 1.16.100.50|Nether bricks now can be used as fuel for a [[furnace]].<ref>{{bug|MCPE-114216}}</ref>}}
{{History|||snap=beta 1.16.100.54|Nether bricks now have a {{frac|40|459}} (~8.71%) chance of being given by piglins when bartering, in a stack size of 2–8 to match {{el|Java}}.}}
{{History||1.18.30|snap=beta 1.18.30.26|Nether bricks can no longer be used as fuel in a furnace.}}
{{History|console}}
{{History||xbox=TU9|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Nether Brick JE1 BE1.png|32px]] Added nether brick items.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Nether Brick JE2 BE2.png|32px]] The texture of nether bricks has been changed.}}
{{History|New 3DS}}
{{History||0.1.0|[[File:Nether Brick JE1 BE1.png|32px]] Added nether brick items.}}
{{History|foot}}
== Issues ==
{{issue list}}
== References ==
{{reflist}}
{{items}}
[[cs:Netheritová cihla]]
[[de:Netherziegel (Gegenstand)]]
[[es:Ladrillo del Nether]]
[[fr:Brique du Nether]]
[[hu:Alvilági tégla]]
[[ja:ネザーレンガ (アイテム)]]
[[ko:네더 벽돌 (아이템)]]
[[lzh:焱界磚]]
[[nl:Netherbaksteen (voorwerp)]]
[[pl:Netherowa cegła]]
[[pt:Tijolo do Nether]]
[[ru:Адский кирпич (предмет)]]
[[uk:Пекельна цегла (предмет)]]
[[zh:下界砖]]
[[Category:Renewable resources]]</li></ul> | 13w36a | Added statistic-based objective criteria. | |||
| u | |||||
1.8{{Extension DPL}}<ul><li>[[Light Blue Dye|Light Blue Dye]]<br/>{{Item
| image = Light_Blue_Dye_JE2_BE2.png
| renewable = Yes
| stackable = Yes (64)
}}
'''Light blue dye''' is a [[Dyeing#Quasi-Primary|quasi-primary dye]].
== Obtaining ==
=== Crafting ===
{{Crafting
|showname=0
|showdescription=1
|Blue Orchid
|Output=Light Blue Dye
|type=Material
|head=1
}}
{{Crafting
|Blue Dye
|White Dye
|Output=Light Blue Dye,2
|type=Material
}}
{{Crafting
|Lapis Lazuli;Blue Dye;Lapis Lazuli
|Bone Meal;Bone Meal;White Dye
|Output=Light Blue Dye,2
|type=Material
|description={{only|bedrock|education}}
|foot=1
}}
=== Loot chest ===
{{#invoke:LootChest|base3|light-blue-dye}}
=== Trading ===
[[Wandering trader]]s sell 3 light blue dye for an [[emerald]].
== Usage ==
{{dye usage}}
=== Crafting ingredient ===
{{crafting usage|ignore=Banner|continue=1}}
{{banner crafting usage}}
=== Loom ingredient ===
{{Banner loom usage|Light Blue Dye}}
=== Trading ===
Apprentice-level shepherd villagers have a 20%{{only|bedrock}} or {{frac|2|7}}{{only|java}} chance to buy 12 light blue dye for an emerald as part of their trades.
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Light Blue Dye
|spritetype=item
|nameid=light_blue_dye
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Light Blue Dye
|spritetype=item
|nameid=light_blue_dye
|aliasid=dye / 12
|id=407
|form=item
|translationkey=item.dye.lightBlue.name
|foot=1}}
== Video ==
{{yt|IPQzg-zPJgk}}
== History ==
{{History|java beta}}
{{History||1.2|[[File:Light Blue Dye JE1 BE1.png|32px]] Added light blue dye.}}
{{History|java}}
{{History||1.4.2|snap=12w34a|Added the ability to [[Armor#Dyeing|dye]] leather [[armor]] and [[wolf]] collars.}}
{{History||1.4.6|snap=12w49a|Light blue dye can be [[crafting|crafted]] with gunpowder to create a [[firework star]].}}
{{History||1.6.1|snap=13w19a|[[Stained clay]] can now be crafted.}}
{{history||1.7.2|snap=13w36a|With the addition of new [[flower]]s, many secondary and tertiary dyes are now primary [[dye]]s.}}
{{History|||snap=13w41a|[[Stained glass]] can now be crafted.}}
{{History||1.8|snap=14w30a|Added [[banner]]s, which can be dyed.}}
{{History||1.13|snap=17w47a|The different data values for the <code>dye</code> ID have now been split up into their own IDs.
|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 351.}}
{{History||1.14|snap=18w43a|Light blue dye is now crafted using [[white dye|white]] and [[blue dye]]s, instead of [[bone meal]] and [[lapis lazuli]].
|[[File:Light_Blue_Dye_JE2_BE2.png|32px]] The texture of light blue dye has now been changed.}}
{{History|||snap=18w44a|Light blue dye can now change the text color on [[sign]]s to light blue.}}
{{History|||snap=19w05a|Added the [[wandering trader]], which sells light blue dye.}}
{{History|||snap=19w11a|Light blue dye can now be [[trading|bought]] by shepherd villagers.}}
{{History||1.17|snap=20w45a|Light blue dye can now be used to craft [[light blue candle]]s.}}
{{History|||snap=21w19a|Light blue dye can no longer be used to craft light blue candles.}}
{{History|||snap=Pre-release 1|Light blue dye can now once again be used to craft light blue candles.}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Light blue dye can now change the text color on [[hanging sign]]s to light blue.}}
{{History||1.20|snap=23w12a|Light blue dye can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}
{{History|||snap=23w16a|Light 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]]; light blue dye now is in the common loot.}}
{{History|pocket alpha}}
{{History||v0.3.0|[[File:Light Blue Dye JE1 BE1.png|32px]] Added light blue dye. It is currently unobtainable and serves no purpose.}}
{{History||v0.4.0|Light blue dye is now craftable with [[lapis lazuli]] and [[bone meal]].
|Light blue dye can now be used to craft light blue wool.}}
{{History||v0.14.0|snap=build 1|Light blue dye can now be used to dye [[water]] in [[cauldron]]s.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Light blue dye can now be used to dye [[shulker]]s.}}
{{History||1.1.0|snap=alpha 1.1.0.0|Light dye can now be used to craft [[concrete powder]] and dye [[shulker box]]es and [[bed]]s.}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|Light blue dye can now be used to craft [[firework star]]s, [[stained glass]], and patterns on [[banner]]s.}}
{{History||1.4.0|snap=beta 1.2.20.1|Light blue dye can now be used to craft [[balloon]]s and [[glow stick]]s.}}
{{History||1.8.0|snap=beta 1.8.0.8|Light blue dye can now be used to dye [[cat]] collars.}}
{{History||1.10.0|snap=beta 1.10.0.3|Light blue dye is now [[trading|sold]] by [[wandering trader]]s.
|Light blue dye can now be used to dye white [[carpet]]s.
|[[File:Light_Blue_Dye_JE2_BE2.png|32px]] The texture of light blue dye has now been changed.}}
{{History||1.11.0|snap=beta 1.11.0.4|Light blue dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of light blue dye has been changed from <code>dye/12</code> to <code>light_blue_dye</code>.}}
{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.00|switch=1.0.1|wiiu=Patch 1|[[File:Light Blue Dye JE1 BE1.png|32px]] Added light blue dye.}}
{{History|PS4}}
{{History||1.90|[[File:Light_Blue_Dye_JE2_BE2.png|32px]] The texture of light blue dye has now been changed.}}
{{History|new 3ds}}
{{History||0.1.0|[[File:Light Blue Dye JE1 BE1.png|32px]] Added light blue dye.}}
{{History|foot}}
== Issues ==
{{issue list}}
{{Items}}
[[Category:Dyes]]
[[cs:Světle modré barvivo]]
[[de:Hellblauer Farbstoff]]
[[es:Tinte azul claro]]
[[fr:Teinture bleu clair]]
[[hu:Világoskék festék]]
[[ja:空色の染料]]
[[ko:하늘색 염료]]
[[nl:Lichtblauwe kleurstof]]
[[pl:Jasnoniebieski barwnik]]
[[pt:Corante azul-claro]]
[[ru:Светло-синий краситель]]
[[zh:淡蓝色染料]]
[[Category:Renewable resources]]</li><li>[[Spyglass|Spyglass]]<br/>{{Item
| title = Spyglass
| image = Spyglass.png
| durability =
| rarity = Common
| renewable = Yes
| stackable = No
}}
A '''spyglass''' is a [[tool]] used to zoom in on distant objects.
== Obtaining ==
=== Crafting ===
{{Crafting
|B1=Amethyst Shard
|B2=Copper Ingot
|B3=Copper Ingot
|Output=Spyglass
|type=Tool
}}
== Usage ==
[[File:Steve scoping Spyglass.png|right|100px]] [[File:Alex scoping Spyglass.png|right|100px]]
To use a spyglass, the player selects it from the hotbar and clicks {{control|use}} while looking in the desired direction.
Spyglasses are used to zoom in on a specific location in the player's field of view (FOV). The spyglass changes the FOV to {{frac|1|10}} of the FOV set in [[options]]. By default, the FOV is set to 70° in ''Java Edition'' and 60° in Bedrock Edition, resulting in an FOV of 7° in ''Java Edition'' and 6° in Bedrock Edition through the spyglass. The player's FOV can be set from 30° to 110°, so the spyglass FOV can range from 3° to 11°. Regardless of the situation, or status effects the player has, using the Spyglass always shows a FOV {{frac|1|10}} of the FOV set in [[options]].
A square vignette is applied when in use, similar to the effect when wearing a [[carved pumpkin]]. Pressing {{key|F1}} removes the vignette,{{only|java}}<ref>{{bug|MC-203575||The spyglass overlay goes away when pressing F1|WAI}}</ref><ref>{{bug|MCPE-125869||Spyglass's overlay don't go away even if the player toggles Hide GUI on/ Pressing F1|}}</ref> similar to a carved pumpkin.
Hazy distant objects remain hazy when viewed in the spyglass. Mobs too distant to render also do not render in the spyglass. The spyglass shows a magnified view of what the player already sees.
The player is slowed down while watching through the spyglass. When the player uses the spyglass continuously for {{convert|1|minute|game tick}}, the interface is automatically closed.
If the player has a certain effect on their screen like [[fire]], the spyglass does not remove that effect on the player's screen.
[[File:Spyglass Zooming.gif|thumb|center|A spyglass being used to zoom in on a [[block of gold]] starting from normal FOV (70°).]]
== Sounds ==
{{edition|java}}:
{{Sound table
|sound=Spyglass use.ogg
|subtitle=Spyglass expands
|source=player
|description=When a player uses a spyglass
|id=item.spyglass.use
|translationkey=subtitles.item.spyglass.use
|volume=0.5
|pitch=''varies'' <ref group=sound>Can be 1.15, 1.33, 1.4, or 1.55</ref>
|distance=16}}
{{Sound table
|sound=Spyglass stop.ogg
|subtitle=Spyglass retracts
|source=player
|description=When a player stops using a spyglass
|id=item.spyglass.stop_using
|translationkey=subtitles.item.spyglass.stop_using
|volume=0.5
|pitch=''varies'' <ref group=sound>Can be 1.0, 0.8, or 0.9</ref>
|distance=16
|foot=1}}
{{edition|bedrock}}:
{{Sound table
|type=bedrock
|sound=Spyglass use.ogg
|source=player
|description=When a player uses a spyglass
|id=item.spyglass.use
|volume=0.5
|pitch=1.15-1.55}}
{{Sound table
|sound=Spyglass stop.ogg
|source=player
|description=When a player stops using a spyglass
|id=item.spyglass.stop_using
|volume=0.5
|pitch=0.8-1.0
|foot=1}}
== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Spyglass
|spritetype=item
|nameid=spyglass
|form=item
|foot=1}}
{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Spyglass
|spritetype=item
|nameid=spyglass
|form=item
|foot=1|id=626}}
== Advancements ==
{{load advancements|Is it a Bird?;Is it a Balloon?;Is it a Plane?}}
== History ==
{{History||October 3, 2020|link={{ytl|DBvZ2Iqmm3M|t=25m21s}}|[[File:Spyglass JE1.png|32px]]<!-- [[File:Spyglass scope (pre-release).png|32px]]--> Spyglasses are revealed at [[Minecraft Live 2020]]. They were originally named "telescopes" and had an oval vignette.}}
{{History|java}}
{{History||1.17|snap=20w45a|[[File:Spyglass JE1.png|32px]] Added spyglasses.
|[[File:Spyglass scope JE1.png|32px]] The scope texture is currently a circle with glare spots.}}
{{History|||snap=20w46a|[[File:Spyglass scope JE2.png|32px]] The scope texture is now a [[glass]] square with a [[copper]] border.}}
{{History|||snap=20w48a|[[File:Spyglass JE2 BE1.png|32px]] The spyglass is now a 3D model instead of a flat sprite.
|[[File:Spyglass (texture) JE2.png|32px]] The texture of the spyglass has changed.
|A spyglass in use is anchored better to the player's "eye" when viewed in 3rd person.}}
{{History|||snap=21w05a|Copper ingots are now renewable via [[drowned]], making spyglasses renewable.}}
{{History|||snap=21w10a|[[File:Spyglass (item) JE3 BE1.png|32px]] Spyglasses have a new texture in the inventory. The 3D model is still used in the hand, similar to [[tridents]].}}
{{History||1.17.1|snap=Pre-release 1|[[File:Spyglass (texture) JE3.png|32px]] The texture of the spyglass model has changed.}}
{{History|bedrock}}
{{History||1.17.0|snap=beta 1.17.0.50|[[File:Spyglass JE2 BE1.png|32px]] [[File:Spyglass (item) JE3 BE1.png|32px]] Added spyglasses.}}
{{History|||snap=beta 1.17.0.52|Spyglasses are now available without enabling [[experimental gameplay]].}}
{{History|foot}}
== Issues ==
{{Issue list}}
== Trivia ==
*If {{command|item replace}} is used to place a spyglass on a player's head, the item appears stuck to the center of the player's face.
== Gallery ==
<gallery>
Villager Spyglass.png|Spying on [[villager]]s through a spyglass.
After using the spyglass at FOV 30 F1.png|Hiding the HUD removes the spyglass overlay.
Panda eating a spyglass.png|When eaten by a [[panda]], spyglasses cause [[missing texture]] particles to be produced.<ref>{{bug|MC-206684}}</ref>
JE 1.17 Development Telescope.jpg|The spyglass was originally called the telescope.
JE 1.17 Development Telescope 2.jpg|The telescope's overlay was originally round instead of square.
File:Ari Spyglass.jpg|How the spyglass looks in the third person.
Steve scoping Spyglass JE1.png|Steve using a spyglass before its 3D model was added.
Alex scoping Spyglass JE1.png|Alex using a spyglass before its 3D model was added.
File:Mangrove Portal.jpg|An [[allay]] peeking into view of [[Noor]]’s spyglass.
</gallery>
== References ==
{{Reflist}}
== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--spyglass Taking Inventory: Spyglass] – Minecraft.net on February 17, 2022
{{Items}}
[[Category:Renewable resources]]
[[de:Fernrohr]]
[[es:Catalejo]]
[[fr:Longue-vue]]
[[it:Cannocchiale]]
[[ja:望遠鏡]]
[[pl:Luneta]]
[[pt:Luneta]]
[[ru:Подзорная труба]]
[[zh:望远镜]]</li></ul> | 14w02a | Entities other than players can now be part of teams and have objective scores. | |||
| 14w06a | Added the trigger and team kill-based objective criteria. | ||||
Added /scoreboard players enable. | |||||
| "*" can be used in a player name argument to represent all players tracked by the scoreboard. | |||||
Added the "objective" argument to /scoreboard players reset. | |||||
| Statistic objective criteria now use named IDs instead of numerical IDs. | |||||
Added the achievement.overpowered objective criterion. | |||||
| 14w07a | Added /scoreboard players operation and /scoreboard players test. | ||||
| Scores for fake players that have a name beginning with "#" won't appear in the sidebar. | |||||
| Added team-specific sidebar display slots. | |||||
Added the nametagVisibility team option. | |||||
| 14w10a | Added the deathMessageVisibility team option. | ||||
Added a dataTag argument to /scoreboard players set, /scoreboard players add, and /scoreboard players remove. | |||||
Added the stat.crouchOneCm, stat.sprintOneCm, and stat.timeSinceDeath objective criteria. | |||||
| 14w25a | Added =, <, and > to /scoreboard players operation. | ||||
| 14w29a | Player/entity names in the sidebar are now secondarily sorted by alphabetical order. | ||||
| 14w30a | Added the stat.talkedToVillager and stat.tradedWithVillager objective criteria. | ||||
Issues
Issues relating to "Scoreboard" are maintained on the bug tracker. Report issues there.
Gallery
References
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|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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