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This page is a work-in-progress rewrite of the existing Pocket Edition level format page. 
Constructive user edits and suggestions are welcome.

The Pocket Edition level format varies majorly from the PC level format.

LevelDB Format[]

Pocket Edition uses a modified version of Google's LevelDB, which uses Zlib compression for level storage.

Key Format[]

There are two primary types of keys: named keys and chunk keys. Named keys often store global NBT data while chunk keys store data relating to individual chunks (i.e. terrain data, entity NBT data, chunk version, etc.).

E.g. The Overworld: | x: 32 | z: 32 | tag: 8 | (optional) subchunk id: 8 |

Any other dimension: | x: 32 | z: 32 | dimension: 32 | tag: 8 | (optional) subchunk id: 8 |

Key Bytes
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Chunk X Chunk Z Tag

Keys in 1.0 are formatted similar to 0.9 format.

Tags[]

Below are a list of all tags used to store data. Not all tags will be saved for a particular chunk even if other tags are present for that particular chunk. The only exception is the `Version` tag which always exists for generated chunks.

Name Tag Id (Hex) Description
Data2D 45 (2D) Stores heightmap, grass, and biome information
Data2DLegacy 46 (2E) Stores 2D terrain data; only present in pre-1.0 chunks.
SubChunkPrefix 47 (2F) Stores terrain data for a particular subchunk in the chunk
LegacyTerrain 48 (30) Stores terrain data using the non-chunked format; only present in pre-1.0 chunks.
BlockEntity 49 (31) Stores all block entities in the chunk
Entity 50 (32) Stores all entities in the chunk
PendingTicks 51 (33)
BlockExtraData 52 (34) Stores extra block data; only used for top snow.
BiomeState 53 (35)
FinalizedState ‌[upcoming: 1.1] 54 (36) Stores an integer marking what stage of generation the chunk is at.
Version 118 (76) Stores a single byte indicating the chunk format version.

Below is a list of which tags are available for different chunk formats.

Tag 0.9 (2) 1.0 (3) 1.1 (4)
Data2D No Yes Yes
Data2DLegacy unknown unknown unknown
SubChunkPrefix No Yes Yes
LegacyTerrain Yes Read-only Read-only
BlockEntity Yes Yes Yes
Entity Yes Yes Yes
PendingTicks No Yes Yes
BlockExtraData No Yes Yes
BiomeState No Yes Yes
FinalizationState No No Yes
Version Yes Yes Yes

Data2D[]

Stores 2D per-chunk column data such as a height map and biome data. The data in this tag is ordered as ZX; the position of a particular column in the array can be calculated as 16*Z + X. This tag stores 768 bytes of data in total.

Section Name Size Description
Heightmap Data 512 Bytes Stores the y-position of the top-most block as a little-endian short.
Biome Data 256 Bytes Stores the biome ID as a byte. See Biome ID's for a list of ID's.

Data2DLegacy[]

SubChunkPrefix[]

This tag stores all terrain data for subchunks.

FinalizationState[]

Described by Tommaso: "chunks always generate and save out even if they aren't finished, then they are completed, then they get replaced with."

Name Id Description
NeedsInstaticking 0 Chunk needs to be ticked
NeedsPopulation 1 Chunk needs to be populated with mobs
Done 2 Chunk generation is complete

PE 1.1[]

Lighting is no longer read from disk, only written. ‌[upcoming: 1.1] The chunk version has be updated to version 4 in-order to detect chunks containing beds and convert beds to block entities. A new FinalizedState tag has been added to the format; it stores a single integer. The possible values are:

   enum class Finalization {
       NeedsInstaticking = 0, // Chunk needs to be ticked
       NeedsPopulation = 1, // Chunk needs to be populated with mobs
       Done = 2 // Chunk generation is fully complete
   };

PE 1.0[]

1.0 stores each subchunk separately as a different leveldb key.[1]

The possible tags are these:

To ask for a specific SubChunk you need to put "47" in the Tag and a number between 0 and 15 in the Subchunk ID. Note that subchunks are allowed to not exist! But they will always work like a stack, eg. if a chunk is there, all chunks below it should also be there.

The SubChunks are formatted like so:

  • Version: 1 byte
  • Block IDs: 4kb, 8 bits per block
  • Block Data: 2kb, 4 bits per block
  • Sky Light: 2kb, 4 bits per block
  • Block Light: 2kb, 4 bits per block

PE 0.9[]

Mojang's modified LevelDB is available at https://github.com/Mojang/leveldb-mcpe , and the build parameters required to build it are documented by Tommaso at https://twitter.com/_tomcc/status/477950809427427328. The Official LevelDB page is at https://code.google.com/p/leveldb/. To read a Pocket Edition level see here: https://github.com/tinfoiled/leveldb

The database is stored in the db/ subdirectory of a Pocket Edition world. It seems this is also where terrain generation is stored. This is because you can turn an old world infinite by replacing its db folder with one from an infinite world.

There are three types of data stored in the database: terrain data, entity data, and tile entity data.

Key format: 9 byte key, which seems to consist of:

  • x coordinate of chunk as little endian integer
  • z coordinate of chunk as little endian integer
  • one more byte indicating the type of the data:
    • 0x30 (48 in decimal, '0' ASCII) for what appears to be terrain data
    • 0x31 (49 in decimal, '1' ASCII) for tile entity data
    • 0x32 (50 in decimal, '2' ASCII) for entity data
    • 0x76 (118 in decimal, 'v' ASCII) for 1-byte data

Since the introduction in version 0.12.1 of the Nether, there are also special keys for Nether chunks, which are 13 bytes long, and seem to consist of:

  • x coordinate of chunk as little endian integer
  • z coordinate of chunk as little endian integer
  • 1 as little endian integer (0x01 0x00 0x00 0x00)
  • one more byte indicating the type of the data:
    • 0x30 (48 in decimal, '0' ASCII) for what appears to be terrain data
    • 0x31 (49 in decimal, '1' ASCII) for tile entity data
    • 0x32 (50 in decimal, '2' ASCII) for entity data
    • 0x76 (118 in decimal, 'v' ASCII) for 1-byte data

The 0x30 terrain data entry appears to contain block data for an x*z*y = 16*16*128 block chunk. The value associated with the 0x30 terrain data key is always of length 83,200 and seems to consist of the following data:

  • 32,768 bytes of block data which appears to be a x*z*y = 16*16*128 block chunk.
  • 16,384 bytes of regular data (one nibble for each byte of block data above).
  • 16,384 bytes of skylight data (one nibble for each byte of block data above).
  • 16,384 bytes of block light data (one nibble for each byte of block data above).
  • 256 bytes of additional data which appears to be a z*x = 16*16 byte array (one byte for each vertical y column of 128 bytes of block data above) containing dirty column info.
  • 1,024 bytes of additional data which appears to be a 16*16*4 byte array (four bytes for each vertical y column of 128 bytes of block data above) containing grass color info.

The following definitions are provided to clarify the mapping between the location of a block within a LevelDB entry containing a chunk of 32,768 blocks and the corresponding location of the block within the entire world:

  • Let X and Z be the values contained within the LevelDB key.
  • Let C [] be a three dimensional array of the chunk of 32,768 blocks contained within the LevelDB entry. The first two indices i and j range from 0 to 15, and the third index y ranges from 0 to 127.
  • Let W [] be a three dimensional array of the blocks contained within the entire world.
    • For old style worlds, the first two indices x and z both range from 0 to 255. For infinite worlds, the first two indices x and z both range over the values of a four byte integer and may be negative as well as positive.
    • The third index y ranges from 0 to 127 for both old style and infinite worlds.

Assuming the definitions above, the location of a block with a LevelDB entry with key values X and Z maps to the corresponding location of the block within the entire world as follows:

  • C [i, j, y] <-> W [x, z, y] where x = 16*X + i and z = 16*Z + j

The x index specifies the North to South location where a smaller value of x is farther North than a larger value of x. The z index specifies the East to West location where a smaller value of z is farther East than a larger value of z. The y index specifies the vertical location where a smaller value of y is at a lower height than a larger value of y. For an old style world, the block at the bottom of the North-East corner of the world is W [0, 0, 0].

The 0x31 tile entity and 0x32 entity data entries above are NBT encoded and may contain 0, 1, or multiple-concatenated Compound tags at the root level. In the case of 0 Compound tags, LevelDB indicates 0 as the length of the value associated with the key. Multiple-concatenated tags are supported because there can be more than one entity per chunk. Every 0x31 tile entity and 0x32 entity entry has an associated 0x30 terrain entry, but an 0x30 terrain entry will not necessarily have an associated 0x31 tile entity or 0x32 entity entry.

The number of 0x30 terrain entries and 0x76 1-byte data entries is always the same, and there is a one-to-one relationship between these entries where the corresponding entries both have the same x and z values. Three values have been observed for the 1-byte data including the binary values 0, 1, and 2. The value 0 has been observed in old style worlds, and the values 1 and 2 have been observed in infinite worlds.

There's also the special key ~local_player for an entity data entry that holds the local player entity. If entity data exists here, it takes precedence over the player data stored in level.dat. The value associated with the ~local_player key is NBT encoded and only has a single compound tag at the root level.

There's also a special key for remote players which consists of two parts. The first part is the prefix "player_" (without the quotes) and the second part is the client ID which is contained in the remote player's clientid.txt file. For example, player_-12345678 would be the key for a remote client with an client ID of -12345678. The value associated with the “player_” prefixed key is NBT encoded and only has a single compound tag at the root level.

There's also a special “game_flatworldlayers” key of length 20 for flat worlds. The value associated with this key is a set of numbers in ASCII text format. An example of a value associated with the “game_flatworldlayers” key is “[7,3,3,2]” where the value length for this example is 9.

LOG[]

The LOG files are located at the /db path of a level, and are part of the leveldb format, used in between compaction of the LDB files. It is similar to a Log file for a program. The format is:

YYYY /MM/DD-Hour/Minute/Second.StepName "Info"

Example:

2014/07/24-22:20:08.400488 4a3638 Recovering log #3

level.dat[]

Structure[]

  • World data.
    •  Dimension: The dimension the player is in. 0 is the Overworld.
    •  GameType: Whether in survival (0) or in creative (1) mode.
    •  Generator: World Type: Old, Infinite, or Flat
    •  LastPlayed: Stores the Unix time stamp (in seconds) when the player saved the game.
    •  LevelName: Specifies the name of the level.
    • LimitedWorldOrigin. (Only applies to old type worlds)
      •  LimitedWorldOriginX: X coordinate where limited world generation started.
      •  LimitedWorldOriginY: Y coordinate where limited world generation started.
      •  LimitedWorldOriginZ: Z coordinate where limited world generation started.
    •  Platform: Seems to store the platform that the level is created on. Currently observed value is 2.
    •  RandomSeed: Level Seed
    •  SizeOnDisk: Estimated size of level in bytes
    • Spawn Coordinates of world
      •  SpawnX: X coordinate of the player's spawn position. Default is 0.
      •  SpawnY: Y coordinate of the player's spawn position. Default is 64.
      •  SpawnZ: Z coordinate of the player's spawn position. Default is 0.
    •  StorageVersion:Version of Pocket Edition Storage Tool, currently is 4
    •  Time: Stores the current "time of day" in ticks. There are 20 ticks per real-life second, and 14400 ticks per Minecraft day/night cycle, making the full cycle length 12 minutes—8 minutes shorter than the standard 20 minute day/night cycle. 0 is the start of daytime, 7200 is the start of sunset, 8280 is the start of nighttime, 13320 is the start of sunrise, and 14400 is daytime again. The value stored in level.dat is always increasing and can be larger than 14400, but the "time of day" is always modulo 14400 of the "Time" field value.
    •  dayCycleStopTime: Added in 8.0. Default is 18446744073709552000.
    •  spawnMobs: Disable (0) or enable (1) mob spawning.

0.8.1 and below[]

level.dat[]

The level.dat file is in NBT format, based on the format of level.dat in a Desktop world. level.dat is an uncompressed little-endian NBT file that stores environmental data (time of day, for example) and player health, inventory, velocity, and position within the map.

The file begins with an 8-byte header, consisting of a little-endian 4-byte integer indicating the type of the file, which is 3 (was 2 before latest update) for level.dat. It is followed by another integer containing the length of the file, minus the header.[2]

NBT Structure[]

  • World data.
    •  GameType: Whether in survival (0) or in creative (1) mode.
    •  LastPlayed: Stores the Unix time stamp (in seconds) when the player saved the game.
    •  LevelName: Specifies the name of the level.
    •  Platform: Seems to store the platform that the level is created on. Currently observed value is 2.
    •  Player: Player entity information. See Entity Format and Mob Entity Format for details. It is missing the id tag and has additional elements:
      •  Armor: Each TAG_Compound in this list defines a piece of armor that the player is wearing. This is a list with length 4 - for helmet, chestplate, leggings, and boots.
        • Inventory item data
          •  id: Item or Block ID.
          •  Count: Number of items stacked in this inventory slot. Any item can be stacked, including tools. Range is 1-255. Values above 255 are not displayed in-game.
          •  Damage: For armor, the amount of wear they have suffered. The maximum durability of the armor means undamaged. When the Damage reaches 0, it breaks and disappears.
      •  Dimension: The dimension the player is in. 0 is the Overworld.
      •  Inventory: Each TAG_Compound in this list defines an item the player is carrying or holding.
        • Inventory item data
          •  Slot: Indicates which inventory slot this item is in.
          •  id: Item or Block ID.
          •  Count: Number of items stacked in this inventory slot. Any item can be stacked, including tools. Range is 1-255. Values above 255 are not displayed in-game.
          •  Damage: For tools, the amount of wear they have suffered. The maximum durability of the tool (for example, 33 for golden tools) means undamaged. When the Damage reaches 0, it breaks and disappears.
      •  Score: The score of the player.
      •  Sleeping: 1 or 0 (true/false) - true if the player was in a bed when this tag was saved; has no effect on whether the player is in a bed when they log in.
      •  SleepTimer: The number of ticks the player had been in bed when this tag was saved. No effect.
      •  SpawnX: X coordinate of the player's spawn position. Default is 0.
      •  SpawnY: Y coordinate of the player's spawn position. Default is 64.
      •  SpawnZ: Z coordinate of the player's spawn position. Default is 0.
      •  abilities: The abilities this player has.
        •  mayfly: 1 or 0 (true/false) - true if the player can fly.
        •  flying: 1 or 0 (true/false) - true if the player is currently flying.
        •  invulnerable: 1 or 0 (true/false) - true if the player is immune to all damage and harmful effects except for void damage.
        •  mayBuild: 1 or 0 (true/false) - true if the player can place and destroy blocks.
        •  instabuild: 1 or 0 (true/false) - true if the player can instantly destroy blocks.
    •  RandomSeed: Random number providing the Random Seed for the terrain.
    •  SizeOnDisk: Estimated size of the entire world in bytes.
    •  SpawnX: X coordinate of the world's spawn position. Default is 0.
    •  SpawnY: Y coordinate of the world's spawn position. Default is 64.
    •  SpawnZ: Z coordinate of the world's spawn position. Default is 0.
    •  StorageVersion: Version of Pocket Edition NBT, is 3.
    •  Time: Stores the current "time of day" in ticks. There are 20 ticks per real-life second, and 14400 ticks per Minecraft day/night cycle, making the full cycle length 12 minutes—8 minutes shorter than the standard 20 minute day/night cycle. 0 is the start of daytime, 7200 is the start of sunset, 8280 is the start of nighttime, 13320 is the start of sunrise, and 14400 is daytime again. The value stored in level.dat is always increasing and can be larger than 14400, but the "time of day" is always modulo 14400 of the "Time" field value.
    •  dayCycleStopTime: Added in 8.0. Default is 18446744073709552000.
    •  spawnMobs: Disable (0) or enable (1) mob spawning.

chunks.dat[]

This file stores the 16x16 (256) chunk arrays holding all 256x256x128 (8,388,608) blocks in each default map. Every 4,096 bytes or 4kb's is one sector length, where in total for a default map there are 5,377 sectors. The file has a maximum of 32x32 (1024) chunks and 512x512x128 (33,554,432) blocks, but in a default map generated by the game the map will be its standard size. The type of the bytes in this file are mostly 32-bit little-endian, except for a few sections of data

The first sector of the file is a data location table, which points to what chunks are available and where in the map and the file. Every 128 bytes of the location table describes a row of chunks in the map, but usually there is only 64 bytes of data because there are only 16 chunks per row.

The format for each chunk in the location table is 15 XX ZZ 00, where the 15 (21dec) describes how many sectors are in the section, the second number describes the X coordinate in hex to the top left corner of the chunk, the third number is the Z coordinate in hex describing which row the chunk is in, and the final number goes unused until an update where map sizes are increased. You can also think of the "X" coordinate as the chunk's starting point on the map.

To find the offset of a chunk based on the table, all one must do is use the algorithm 4096+(x*21*4096)+(z*21*16*4096), the reason being is the first sector is a location table, so we start at 4096. Every 86,016 bytes or 21*4096 bytes is a new chunk, so then times by x. It's the same for the z coordinate, just every 16 chunk sections is a new row, so multiply by 16.

Example of finding an offset is say we have these three numbers in the table, 15 4d 02 00, the first number tells how many sectors are in the chunk, in this case 21, the second number (4dhex) is the "x coordinate", the third (02hex) is the "z coordinate" and the fourth number is to be used when dealing with larger maps. So now we take 77*21*4096 and add it to 4096 (make up for the location table) to get 6,627,328, now add 2*21*4096*16 to get 9,379,840, which is the decimal offset of the chunk.

The first 8 sectors of the first chunk at offset 1000hex or 4096dec is the first array of blocks in the file. The first 4 bytes starting at offset 1000hex or 4096dec is a chunk header, identifying the start of a new chunk. The chunk header will always be 04 41 01 00 in hex. After the chunk header, every 128 blocks is a column. Every 16 columns is a new row. Columns can be stored as short[]'s (short arrays).

After the first 8 sectors of block data is 4 sectors of regular data in big-endian used to store information about certain blocks. Since this section is only 4 sectors long, each byte represents two blocks.

An example use of the data section is say you placed some blue wool and then some red wool in a column at [4,76,14] in the chunk. By dividing the X,Y,Z coordinates of the wool within the chunk in half you can find where the data for that block is [2,38,7]. Now that you have the new coordinates, you can find the byte by starting at the data sector's offset and then using the algorithm (x*64)+y+(z*64*16). The data at that offset would then be EBhex, and since these sectors are big-endian you would read it as BEhex. Since B is the data for blue wool and E is the data for red wool, you will have to split the byte and get B and E separate to get the individual data for those blocks.

After the 4 sectors of data is 4 sectors of skylight data. Once again every byte is two blocks and each byte should be read in big-endian like in the data sectors. If a light value is F, that means the lighting is dark, while if a light value is 0, then the lighting is light. Because the game automatically generates lighting, it is unimportant to modify this part of the file when generating a world via an outside program.

The last 4 sectors are like the skylight data, but instead are block light data. Once again every byte represents 2 blocks and should be read as big-endian. The light values are the same as skylight values, where F is dark and 0 is light. Once again, because the game automatically generates lighting, it is unimportant to modify this part of the file when generating a world via an outside program.

entities.dat[]

This file uses the modified little endian uncompressed NBT format. It appears to store entity information using a format based on the Alpha Level Chunk Format. It also stores tile entity information as well.

The file has a 12 byte header. It begins with the ASCII Characters "ENT", then one zero byte, then a little-endian integer with the value 1, followed by another little endian integer stating the length of the file in bytes, not counting the header.[3]

NBT Structure[]

  • Root compound tag.
    •  Entities: Each TAG_Compound in this list defines an entity in the world. See Entity Format below.
    •  TileEntities: Each TAG_Compound in this list defines a Tile entity, such as a furnace, in the world.

Entity Format[]

Every entity is an unnamed TAG_Compound contained in the Entities list of a chunk file. The sole exception is the Player entity, stored in level.dat.

All entities share this base:

  • Entity data
    •  id: Entity Type ID. Known values are 13 for Sheep, 32 for Zombie, and 64 for item drops.
    •  Pos: 3 TAG_Floats describing the current X,Y,Z position of the entity.
    •  Motion: 3 TAG_Floats describing the current dX,dY,dZ velocity of the entity. (Note: 0,0,0 is no motion.)
    •  Rotation: Two TAG_Floats representing rotation in degrees.
      • : The entity's rotation clockwise around the Y axis (called yaw). Due west is 0. Can have large values because it accumulates all of the entity's lateral rotation throughout the game.
      • : The entity's declination from the horizon (called pitch). Horizontal is 0. Positive values look downward. Does not exceed positive or negative 90 degrees.
    •  FallDistance: Distance the entity has fallen. Larger values cause more damage when the entity lands.
    •  Fire: Number of ticks until the fire is put out. Negative values reflect how long the entity can stand in fire before burning.
    •  Air: How much air the entity has, in ticks. Fills to a maximum of 300 in air. Decreases while underwater.
    •  OnGround: 1 if the entity is touching the ground.

ZombieFace Mobs[]

  • Additional fields for mobs:
    •  AttackTime: Number of ticks the entity's "invincibility shield" is lasting after the entity was last struck.
    •  DeathTime: Number of ticks the entity has been dead for. Controls death animations.
    •  Health: Amount of health the entity has. Players and enemies normally have up to 20 health. Livestock has up to 10 health.
    •  HurtTime: Unknown, maybe time invincible after being hit
  • Additional field for animals such as Sheep:
    •  Age: Age of the animal.

SheepFace Sheep has two additional fields:

    •  Sheared: 1 or 0 (true/false) - true if the sheep has been shorn.
    •  Color: 0 to 15 - see wool data values for a mapping to colors. There is evidence that this value does not affect sheep rendering, but does affect wool drops.[4]
  • Cobblestone Additional fields for Item:
    •  Health: Starts at 5, and currently only decreases as the item takes fire damage. When health reaches 0, the item is destroyed.
    •  Age: The amount of time an item has been "untouched" on the ground. After 2400 'ticks', or 2 minutes, the item is destroyed.
    •  Item: Item data
      •  id: Item or Block ID.
      •  Damage: The amount of wear each item has suffered. 0 means undamaged. When the Damage exceeds the item's durability, it breaks and disappears. Only tools and armor accumulate damage normally.
      •  Count: Number of items contained in this item drop entity. Any item can be stacked, including tools, armor, and vehicles. Range is 1-255.

History[]

Pocket Edition Alpha
v0.2.0Tropical fish also have assigned names that can be seen after capture. In Java Edition, the smaller text under the item name is displayed showing the fish name, similar to the text that displays enchantments under enchanted items. In Bedrock Edition, the item name is displayed showing "Bucket of <fish name>". Their colors are mostly named according to the colored block names, though with a few exceptions:
  • White
  • Silver
  • Gray
  • Black
  • Brown
  • Red
  • Orange
  • Yellow
  • Lime
  • Green
  • Teal
  • Sky
  • Blue
  • Plum
  • Magenta
  • Rose

The base color comes first, and if the pattern color is different, it comes after that. Lastly, the fish bucket is given a name according to the shape and pattern of the fish:

Flopper Glitter Betty
Stripey Blockfish Clayfish
Tropical Fish Patterns
Kob Snooper Brinely
SunStreak Dasher Spotty

Some tropical fish don't follow the normal naming system, and instead, reference real-life fish species. Apart from these names, these types of fish aren't different from regular tropical fish in terms of design or behavior.

These varieties are:

Name Type
Anemone Orange-Gray Stripey
Black Tang Gray Flopper
Blue Dory ‌[Bedrock Edition only] Gray-Sky SunStreak
Blue Tang ‌[Java Edition only] Gray-Blue Flopper
Butterfly Fish ‌[Bedrock Edition only]/Butterflyfish ‌[Java Edition only] White-Gray Clayfish
Cichlid Blue-Gray SunStreak
Clownfish Orange-White Kob
Cotton Candy Betta Rose-Sky Spotty
Dottyback Plum-Yellow Blockfish
Emperor Red Snapper White-Red Clayfish
Goatfish White-Yellow Spotty
Moorish Idol White-Gray Glitter
Ornate Butterfly ‌[Bedrock Edition only]/Ornate Butterflyfish ‌[Java Edition only] White-Orange Clayfish
Parrotfish Teal-Rose Dasher
Queen Angel Fish ‌[Bedrock Edition only]/Queen Angelfish ‌[Java Edition only] Lime-Sky Brinely
Red Cichlid Red-White Betty
Red Lipped Blenny Gray-Red Snooper
Red Snapper Red-White Blockfish
Threadfin White-Yellow Flopper
Tomato Clown ‌[Bedrock Edition only] Red-White SunStreak
Tomato Clownfish ‌[Java Edition only] Red-White Kob
Triggerfish Gray-White SunStreak
Yellowtail Parrot ‌[Bedrock Edition only]/Yellowtail Parrotfish ‌[Java Edition only] Teal-Yellow Dasher
Yellow Tang Yellow Flopper
level.dat is now a NBT formatted file.
player.dat information now moved to level.dat
Added entities.dat.
v0.3.2
{{Extension DPL}}<ul><li>[[Red Dye|Red Dye]]<br/>{{Item
| title = Red Dye
| renewable = Yes
| stackable = Yes (64)
}}
'''Red dye''' is a [[Dye#Primary|primary color dye]] created primarily from flowers.

== Obtaining ==

=== Crafting ===

{{Crafting
|head=1
|showname=0
|Poppy; Red Tulip; Beetroot 
|Output=Red Dye
|type=Material
}}
{{Crafting
|Rose Bush
|Output=Red Dye,2
|type=Material
|foot=1
}}

=== Trading ===

[[Wandering trader]]s sell 3 red dye for an [[emerald]].

== Usage ==

{{dye usage}}

=== Crafting ingredient ===

{{crafting usage|ignore=Banner|continue=1}}
{{banner crafting usage}}

=== Loom ingredient ===
{{Banner loom usage|Red Dye}}

=== Trading ===
Journeyman-level shepherd villagers have a {{frac|1|6}} chance to buy 12 red dye for an emerald.

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Red Dye
|spritetype=item
|nameid=red_dye
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Red Dye
|spritetype=item
|nameid=red_dye
|aliasid=dye / 1
|id=396
|form=item
|translationkey=item.dye.red.name
|foot=1}}

== Video ==

<div style="text-align:center">{{yt|tqTbsbt2irk}}</div>

== History ==
{{History|java beta}}
{{History||January 10, 2011<ref group="n">Supposed time when fragment was filmed. Based on modified date of client.jar/gui/trap.png in [[Beta 1.2]].</ref>|link=https://www.youtube.com/watch?v=cBF2ugTzXqQ&t=181s|[[File:Red Dye (pre-release).png|32px]] Shown rose red in development as part of [[Minecraft: The Story of Mojang]].}}
{{History||1.2|[[File:Red Dye JE1 BE1.png|32px]] Added rose red.}}
{{History||1.6.6|Roses can now be generated using [[Bone Meal|bone meal]], making rose red [[renewable resource|renewable]].}}
{{History|java}}
{{History||1.3.1|snap=1.3|[[File:Red Dye JE2 BE2.png|32px]] The texture of rose red has now been changed.}}
{{History||1.4.2|snap=12w34a|Added the ability to [[Armor#Dyeing|dye]] leather [[armor]] and [[wolf]] collars.}}
{{History||1.4.6|snap=12w49a|Rose red can now be crafted with [[gunpowder]] to create a [[firework star]].}} 
{{History||1.6.1|snap=13w19a|Rose red can now be used to craft stained clay.}}
{{History||1.7.2|snap=13w36a|Rose red is now crafted using a poppy instead of a rose, as the latter is removed.
|Rose red can now be crafted using red tulips and rose bushes.}}
{{History|||snap=13w37a|Each poppy now yields only 1 rose red, instead of 2.}}
{{History|||snap=13w41a|Rose red can now be used to craft stained glass.}}
{{History||1.8|snap=14w30a|Added [[banner]]s, which can be dyed.}}
{{History||1.9|snap=15w31a|Rose red can now be crafted using [[beetroot]].}}
{{History||1.11|snap=16w39a|Added the ability to dye [[shulker box]]es.}}
{{History||1.12|snap=17w06a|Rose red can now be used to craft red [[concrete powder]].}}
{{History|||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|"Rose Red" has now been renamed to "Red Dye".
|[[File:Red Dye JE3 BE3.png|32px]] The texture of red dye has now been changed.}}
{{History|||snap=18w44a|Red dye can now change the text color on [[sign]]s to red.}}
{{History|||snap=19w05a|Added the [[wandering trader]], which sells red dye.}}
{{History|||snap=19w11a|Red dye can now be [[trading|bought]] by shepherd villagers.}}
{{History||1.17|snap=20w45a|Red dye can now be used to craft [[red candle]]s.}}
{{History|||snap=21w19a|Red dye can no longer be used to craft red candles.}}
{{History|||snap=Pre-release 1|Red dye can once again be used to craft red candles.}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Red dye can now change the text color on [[hanging sign]]s to red.}}

{{History|pocket alpha}}
{{History||v0.3.0|[[File:Red Dye JE1 BE1.png|32px]] Added rose red. It is currently unobtainable and serves no purpose.}}
{{History||v0.4.0|Rose red is now obtainable by smelting red [[mushroom]]s.
|Rose red can now be used to craft other dyes and red wool.}}
{{History||v0.8.0|snap=build 1|[[File:Red Dye JE2 BE2.png|32px]] The texture of red dye has been changed.
|Rose red is now used to craft [[cocoa beans]].}}
{{History||v0.9.0|snap=build 3|Rose red can now be obtained by putting a poppy, red tulip or rose bush [[flower]]s in the crafting grid.}}
{{History||v0.15.0|snap=build 1|Red mushrooms can no longer be smelted to obtain rose red.}}
{{History||v0.16.0|snap=build 1|Rose red is no longer used to craft cocoa beans.}}
{{History|bedrock}}
{{History||1.8.0|snap=beta 1.8.0.10|"Rose Red" has now been renamed to "Red Dye".}}
{{History||1.10.0|snap=beta 1.10.0.3|Red dye can now be [[trading|bought]] from [[wandering trader]]s.
|[[File:Red Dye JE3 BE3.png|32px]] The texture of red dye has now been changed.}}
{{History||1.11.0|snap=beta 1.11.0.4|Red dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of red dye has been changed from <code>dye/1</code> to <code>red_dye</code>.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.00|switch=1.0.1|wiiu=Patch 1|[[File:Red Dye JE1 BE1.png|32px]] Added rose red.}}
{{History||xbox=none|xbone=none|ps=1.83|switch=none|wiiu=none|"Rose Red" has now been renamed to "Red Dye".}}
{{History||ps=1.90|[[File:Red Dye JE3 BE3.png|32px]] The texture of red dye has now been changed.}}

{{History|new 3ds}}
{{History||0.1.0|[[File:Red Dye JE1 BE1.png|32px]] Added rose red.}}
{{History|foot}}

;Notes
{{reflist|group=n}}

== Issues ==
{{issue list}}

{{Items}}



[[cs:Šípková červeň]]
[[de:Roter Farbstoff]]
[[es:Tinte rojo]]
[[fr:Teinture rouge]]
[[hu:Rózsavörös]]
[[ja:赤色の染料]]
[[ko:장밋빛 빨강 염료]]
[[nl:Rozenrood]]
[[pl:Czerwony barwnik]]
[[pt:Corante vermelho]]
[[ru:Красный краситель]]
[[zh:红色染料]]

[[Category:Items]]
[[Category:Dyes]]
[[Category:Renewable resources]]</li><li>[[:Category:Joke items|Category:Joke items]]<br/>[[Category:Joke features|Items]]
[[Category:Items]]</li></ul>
Entities.dat extended to store tile entity information.
v0.9.0
{{Extension DPL}}<ul><li>[[Emerald|Emerald]]<br/>{{About|the item|the currency in ''Minecraft Dungeons''|MCD:Emerald|the skin|MCD:Emerald (skin)|the ore|Emerald Ore|the mineral block|Block of Emerald}}
{{Item
| image = Emerald.png
| renewable =  Yes
| stackable = Yes (64)
| rarity = Common}}
'''Emeralds''' are rare minerals that are used primarily as the currency for [[trading]] with [[villager]]s and [[wandering trader]]s. Naturally-occurring emeralds are rarer than [[diamond]]s.

== Obtaining ==

=== Trading ===
{{main|Trading}}
Emeralds can be obtained by trading with [[villager]]s, since they are the currency that villagers use for trading. Villagers either buy or sell specific goods for emeralds.

=== Mining ===
[[Emerald ore]] drops one emerald when mined using an iron or better [[pickaxe]]. If the pickaxe is enchanted with [[Fortune]], it may drop an extra emerald per level of Fortune, up to a maximum of 4 emeralds with Fortune III. If the ore is mined using a pickaxe enchanted with [[Silk Touch]], it drops itself in ore form instead of an emerald.

=== Crafting ===

{{Crafting
|Block of Emerald
|Output= Emerald,9
|type= Material
}}

=== Smelting ===

{{Smelting
|Emerald Ore; Deepslate Emerald Ore
|Emerald
|1
}}

=== Natural generation ===
{{see also|Emerald Ore#Natural generation}}

Emeralds can generate in [[chest]]s in some [[village]] houses or other generated [[Generated structures|structures]].

{{needs update|inaccurate=1|section=1}}
{{LootChestItem|emerald}}

=== Drops ===
[[Vindicator]]s and [[evoker]]s drop 0–1 emeralds upon death. [[Looting]] increases the maximum emerald drop by one per level, for a maximum of 4 emeralds with Looting III.

[[Fox]]es that are holding emeralds also have a chance of 100% to drop the emerald they are holding upon death. Alternatively, the player can drop a food item to entice the fox to drop the emerald without killing it.

{{IN|bedrock}}, vindicators and [[pillager]]s spawned from [[raids]] can drop 0–1 emeralds. Depending on difficulty, vindicators and pillagers spawned from raids also have a chance of dropping additional emeralds. There is a 65% chance of dropping on easy and normal, and an 80% chance of dropping on hard. If this additional drop condition is met, different emerald counts can drop with different chances. There is a {{frac|10|39}} chance to drop an additional 0–1 emeralds, a {{frac|5|39}} chance to drop an additional 2–3, and a {{frac|2|39}} chance to drop an additional 4–5.

{{IN|bedrock}}, with Looting III, it is possible for a vindicator in a raid to drop up to 16 emeralds upon death (vindicator drops + raid drops + an additional drop<!-- emerald from 2/39 chance-->).

== Usage ==

=== Trading ===

{{main|Trading}}

Emeralds are primarily used as currency for [[trading]] with villagers and wandering traders. Trading is typically a faster way to obtain emeralds than by mining, as an emerald ore is rarer than a diamond ore.

=== Crafting ingredient ===
{{crafting usage}}

===Beacons===

Emeralds can be used to select powers from a [[beacon]]. The player must select one of the available powers and then insert an emerald into the item slot. 

An emerald can be substituted for an [[iron ingot]], a [[gold ingot]], a [[diamond]] or a [[netherite ingot]] in a beacon.

=== Smithing ingredient ===
{{Smithing
|head=1
|ingredients=Any Armor Trim +<br/>Any Armor Piece + <br/>Emerald
|Any Armor Trim Smithing Template
|Netherite Chestplate
|Emerald
|Emerald Trim Netherite Chestplate
|showdescription=1
|description = All armor types can be used in this recipe,<br/>a netherite chestplate is shown as an example.
|tail=1
}}

;Trim color palette
The following color palette is shown on the designs on trimmed armor:
*{{TrimPalette|emerald}}

== Achievements ==

{{load achievements|The Haggler;Buy Low;Master Trader}}

== Advancements ==
{{load advancements|What a Deal!}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showitemtags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Emerald
|spritetype=item
|nameid=emerald
|itemtags=beacon_payment_items
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Emerald
|spritetype=item
|nameid=emerald
|id=512
|form=item
|foot=1}}

== History ==

{{History|java indev}}
{{History||0.31|snap=20100129|Added [[diamond]]s, referred to as emeralds in the code.}}
{{History|java}}
{{History||May 21, 2012|link={{tweet|jeb_|204619936616808451}}|[[File:Ruby pJE20120521.png|32px]] [[Jens Bergensten|Jeb]] released a screenshot of himself testing the [[trading]] system. At this time, what would become emeralds were [[History_of_textures/Unused_textures#Ruby|rubies]].<ref>http://www.minecraftforum.net/topic/1621716-15-new-blocksitems/#entry19977082</ref>}}
{{History||1.3.1|snap=12w21a|[[File:Emerald JE1 BE1.png|32px]] Added emeralds and [[emerald ore]].
|Emeralds can be [[trading|traded]] with [[villager]]s in exchange for different [[item]]s.
|Added [[desert temple]]s, with a hidden [[chest]] room and loot containing emeralds.
|[[File:Ruby JE1 BE1.png|32px]] The texture of [[History_of_textures/Unused_textures#Ruby|rubies]] can be found in the (at this time unused) file {{cd|items.png}}.<ref name="en_US 12w21">Snapshot 12w21a/b ''lang/en_US.lang'': '''item.ruby.name=Ruby'''</ref>}}
{{History|||snap=12w22a|[[Block of emerald]] has now been added, which is [[crafting|crafted]] from nine emeralds and can be placed as a decorative [[block]].
|Added [[jungle temple]]s, which contain loot [[chest]]s with emeralds.}}
{{History||1.4.2|snap=12w32a|As [[zombie villager]]s can now spawn and be cured, emeralds can now still be obtained in [[trading|trades]] even if [[generated structures]] are disabled.}}
{{history||1.9|snap=15w31a|Emeralds now generate in [[end city]] ship [[chest]]s.}}
{{history|||snap=15w43a|Emeralds now generate in [[igloo]] basement chests.}}
{{history|||snap=15w44a|The average yield of emeralds in [[desert temple]] chests has now been increased.}}
{{History||1.11|snap=16w39a|Added [[vindicator]]s and [[evoker]]s, which drop emeralds if killed by a player.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 388.}}
{{History|||snap=18w09a|Emeralds can now generate in the loot [[chest]]s of [[underwater ruins]].}}
{{History|||snap=18w10a|Emeralds can now generate in [[buried treasure]] chests.}}
{{History|||snap=18w11a|Emeralds can now generate in the chests of [[shipwreck]]s.}}
{{History||1.14|snap=18w43a|[[File:Emerald JE2 BE2.png|32px]] The texture of emeralds has now been changed.
|Added [[pillager]]s, which can [[drops|drop]] emeralds.}}
{{History|||snap=18w46a|Pillagers no longer drop emeralds.}}
{{History|||snap=18w48a|Emeralds now generate in chests in [[village]] tanneries, fisher cottages and plains village houses.}}
{{History|||snap=18w49a|Emeralds now generate in chests in [[village]] shepherd houses, mason houses, butcher shops, and savanna and snowy village houses.}}
{{History|||snap=18w50a|Emeralds now generate in chests in [[village]] fletcher houses, temples, and desert and taiga village houses.}}
{{History|||snap=19w07a|Added [[fox]]es, which sometimes spawn with emeralds in their mouths.}}
{{History|||snap=19w08a|[[File:Emerald JE3 BE3.png|32px]] The texture of emeralds has now been changed, once again and it looks smaller.}}
{{History||1.17|snap=21w13a|The unused [[History_of_textures/Unused_textures#Ruby|rubies]] texture was removed.}}
{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Emeralds can now be used as an armor trim material.}}
{{History|||snap=23w07a|Emeralds now drop when brushing [[suspicious sand]] in [[desert pyramid]]s or [[desert well]]s.}}
{{History||1.20|snap=23w12a|The probability for the emerald to generate in the [[suspicious sand]] in [[desert temple]] and in [[desert well]] has been changed from 1/7 to 1/8.|Emerald can now be found in [[suspicious gravel]] and [[suspicious sand]] in cold and warm [[ocean ruins]] and in [[trail ruins]].}}
{{History|||snap=23w16a|Emerald 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]]; emerald now is in the common loot.}}

{{History|pocket alpha}}
{{History||v0.9.0|snap=build 1|[[File:Emerald JE1 BE1.png|32px]] Added emeralds.}}
{{History|||snap=build 5|Emeralds can now be used to craft [[blocks of emerald]].}}
{{History||v0.13.0|snap=build 1|Emeralds can now be found inside [[desert temple]] [[chest]]s.}}
{{History||v0.15.0|snap=build 1|Added [[jungle temple]]s, which contain loot chests with emeralds.}}
{{History||v0.16.0|snap=build 1|Emeralds can now be used to power [[beacon]]s.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Emeralds can now be found in [[end city]] ship [[chest]]s.
|Emeralds can now be found in [[igloo]] basement chests.}}
{{History||1.0.4|snap=alpha 1.0.4.0|Emeralds are now used as "currency" for [[villager]] [[trading]].}}
{{History||1.1.0|snap=alpha 1.1.0.0|Added [[evoker]]s and [[vindicator]]s, which [[drops|drop]] emeralds when killed.}}
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.14.2|Emeralds can now be found in some [[shipwreck]] [[chest]]s.}}
{{History|||snap=beta 1.2.20.1|Emeralds can now be found inside [[underwater ruins]] chests.}}
{{History||1.10.0|snap=beta 1.10.0.3|Emeralds can now be used to [[trading|buy]] items from [[wandering trader]]s.
|Emeralds can now be found in [[plains]] [[village]] house and tannery [[chest]]s.
|[[File:Emerald JE2 BE2.png|32px]] The texture of emeralds has now been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Emeralds can now be found in [[village]] [[chest]]s other than [[plains]].}}
{{History|||snap=beta 1.11.0.4|[[Vindicator]]s and [[pillager]]s that spawn from [[raid]]s can now [[drops|drop]] bonus emeralds.}}
{{History|||snap=beta 1.11.0.5|[[File:Emerald JE3 BE3.png|32px]] The texture of emeralds has now been changed, once again.}}
{{History||1.13.0|snap=beta 1.13.0.1|Added [[fox]]es, which can [[drops|drop]] emeralds.}}
{{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.70|snap=beta 1.19.70.23|Emeralds now drop when brushing [[suspicious sand]] in [[desert pyramid]]s or [[desert well]]s.}}
{{History|||snap=beta 1.19.80.21|Emeralds can now be used as an armor trim material.}}

{{History|console}}
{{History||xbox=TU14|xbone=CU1|ps=1.04|wiiu=Patch 1|switch=1.0.1|[[File:Emerald JE1 BE1.png|32px]] Added emeralds.}}
{{History|Ps4}}
{{History||1.90|[[File:Emerald JE2 BE2.png|32px]] The texture of emeralds has now been changed.}}

{{History|new3DS}}
{{History||0.1.0|[[File:Emerald JE1 BE1.png|32px]] Added emeralds.}}
{{History|foot}}

== Issues ==

{{issue list}}

== Gallery ==

<gallery>
Villager trading preview.png|The first image of the trading system released by [[Jeb]]. What would become emeralds can be seen in the [[inventory]] space.
Emerald Ore 12w21a.png|A wall of [[emerald ore]] utilizing a previous texture in snapshot [[12w21a]].
Room of Emeralds.png|All forms of emeralds in one photo: emerald (in the form of [[emerald block|block]], [[emerald ore|ore]] and the emerald itself).
</gallery>

==Trivia==

*The [[History_of_textures/Unused_textures#Ruby|ruby]] was going to be the [[villager]] currency but was changed to emeralds before the update's release.

== References ==

{{Reflist}}

{{Items}}

[[Category:Renewable resources]]

[[cs:Smaragd]]
[[de:Smaragd]]
[[es:Esmeralda]]
[[fr:Émeraude]]
[[hu:Smaragd]]
[[it:Smeraldo]]
[[ja:エメラルド]]
[[ko:에메랄드]]
[[nl:Smaragd]]
[[pl:Szmaragd]]
[[pt:Esmeralda]]
[[ru:Изумруд]]
[[th:มรกต]]
[[tr:Zümrüt]]
[[uk:Смарагд]]
[[zh:绿宝石]]</li><li>[[Longer String|Longer String]]<br/>{{stub}}
{{Joke feature}}
{{exclusive|java}}
{{item
| image = Longer String.png
| rarity=Common
| renewable=Yes
| stackable=Yes (64)
}}
'''Longer string''' is a joke item from [[Java Edition 23w13a_or_b]].

==Obtaining==
===Crafting===
{{Crafting
|A1= String |B1= String
|Output= Longer String
|shapeless= 1
|ignoreusage=1
}}
==Data values==
===ID===
{{edition|java}}:{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Longer String
|spritetype=item
|nameid=string2
|form=item|foot=1}}
==History==
{{History|java}}
{{History||23w13a_or_b|[[File:Longer String.png|32px]] Added longer string.}}
{{History|foot}}

{{items}}
{{Jokes}}
[[Category:Joke items]]

[[ja:Longer String]]
[[pt:Linha mais comprida]]</li></ul>
Added a new world save format, based on LevelDB 1.17 with Zlib compression support added. Older worlds are automatically converted to the new format when loaded.
Pocket Edition
1.0
{{Extension DPL}}<ul><li>[[Rabbit Stew|Rabbit Stew]]<br/>{{Item
| title = Rabbit Stew
| heals = {{hunger|10}}
| renewable = Yes
| stackable = No
}}

'''Rabbit stew''' is a [[food]] [[item]] that can be eaten by the [[player]].

== Obtaining ==

=== Crafting ===

{{Crafting
  |shapeless=true
  |B1=Cooked Rabbit
  |A2=Carrot
  |B2=Baked Potato
  |C2=Any Mushroom
  |B3=Bowl
  |Output=Rabbit Stew
  |type=Foodstuff
}}

=== Trading ===
{{IN|bedrock}}, novice-level Butcher villagers always offer to sell rabbit stew for one emerald as their second trade.

{{IN|java}}, novice-level Butcher villagers have a 50% chance of offering rabbit stew for one emerald.

== Usage ==

=== Food ===
To eat rabbit stew, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|10}} [[hunger]] and 12 hunger [[Hunger#Mechanics|saturation]]. This restores more hunger than any other food type in the game except [[cake]], but has less saturation than a [[golden carrot]], a [[cooked porkchop]], or a [[steak]].

Eating rabbit stew leaves the player with an empty bowl, similar to [[mushroom stew]], [[suspicious stew]], and [[beetroot soup]].

=== Wolves ===
{{IN|bedrock}}, rabbit stew can be used to feed [[wolves]], healing them by {{hp|10|mob=1}}. However, unlike other wolf food, rabbit stew does not speed up the growth of baby wolves, and it cannot be used to breed them. It is usable only on a wolf that has less than full health.

== Sounds ==
{{Sound table/Entity/Food}}

== Data values ==

=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Rabbit Stew
|spritetype=item
|nameid=rabbit_stew
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Rabbit Stew
|spritetype=item
|nameid=rabbit_stew
|id=290
|form=item
|foot=1}}

== Advancements ==
{{load advancements|Husbandry;A Balanced Diet}}

== Video ==

<div style="text-align:center">{{yt|GwCqwtydRBc}}</div>

== History ==
{{History|java}}
{{History||1.8|snap=June 30, 2014|slink={{tweet|TheMogMiner|483725253018157057}}|[[Ryan Holtz]] tweets the recipe of rabbit stew, and that it can restore hunger better than any other item other than [[golden apple]]s (which was incorrect, as golden apples restore less hunger, but a whole [[cake]] restores more).}}
{{History|||snap=14w27a|[[File:Rabbit Stew JE1 BE1.png|32px]] Added rabbit stew.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 413.}}
{{History||1.14|snap=18w43a|[[File:Rabbit Stew JE2.png|32px]] The texture of rabbit stew has been changed.
|The rabbit stew's [[recipe]] is now shapeless.}}
{{History|||snap=18w50a|[[File:Rabbit Stew JE3 BE2.png|32px]] The texture of rabbit stew has been changed.}}
{{History|||snap=19w11a|Butcher [[villager]]s now [[trading|sell]] rabbit stew.}}

{{History|pocket alpha}}
{{History||v0.13.0|snap=build 1|[[File:Rabbit Stew JE1 BE1.png|32px]] Added rabbit stew.}}
{{History|bedrock}} 
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Rabbit Stew JE3 BE2.png|32px]] The texture of rabbit stew has been changed.
|The recipe for rabbit stew is now shapeless.}}
{{History||1.11.0|snap=beta 1.11.0.4|Butcher [[villager]]s now [[trading|sell]] rabbit stew.}}

{{History|console}}
{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|switch=1.0.1|[[File:Rabbit Stew JE1 BE1.png|32px]] Added rabbit stew.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Rabbit Stew JE3 BE2.png|32px]] The texture of rabbit stew has been changed.
|The recipe for rabbit stew is now shapeless.}}

{{History|new 3ds}}
{{History||0.1.0|[[File:Rabbit Stew JE1 BE1.png|32px]] Added rabbit stew.}}
{{History|foot}}

== Issues ==
{{issue list}}

== Trivia ==
* If the ingredients of rabbit stew were eaten separately and the [[mushroom]] had become half of a [[mushroom stew]], they would restore a total of {{Hunger|16}} and 19.2 saturation points. Without counting the mushroom, the separate ingredients would restore {{Hunger|13}} and 15.6 saturation points. Therefore, crafting rabbit stew results in a net loss of restorative points, though it is quicker than eating all the ingredients separately.
* Rabbit stew restores more hunger and total food points (hunger + saturation) than nearly any other single item (the exception is a suspicious stew with Saturation).  This is balanced by the point that the stew does not stack, and with its complex recipe it's not so easy to make "on the road". The suspicious stew shares the unstackability, but with only four ingredients it can at least be crafted in the inventory.

==Gallery==
<gallery>
Rabbit Stew Crafting.jpg|Crafting rabbit stew.
</gallery>

== References ==
{{Reflist}}

{{items}}

[[de:Kaninchenragout]]
[[es:Estofado de conejo]]
[[it:Stufato di coniglio]]
[[fr:Ragoût de lapin]]
[[ja:ウサギシチュー]]
[[ko:토끼 스튜]]
[[nl:Konijnenstoofpot]]
[[pl:Gulasz z królika]]
[[pt:Ensopado de coelho]]
[[ru:Тушёный кролик]]
[[uk:Тушкований кролик]]
[[zh:兔肉煲]]

[[Category:Food]]
[[Category:Renewable resources]]</li><li>[[Raw Gold|Raw Gold]]<br/>{{Item
| image = Raw Gold.png
| renewable = No
| stackable = Yes (64)
}}
'''Raw gold''' is a raw metal resource obtained from mining [[gold ore]].

== Obtaining ==
=== Mining ===
[[Gold ore]] and [[deepslate gold ore]] mined with an [[iron pickaxe]] or higher drops 1 unit of raw gold. If the pickaxe is enchanted with [[Fortune]], it can drop an extra unit per level of Fortune, allowing for a maximum of 4 with Fortune III. If the ore is mined using a pickaxe enchanted with [[Silk Touch]], it drops the ore block instead.

=== Crafting ===
{{Crafting
|showname=1
|Block of Raw Gold
|Output=Raw Gold,9
|type=Material
|foot=1
}}

== Usage ==
The primary usage of raw gold is smelting it into [[gold ingot]]s.

=== Crafting ===
{{crafting usage|Raw Gold}}

=== Smelting ingredient ===
{{Smelting
|showname=2
|Raw Gold
|Gold Ingot
|1.0
}}

=== Piglins ===
{{EntityLink|Piglin|Piglins}} are attracted to raw gold. They run toward any raw gold on the ground, and inspect it for 6 to 8 seconds before putting it in their inventory.

== Advancements ==
{{load advancements|Oh Shiny}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showitemtags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Raw Gold
|spritetype=item
|nameid=raw_gold
|itemtags=piglin_loved
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Raw Gold
|spritetype=item
|nameid=raw_gold
|form=item
|id=506
|foot=1}}

== History ==
{{History|java}}
{{History||1.17|snap=21w14a|[[File:Raw Gold JE1.png|32px]] Added raw gold.}}
{{History|||snap=April 13, 2021|slink={{Tweet|JasperBoerstra|1381991999952277513}}|[[File:Raw Gold JE2.png|32px]] [[JAPPA]] shows a new raw gold texture.}}
{{History|||snap=21w15a|[[File:Raw Gold JE2.png|32px]] The texture of raw gold has been changed.
|Raw gold can now be used to craft [[block of raw gold]].}}
{{History|||snap=April 16, 2021|slink={{Tweet|JasperBoerstra|1383047666037325829}}|[[File:Raw Gold (pre-release).png|32px]] [[JAPPA]] shows a new raw gold texture again.}}
{{History|||snap=21w16a|[[File:Raw Gold JE3.png|32px]] The texture of raw gold has been changed.}}

{{History|Bedrock}}
{{History||1.17.0|snap=beta 1.17.0.50|[[File:Raw Gold JE2.png|32px]] Added raw gold.}}
{{History|||snap=beta 1.17.0.52|Raw gold are now available without enabling [[experimental gameplay]].}}
{{History|||snap=beta 1.17.0.54|[[File:Raw Gold JE3.png|32px]] The texture of raw gold has been changed.}}
{{History|foot}}

== Issues ==
{{Issue list}}

==Gallery==
<gallery>
JE 1.17 Dev Raw Metals.jpg|Jappa shows raw ore textures.
Jappa Raw Ores 1.jpg|Jappa shows raw ore textures.
Jappa Raw Ores 2.png|Jappa shows raw ore textures.
Jappa Raw Ores 3.jpg|Jappa shows raw ore textures.
Jappa Raw Ores 4.jpg|Jappa shows raw ore textures.
Jappa Raw Ores 5.jpg|Jappa shows raw ore textures.
</gallery>

{{Items}}

[[Category:Non-renewable resources]]

[[de:Rohgold]]
[[es:Oro en bruto]]
[[fr:Or brut]]
[[ja:金の原石]]
[[pl:Surowe złoto]]
[[pt:Ouro bruto]]
[[ru:Необработанное золото]]
[[uk:Необроблене золото]]
[[zh:粗金]]</li></ul>
Each sub chunk is now stored separately as a different leveldb key.

References[]

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