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Not to be confused with IllagerPillager or Wandering Trader.
For the mob in Minecraft Dungeons, see MCD:Villager.
For the old villagers, see Villager (old).
"Librarian" redirects here. For the achievement, see Achievements § Librarian.

Villagers are passive mobs that inhabit villages, work at their professions, breed, and interact with each other. Their outfit varies according to their occupation and biome. A player can trade with villagers using emeralds as currency.

Spawning

Natural generation

Villagers can be found in villages, which spawn in several biomes such as plains, snowy plains, savannas, deserts, taigas, and snowy taigas and can cut into other biomes such as swamps and jungles. When the village is generated, unemployed villagers spawn in them, the number of which depends on the buildings in that village, as some buildings generate with villagers inside and some do not.

A cleric villager and cleric zombie villager spawn locked up in the basements of igloos (if the basement generates) under the carpet of the floor. In Bedrock Edition, the villager and zombie villager inside igloo basements have random professions instead of always being clerics. The cleric villager can also turn into a leatherworker villager since the cauldron in the basement is closer to the villager.

Curing

When a zombie villager is cured, it transforms into a villager, displaying purple Nausea status effect particles for 10 seconds after being cured. The villager retains the profession it had as a zombie, if it had one before turning into a zombie villager. If the zombie villager is player spawned, it adopts a randomly chosen profession.‌[Bedrock Edition only] The villager can also be a nitwit, as the game counts it as a "profession" but the nitwit villager still can't work. If employed, the cured villager offers discounts on most of its trades.

Drops

A villager, either adult or baby, does not ordinarily drop any items or experience when killed. However, when a player holds an emerald or other item a villager is willing to trade for, the item it offers in trade appears in its hands, alternating between items if there are multiple items the villager wants to trade.

Upon successful trading, a villager drops 3–6.

Upon successful trading, while willing to breed, 8–11 is dropped.

Behavior

Lying Desert VillagerLying Jungle VillagerLying Plains VillagerLying Savanna VillagerLying Snowy VillagerLying Swamp VillagerLying Taiga VillagerLying Desert ArmorerLying Jungle ButcherLying Plains CartographerLying Savanna ClericLying Snowy FarmerLying Swamp FishermanLying Taiga FletcherLying Desert LeatherworkerLying Jungle LibrarianLying Plains MasonLying Savanna NitwitLying Snowy ShepherdLying Swamp ToolsmithLying Taiga Weaponsmith
A villager asleep.

Movement patterns

Nitwit and unemployed villagers leave their homes at day and begin to explore the village. Generally, they wander inside the village during the day. They may go indoors or outdoors, periodically making mumbling sounds. Occasionally, two villagers may stop and turn to look at each other, in a behavior called socializing, during which they stare at another villager for 4–5 seconds at a time. They continuously stare at a nearby player unless the villager is trying to get into a house at night, farm food, work, or flee from a zombie or illager. Baby villagers may jump on beds and play tag with each other, similarly to how baby piglins and baby hoglins play tag.

In Bedrock Edition, baby villagers do not stop continuously in front of players, though they still do stare as they move.

Villagers tend to not travel far from their beds in a large village unless the job site or the nearest gossip site (bell) is far from their beds.

Villagers, like other mobs, can find paths around obstructions, avoid walking off cliffs of heights greater than 3 blocks, and avoid some blocks that cause harm. However, in crowded situations, one villager can push another off a cliff or into harm's way.

Villagers emit green particles if they join a village, set a bed or acquire a job site/profession.

Villagers run inside at night or during rain, closing doors behind them. They attempt to sleep at night, but if they cannot claim a bed, they stay indoors near a bed until morning. In the morning, they head outside and resume normal behavior. However, some villagers, such as nitwits, stay outside later than others unless being chased by an illager or zombie.

If a villager finds itself outside the village boundary, or a villager without a village detects a village boundary within 32 blocks, it moves quickly back within the boundary. A villager taken more than 32 blocks away from its village boundary forgets the village within about 6 seconds. Whether in a village or not, a villager is never prone to despawning.

Villagers can open all wooden doors and find paths or blocks of interest behind the doors. However, they cannot open any trapdoors, fence gates, or iron doors. Villagers can climb ladders, but do not recognize them as paths and do not deliberately use them. Any climbing of ladders seems to be a side effect of them being pushed into the block by another mob, (likely, and most often, other villagers). Unfortunately, this behavior can leave them stranded on the second floors and roofs of some village structures, as they lack the necessary AI to intentionally descend ladders.[verify] A simple fix for these situations is for the player to manually push the villager back toward the ladder hole and then install a wooden trapdoor at the top, after the villager is returned to the ground level. One way to prevent a villager from climbing ladders is to break the first ladder touching the ground thus requiring a player to jump to the ladder to climb.

Getting attacked

Villagers flee from zombies, zombie villagers, husks, drowned, zombified piglins[Bedrock Edition only], zoglins, vindicators, pillagers (even if their crossbow has been broken), ravagers, and vexes within 8 blocks, and evokers and illusioners within 12 blocks. Like other passive mobs, villagers sprint away when attacked. Villagers do not run away from skeletons (and their variants), spiders, or cave spiders since these hostile mobs are passive towards villagers, although a skeleton arrow might hit a villager by accident.

Preferred path

Information icon
This feature is exclusive to Bedrock Edition. 

Villagers favor pathways to reach a selected destination and try to stay in low cost blocks, like the dirt path or cobblestone blocks. They also avoid jumping.

Job site blocks

For a list of job site blocks and the professions they are required for, see  § Professions.

Villagers who have already claimed beds‌[Bedrock Edition only] (other than babies and nitwits) seek employment by searching a 48-block horizontal radius[verify] for a job site block. An unemployed villager acquires a profession and a job by claiming the first unclaimed job site block it can detect in that area. A job site block can be detected as long as it is in range, not already claimed, and the villager can pathfind to the block to claim it. This means that if they cannot see or get to the block, they cannot claim it.‌[Java Edition only]

When the block is claimed, its owner emits green particles and no other villager can claim it unless the owner relinquishes it.

If a job site block is broken or destroyed, its owner (if any) emits anger particles‌[Bedrock Edition only] and becomes jobless, but retains its profession after trading. Additionally, if a villager who has a profession but fails to reach their job site block in a period of time, they become unemployed. They can retrieve the relinquished proffession if the job site block has not been claimed and they have identified a path to the block. A villager who already has a profession but no job site attempts to find one:

  • A villager who has not yet traded can claim any job site block and changes its profession along with acquiring a new job.
  • Villagers who have made their first trade can claim a job site block only if the block is associated with their profession.
  • For a villager to claim a job site block in Java Edition, the block must be on the ground to allow the villager to pathfind to the job block. A job site block placed decoratively on scaffolding or a fence post, for example, cannot be found by a villager and no job assignment results.

In Java Edition, villagers can change professions only while awake. Villagers also tend to walk to the job site block before claiming it. They also stare at the block while walking towards it.

In Bedrock Edition, villagers can still claim job site blocks when asleep, while green particles still appear around the block and the villager. Villagers change their profession before walking to their job site block. They stare at the block while walking just like Java Edition.

Two Villagers Gossiping

A taiga villager and a plains villager gossiping.

Gossiping

For the mechanic for entire villages, see Popularity.

Villagers can store certain memories about players in the form of gossip. These get spread to other villagers whenever they talk with each other. Each piece of gossip is one of five types, and it stores a value as well as a target. Gossips generate and increase in value as a result of various player actions. The target is the player who caused the gossip. Together the gossip values determine a player's reputation with the villager, which influence trading prices and the hostility of naturally spawned iron golems.

Type Caused by Amount

gained

Decay Share

penalty

Max

value

Reputation

multiplier

Major positive Curing 20 0 100 100 5
Minor positive Curing 25 1 5 200 1
Minor negative Attacking 25 20 20 200 -1
Major negative Killing 25 10 10 100 -5
Trade Trading 2 2 20 25 1

Trading with or curing a villager increase the value of the corresponding gossips for the targeted villager only. When a villager is attacked or killed, however, it instead generates the major negative gossip in every other villager it could see (eye-to-eye line of sight) inside a box extending 16 blocks from the villager in all coordinate directions.

When a piece of gossip is shared, it is received at a lower value than the sharer has it. Gossips also decay a certain amount (see Decay column) every 20 minutes. Since major positive gossip have a decay of 0 and a share penalty equal to its max value, it cannot be shared and never decays.

A player's total reputation with a villager is determined by multiplying each gossip's value by their respective multiplier and adding the results together. For example, if a player has recently cured a villager for the first time but also attacked the villager twice, their reputation with that villager would be 5×20 + 25 - 50 = 75. After 40 minutes the gossips have decayed twice, making the player's reputation 5×20 + 23 - 10 = 113.

The prices of a villager's trades all get reduced by reputation times the price multiplier rounded down, meaning that a positive reputation lowers prices but a negative reputation increase them. The price multiplier is either 0.05 or 0.2 depending on the item, see trading. Prices can not get lower than 1 or higher than the item's stack size. The exact function to calculate the price affected by the gossips is y = x - floor((5a + b + c - d - 5e) × p), Where y is the final price, x is the base price, a is the value of major_positive, b is the value of minor_positive, c is the value of trading, d is the value of minor_negative, e is the value of major_negative, and p is the value of PriceMultiplier.

Iron golems that were not built by a player become hostile towards players whose reputation with any nearby villager is -100 or lower. The golem checks all villagers inside a box centered on the golem and extending 10 blocks in every horizontal direction and 8 blocks in both vertical directions.

Players can set villagers on fire using flint and steel or lava without affecting gossips. The same is true for TNT activated by redstone or a dispenser. However, TNT ignited directly by a player (using flint and steel, fire charges or flaming arrows) does generate gossip for damaged or killed villagers, because the TNT's damage is attributed to the player.

Picking up items

Villagers have eight hidden inventory slots, which start empty whenever the villager is spawned. Villagers do not intentionally seek out items to pick up, but they do collect any bread, carrots, potatoes, wheat, wheat seeds, beetroot, beetroot seeds, and bone meal within range (bone meal can be picked up only by farmer villagers). These are the only items they can pick up, although the player may use the /item replace command to put an arbitrary item into a villager's inventory. If a player and a villager are in the pickup range of an item at the same time, the player always picks it up first. If several villagers are next to an item, the same one picks up the item every time. Consequently, in constrained space, the same villager picks up any item dropped. This behavior prevents villagers from sharing food in a one-block space.

As of 1.16.1 villagers can fill all 8 inventory slots with the same item.

When killed or converted to a zombie villager, any inventory item of the villager is lost, even when /gamerule keepInventory is set to true.

If /gamerule mobGriefing is false, Villagers cannot pick up items, and farmer villagers cannot plant or harvest crops.

Like other mobs, villagers have four slots for worn armor, separate from their inventory. An adjacent dispenser can equip armor, elytra, mob heads or carved pumpkins to a villager, but the armor is not rendered (except for carved pumpkins and mob heads). The equipment functions as normal; for example, a villager wearing an armor piece enchanted with Thorns can inflict Thorns damage to attackers, and a villager wearing Frost Walker boots is able to create frosted ice. If a villager is converted into a zombie villager, the armor it was wearing is dropped, though it may be able to pick it up and equip it again.

Sharing food

Villager Sharing Food MCPE 1.14

Villagers sharing carrots.

If a villager has enough food in one inventory stack (6 bread or 24 carrots, potatoes, beetroots, or 18 wheat for farmers only) and sees a villager without enough food in one inventory stack (3 bread, 12 carrots, 12 potatoes, or 12 beetroots for non-farmers; 15 bread, 60 carrots, potatoes, or beetroot, or 45 wheat for farmers), the villager may decide to share food with that villager.

To share, a villager finds its first inventory stack with at least 4 bread, carrots, potatoes, or beetroot or with at least 6 wheat, and then throws half the stack (rounded down) in the direction of the target villager. When wheat is shared, it is first crafted to bread, which may result in 1 or 2 less than half the stack being shared.

Farming

Farmer villagers tend crops within the village boundary. Villagers far enough outside the boundary of any village also tend nearby crops.

Farmland to be tended is found by seeking for certain blocks up to 9 blocks away from the villager in the X and Z coordinates and up to 1 away in the Y coordinate (a 19×19×3 volume total).

  • If a farmer villager does not have enough food in one stack in its inventory (15 bread, 60 carrots, 60 potatoes, 60 beetroots, or 45 wheat) and finds fully-grown wheat, carrots, potatoes, or beetroot, the villager moves to the crop block and harvests it.
  • If a farmer villager has any seeds, carrots, potatoes, or beetroot seeds in his inventory and finds an air block above farmland, the villager moves to it and plants a crop. They always plant from the first eligible slot in their inventory.
  • Farmer villagers use and pick up bone meal. They also fill their composter with seeds.
  • If /gamerule mobGriefing is false[Java Edition only], villagers cannot farm.
  • Farmer villagers cannot turn dirt, grass blocks, or dirt paths into farmland. Nor they pick up any hoes to till the blocks.
  • If a hoe is placed into a farmer villager's mainhand or offhand via commands, they still cannot till any blocks.
  • Farmer villagers often share their crops and food with other villagers if they have any extras.

Breeding

Adult villagers breed depending on the time of the day and need to be willing to spawn § Baby villagers, who also require beds with at least 2 empty blocks above them. Job sites are not required for villagers to breed.

The breeding depends on the number of valid beds. If a villager is "willing" (see § Willingness below), villagers breed as long as there are unclaimed beds available within the limits of the village. All baby villagers are initially unemployed.

A census is periodically taken to determine the current population of the village. All villagers within the horizontal boundary of the village and 5 vertical blocks‌[Java Edition only] of the center are counted as part of the population to determine if continued villager mating is allowed. However, any villager within the horizontal boundary of the village and the spherical boundary of the village attempts to enter mating mode as long as there is at least one villager within the boundary. If two villagers simultaneously enter mating mode while they are close to one another, they breed and produce a child. The appearance is determined by the biome where the breeding occurs in Bedrock Edition.[1] In Java Edition, the appearance is randomly determined by either the biome type of the parents or by the biome where the breeding occurred.

VillagerInLove

Two villagers breeding.

Willingness

Villagers must be willing to breed. Willingness is determined by the amount of food items a villager has. Becoming willing consumes the villager's food stock, therefore, after mating, villagers cease to be willing until they gather a sufficient stock of food items and breed again.

Villagers must have enough beds within village bounds for baby villagers to spawn. The villager must be able to path-find the bed from their current position. (Note that mobs view slabs as full blocks for pathfinding, so putting upper half slabs above a bed invalidates the bed.)

Villagers can become willing by having either 3 bread, 12 carrots, 12 potatoes, or 12 beetroots in one slot in their inventory. Any villager with an excess of food (usually farmers) throws food to other villagers, allowing them to pick it up and obtain enough food to become willing. The player can also throw bread, carrots, beetroots, or potatoes at the villagers themselves to encourage breeding. Villagers consume the required food upon becoming willing. If /gamerule mobGriefing is false, villagers don't pick up food or break crops.

Baby Villagers in Java Edition

Some baby villagers in Java Edition, their heads are not as big as Bedrock Edition or Education Edition baby villagers.

Baby villagers

Baby villagers sprint around, entering and leaving houses at will. They sometimes stop sprinting to stare at an iron golem. If the iron golem is holding out a poppy, the children may cautiously take the flower from its hands. This is a reference to the 1986 Japanese animated movie, Laputa: Castle In The Sky, where a giant robot covered in vines (inspiration for the iron golem) gives the main characters flowers to put on a memorial.[2] Baby villagers tend to group and chase one another around the village as if playing tag. They also jump on beds.

Illagers ignore baby villagers until they reach adulthood.

Baby villagers give gifts of poppies or wheat seeds to players who have the Hero of the Village effect in Java Edition.

Baby villagers in Bedrock Edition and Minecraft Education have a slightly bigger head than in Java Edition; this also can be seen in other baby mobs in the game as well. Java Edition baby villagers don't have too big of a head, so they look like a tiny normal villager.

Baby villagers can fit through 1x1 block gaps.

A baby villager becomes an adult 20 minutes after birth, even when in a boat or a minecart. Baby villagers with no AI do not grow up.

Lightning

Villager becoming Witch

A villager gets struck by lightning.

When lightning strikes within 3–4 blocks of a villager, the villager is replaced by a witch that can't despawn. Even a baby villager that is struck by lightning is turned into a two-block-tall witch.

Iron golems also attack any villagers that turned into witches.

Iron golem summoning

Villagers can summon iron golems to protect themselves from hostile mobs.

Villagers can summon an iron golem regardless of their profession (including nitwits) or latest working time.

In Bedrock Edition, a golem can spawn if there are at least 20 beds and 10 villagers. All villagers in the village must have a bed, and a profession with access to the profession block. It spawns in a 16×6×16 area around the village center and attempts to spawn once every 700 game ticks, or about every 35 seconds. One golem spawns per 10 villagers. The golem must be killed near the village as villagers have a long cooldown time for golems that wander away.

Panicked Villager

A villager panicking.

Panicking

Villagers sometimes panic during a raid or a zombie siege by emitting water particles and shaking.

In Java Edition, villagers panic if they see a mob that is hostile toward villagers, like a zombie, zombie villager, husk, drowned, zoglin, illager, vex, wither, or ravager and flee frantically from them, sometimes hiding in houses. In Bedrock Edition, villagers panic by running around in circles around a bed in a village house, such as when a raid happens or when the player rings the village bell. Java Edition villagers in panic are more likely to summon iron golems. To see these mobs, the villager must have an unobstructed line of sight to it (eye-level to eye-level), and be within a certain range (spherical distance between feet center bottom-most point of the villager and hostile mob):

Mob Panic radius
Zombie, Husk, Drowned, Zombie Villager, Vex 8
Vindicator, Zoglin 10
Evoker, Illusioner, Ravager 12
Pillager 15

Zombies

Main articles: Siege and Zombie

Zombies, zombie villagers, husks, and drowned seek out and attack villagers within a 42-block radius‌[Java Edition only] or a 16-block radius‌[Bedrock Edition only] (even when the villager is invisible). Zombies attempt to break down doors, but only a fraction of zombies can do so and can succeed only when difficulty is set to hard. Zombies who cannot break doors tend to crowd around a door that separates them from a villager. If a zombie or a drowned comes across a set of doors with one open, it usually tries to go through the closed door.

Both zombies and drowned either kill villagers or convert them to zombie villagers. The chance of the villager becoming a zombie villager upon death is 0% on Easy, 50% on Normal, and 100% on Hard. Baby villagers can be infected by zombies as well. Drowned are able to convert villagers to zombie villagers, even when attacking with a trident from a distance.

Raids

Main article: Raid

During a raid, villagers flee from illagers and run to the nearest house, similar to a zombie siege. For a villager to hide, the house must have a door and at least one bed.

Before the first raid wave in Java Edition, at least one villager rushes to ring the bell in the center of the village (if they are close enough) to warn the other villagers of an incoming raid before going into their house. In Bedrock Edition, the bell rings automatically regardless of whether a villager is nearby. In Java Edition, when a bell is rung, all illagers within 48 blocks get the glowing effect for 3 seconds.

A villager often stays in the house it first entered, but may exit the house occasionally. The player can still trade with villagers during a raid.

On random occasions, the villager displays water particles as if sweating.

In Java Edition, once the player gains the Hero of the Village status after defeating a raid, villagers give them a discount for their trades and throw them gifts related to their profession. For a list of items that they can gift, see Hero of the Village § Gifts.

Staring

A lot of villagers staring at the player.

A lot of villagers staring at the player.

Villagers stare at any player that stares at them, or goes near them. This also applies for some mobs, especially wolves. A villager first turns its head towards the player, then the body. Villagers can keep staring at the player unless a raid happens or a zombie comes and chases them off.

A villager staring at the player.

A villager staring at the player.


Schedules

Villagers have set schedules depending on their age and employment status. Schedules define the villager's goals, which mostly determine how they behave throughout the day. However, their goals can be interrupted by higher priority behaviors most villagers have, such as fleeing from an attack, trading, and getting out of the rain.

Villager schedule in Bedrock Edition
Image Ticks (time) Employed Unemployed Child Nitwit
00000 (06:00:00) Work Wander Play Sleep
02000 (08:00:00) Wander
08000 (14:00:00) Gather
10000 (16:00:00) Work Wander
11000 (17:00:00) Home
12000 (18:00:00) Sleep
13000 (19:00:00) Home
14000 (20:00:00) Sleep
Villager schedule in Java Edition
Image Ticks (time) Employed Unemployed/Nitwit Child
00010 (06:00:36) Wander Wander
02000 (08:00:00) Work Wander
03000 (09:00:00) Play
06000 (12:00:00) Wander
09000 (15:00:00) Gather
10000 (16:00:00) Play
11000 (17:00:00) Wander
12000 (18:00:00) Sleep

Working

Employed villagers spend most of their day standing next to their job site blocks. From time to time, they "gather supplies" by wandering a short distance away, then returning.

Some professions have additional job-specific goals that are part of their work schedule:

  • Farmers harvest and sow crops.
  • Librarians inspect bookshelves.‌[Bedrock Edition only]

When a villager reaches its job site block, it commences "work". Two times a day, this action of working resupplies any locked trades. Villagers can resupply twice per day, even without having a bed or while sitting in a minecart. A villager can "reach" its job site block if the block is in any of the 8 directly adjacent or diagonal block spaces horizontally around it at the height of their feet, or at the 9 blocks below that. Villagers can still "reach" them diagonally, even if they can't see or touch the face of the block.

Employed villagers do not breed with each other during their work schedule. Nitwits and the unemployed do not follow this rule as they would breed with each other and the employed villagers.

Leatherworker villagers work at any cauldron; the cauldron does not have to be filled with water in order for the villager to work at it.

Wandering

All villagers wander from time to time, but for the unemployed and nitiwits, they wander for the majority of their day. A wandering villager chooses a random block and walks toward it, then stands there for a variable amount of time before wandering again. If at any time it detects a job site block it can claim, it does so, assumes the skin for the associated profession, and immediately begins following the appropriate schedule.

A villager attempts to claim a job site block by finding a path to a block next to one, showing angry particles when unable to reach it. After a villager fails to reach the job site block several times, it becomes unclaimed, indicated by showing angry particles on it. The villager loses its job site block and eventually becomes unemployed if the villager is at novice-level and no nearby job site block is available. Any other nearby unemployed villager has a chance to become the block's new owner. If there are no unemployed villagers nearby, then the villager who lost the job site block seeks for another unclaimed one or tries to reclaim the same unreachable one in an endless loop (this also happens for claiming beds).

The wander schedule includes a job-specific goal called "exploring the outskirts" that causes villagers to wander near the edges of the village. This enables them to detect new beds, job site blocks, bells, and houses that players have used to extend the village.

During this time of the day, they may also share items.

Gathering

Late in the day, adult villagers gather at a meeting place (the area around a bell). When two villagers encounter one another, they mingle (look at each other and "converse" by humming at other villagers). They may also share food, or breed if both are willing.

If a villager isn't close enough to detect a bell, it wanders randomly, searching for one.

Playing

ChildrenTag

5 villager children chasing one another.

Baby villagers wander randomly around the village. When they encounter another baby villager, the two of them follow each other for a while and sometimes run as if racing or chasing each other.

In Java Edition, they sometimes stop to jump and bounce on a bed or to stare at an iron golem they encounter. If the iron golem offers them a poppy, the baby villager cautiously accepts it.

Returning home

All villagers head home a short time before sunset. They roam around until they get near their beds, then target a block beside the bed. Once they reach their beds, they do not go through a door again before sleeping.

A villager who has no bed simply waits inside a house until morning. This includes players stealing a villager's bed to sleep in, mostly the villager stays in the house and doesn't move until sunrise. But sometimes, if they detect a unclaimed bed nearby they walk out of the house and towards the bed.

How Do You Even Sleep!

A villager pushed on a bed in Java Edition. The villager falls off the bed if it is pushed again.

The Anvil Bounces on a Sleeping Villager

Dropping an anvil on a villager that is sleeping in Java Edition does not hurt the villager nor causes the villager to wake up.

Sleeping

Villager sleeping

A villager sleeping in a bed at night (from the top view).

At sunset, villagers lie down in their beds and remain there until morning. Villagers wake early if food is thrown at them ‌[Java Edition only], they are pushed out of bed, or if their bed is destroyed. They also wake up when their bed is used, if they are attacked, or when a bell is rung. If possible, they return to sleeping in a bed after the interruption.

Jumping on a bed with a villager sleeping in it doesn't cause the villager to get up.

In Java Edition, villagers can be pushed on beds and sometimes turn their heads. A villager can be pushed off a bed, but most likely to go back to sleeping after staring at the player who pushed the villager for a few seconds.

When sleeping in Bedrock Edition, a villager's hitbox reduces to a cube restricted to the pillow part of the bed. If an anvil is dropped on the hitbox, the villager takes damage and wakes up.

In Java Edition, dropping any anvil on a villager that is sleeping causes the anvil to bounce and drop as an item, and the villager remains sleeping and does not take damage.

A villager who has no bed continues wandering in search of a bed to claim.

Villagers follow their Overworld schedules regardless of which dimension they are in. They can sleep in the Nether or the End, without causing the usual consequences of the bed exploding (See Bed), if the Overworld's time is correct.[3] This is because the daylight cycle continues in these dimensions, even though it is not normally apparent to the player.

Sometimes when a villager gets in a bed from another direction they turn their body until their head is on the pillow of the bed. Villagers also sleep with their eyes open, just like players.

Healing

Villagers get a brief regeneration effect once leveling up in their profession. Pink regeneration particles appear when the villager is healing.

In Bedrock Edition, when villagers successfully sleep, they immediately heal themselves when waking up at dawn if they are damaged.

Professions

Isometric Render of Job Sites

Job site blocks lying next to each other.

All Professions In 18w50a

All plains biome variant professions (except unemployed) corresponding to their different job site blocks.

Each villager can have a profession, indicated by their clothing as well as by the title at the top of the trading interface. A villager can choose their profession by claiming a job site block. When they go to work, they use their daily schedule to get to their claimed job site block. Some professions, like farmers and librarians, do other things. Farmers plant crops, and librarians can inspect bookshelves. If an adult villager does not have a profession (either they are unemployed or a nitwit), they will wander instead.

A job site block can be claimed only if it is unclaimed and within a village boundary with at least 1 bed. Removal of a claimed job site block causes the owner to switch to another profession or become unemployed, provided that the villager has no prior trades with the player. If the villager has prior trades, it keeps its profession and claims a new job site block that matches its profession if one is available. So, once a player trades with a villager, the villager keeps its profession forever.

Nitwits and baby villagers cannot change their profession.

In Java Edition, villagers summoned by a spawn egg or via command /summon are always unemployed until they have claimed a job site block. In Bedrock Edition, however, villagers summoned in similar ways have a random profession[4]; their profession can be changed by a job site block, though.

Novice-level villagers who have not yet traded can lose their profession and change into unemployed villagers.

Unemployed adults actively seek for an unclaimed job site block and change into the corresponding profession.

Below is a table listing the various professions, along with the specific job site block that each profession requires:


Profession

Job site block
Biome
Desert Jungle
[5]
Plains Savanna Snow Swamp[5] Taiga
Unemployed None Desert Villager Base Jungle Villager Base Plains Villager Base Savanna Villager Base Snowy Villager Base Swamp Villager Base Taiga Villager Base
Nitwit None Desert Nitwit Jungle Nitwit Plains Nitwit Savanna Nitwit Snowy Nitwit Swamp Nitwit Taiga Nitwit
Armorer Blast Furnace Desert Armorer Jungle Armorer Plains Armorer Savanna Armorer Snowy Armorer Swamp Armorer Taiga Armorer
Butcher Smoker Desert Butcher Jungle Butcher Plains Butcher Savanna Butcher Snowy Butcher Swamp Butcher Taiga Butcher
Cartographer Cartography Table Desert Cartographer Jungle Cartographer Plains Cartographer Savanna Cartographer Snowy Cartographer Swamp Cartographer Taiga Cartographer
Cleric Brewing Stand Desert Cleric Jungle Cleric Plains Cleric Savanna Cleric Snowy Cleric Swamp Cleric Taiga Cleric
Farmer Composter Desert Farmer Jungle Farmer Plains Farmer Savanna Farmer Snowy Farmer Swamp Farmer Taiga Farmer
Fisherman Barrel Desert Fisherman Jungle Fisherman Plains Fisherman Savanna Fisherman Snowy Fisherman Swamp Fisherman Taiga Fisherman
Fletcher Fletching Table Desert Fletcher Jungle Fletcher Plains Fletcher Savanna Fletcher Snowy Fletcher Swamp Fletcher Taiga Fletcher
Leatherworker Cauldron Desert Leatherworker Jungle Leatherworker Plains Leatherworker Savanna Leatherworker Snowy Leatherworker Swamp Leatherworker Taiga Leatherworker
Librarian Lectern Desert Librarian Jungle Librarian Plains Librarian Savanna Librarian Snowy Librarian Swamp Librarian Taiga Librarian
Stone Mason[BE only]

Mason[JE only]

Stonecutter Desert Mason Jungle Mason Plains Mason Savanna Mason Snowy Mason Swamp Mason Taiga Mason
Shepherd Loom Desert Shepherd Jungle Shepherd Plains Shepherd Savanna Shepherd Snowy Shepherd Swamp Shepherd Taiga Shepherd
Toolsmith Smithing Table Desert Toolsmith Jungle Toolsmith Plains Toolsmith Savanna Toolsmith Snowy Toolsmith Swamp Toolsmith Taiga Toolsmith
Weaponsmith Grindstone Desert Weaponsmith Jungle Weaponsmith Plains Weaponsmith Savanna Weaponsmith Snowy Weaponsmith Swamp Weaponsmith Taiga Weaponsmith

Nitwit

Nitwit refusing

A nitwit shaking its head

Nitwit villagers wear robes that are green on top. They cannot acquire a profession, trade, or gather around bells, but are still able to breed. They are not equipped with a level stone since they cannot trade. Pressing use on a nitwit in Java Edition causes it to grunt and shake its head at the player. They wander around the village for about 2000 ticks after other villagers go to sleep, before seeking a bed. If they can claim a bed, they arise in the morning 2000 ticks (1 minute 40 seconds) after the rest of the village wakes up. A nitwit must be born or spawned; no villagers change to nitwit from unemployed or a profession, and vice versa. Nitwits can be found naturally or by curing naturally spawned zombie villagers. Zombie villagers can also be spawned as babies, so this is the only way to encounter baby nitwits in survival mode. In Bedrock Edition, every baby villager has a 10% chance to become a nitwit when they become an adult.

Appearance

Villagers and zombie villagers have seven skin types corresponding to the biome they spawn in. Their appearance also varies based on their profession and their five tiers. They show which trade tier they have unlocked by a badge of a varying material on their belt. A new tier is obtained every time a player trades with a villager and the badge appears as stone, iron, gold, emerald, and finally diamond.

Villagers have different outfits depending on their biome. Naturally generated villagers take on the outfit from the biome they were spawned in. When breeding occurs, the outfit of the child is determined by the biome where the breeding occurs, but in Java Edition, it is sometimes randomly inherited from the biome type of the parents. The outfits available are:

Variants

Desert

Savanna

Taiga

Snowy

Swamp

Jungle

Plains
Biomes
Badlands
Eroded Badlands
Wooded Badlands
Desert[n 1]
Savanna[n 1]
Savanna Plateau
Windswept Savanna
Old Growth Pine Taiga
Old Growth Spruce Taiga
Taiga[n 1]
Windswept Hills
Windswept Forest
Windswept Gravelly Hills
Frozen River
Snowy Beach
Frozen Peaks
Grove
Jagged Peaks
Snowy Plains[n 1]
Ice Spikes
Snowy Slopes
Snowy Taiga[n 2]
Frozen Ocean
Deep Frozen Ocean
Swamp
Mangrove Swamp[upcoming: JE 1.19]
Jungle
Bamboo Jungle
Sparse Jungle
River
Beach
Stony Shore
Birch Forest
Old Growth Birch Forest
Dark Forest
Forest
Flower Forest
Meadow[n 1]
Mushroom Fields
Plains[n 1]
Sunflower Plains[n 2]
Cold Ocean
Deep Cold Ocean
Lukewarm Ocean
Deep Lukewarm Ocean
Ocean
Deep Ocean
Warm Ocean
Deep Dark[upcoming: JE 1.19]
Dripstone Caves
Lush Caves
Basalt Deltas
Crimson Forest
Nether Wastes
Soul Sand Valley
Warped Forest
The End
End Barrens[Java Edition only]
End Highlands[Java Edition only]
End Midlands[Java Edition only]
Small End Islands[Java Edition only]
The Void[Java Edition only]
  1. a b c d e f Villages occur naturally in this biome.
  2. a b Villages occur naturally in this biome in Bedrock Edition.

Villagers have 13 professions and 2 non professions for a total of 15 outfits:

  • Farmer (straw hat)
    • Trades crops and natural foods, such as bread and cookies.
  • Fisherman (fisher hat)
    • Trades campfires and fishing items.
  • Shepherd (brown hat with white apron)
    • Trades shears, wool, dyes, paintings and beds.
  • Fletcher (hat with feather and quiver on the back)
    • Trades bows, crossbows, all types of arrows (except luck) and archery ingredients.
  • Cleric (purple apron and creeper cloak)
    • Trades magic items like ender pearls, redstone dust, glowstone dust, and other enchanting or potion ingredients.
  • Weaponsmith (eyepatch and black apron)
    • Trades minerals, bells and enchanted melee weapons. The axe enchantments are weapon related, such as sharpness or smite.
  • Armorer (welding mask)
    • Trades foundry items and sells chain, iron and enchanted diamond armor tiers.
  • Toolsmith (black apron)
    • Trades minerals, bells and harvest tools. The axe enchantments are tool related.
  • Librarian (eyeglasses and a book as a hat)
    • Trades enchanted books, clocks, compasses, name tags, glass, ink sacs, lanterns, and book and quills.
  • Cartographer (golden monocle)
    • Trades banners, compasses, banner patterns, papers and various maps, including explorer maps.
  • Leatherworker (brown apron and brown gloves)
    • Trades scutes, rabbit hide, and leather-related items.
  • Butcher (red headband and white apron)
    • Trades meats, sweet berries, rabbit stew, and dried kelp blocks.
  • Mason[JE only]/Stone Mason[BE only] (black apron and black gloves)
    • Trades polished stones, terracotta, clay, glazed terracotta and quartz.
  • Nitwit (green coated, no badge)
    • No trades, No badge
  • Unemployed (no overlay, base clothing of biome without any extra features)
    • No trades until employed. No badge until employed.

Trading

Main article: Trading
Villager GUI 1

The Java Edition trading interface, displaying basic novice-level trading options.

Villager GUI Master

Trading options of a max-level weaponsmith.

Minecraft villager level badges

Villager badge changes color depending on the level of the villager.
From left to right: stone (novice), iron (apprentice), gold (journeyman), emerald (expert), and diamond (master).

The trading system is a gameplay mechanic that allows players to buy and sell various items to and from villagers, using emeralds as a currency. Their trades can be valuable or somewhat meaningless, depending on the cost, the items the player might get, and how the player treats the villagers. Only adult villagers with professions can trade; the player cannot trade with nitwits, unemployed villagers, or baby villagers. Attempting to do so causes the villager to display a head-shaking animation and play the villager's declined trade sound‌[Java Edition only].

Using an employed villager allows a player to trade, making offers based on the villager's profession and profession level. All offers involve emeralds as a currency, and items related to the villager's profession. Trading can allow the acquisition of items that would otherwise be difficult or impossible to obtain, such as enchanted books with "treasure" enchantments (e.g. Mending), bottles o' enchanting, or chainmail armor. When a villager gets a new trade, they receive 10 seconds of Regeneration I (totaling to 4♥♥ of restoration), which emits pink particles. The villager also emits green particles suggesting contentment.

Completing a trade with a villager increases its professional-level slightly. Some trades grant higher levels to the villager, while others do not. As it advances through its profession, the villager offers additional trades. When a villager unlocks a new trade at a higher level, it almost always grants more experience than every lower-level trade.

Villagers have a maximum supply of items and after the player has traded for an item that many times, the villager's supply of the item is exhausted. This results in the trade being temporarily locked. A player can continue to trade for the villager's other available items if any. Exhausted items are restocked when the villager works at a job site, up to twice per day.

Clicking use on a unemployed villager or a nitwit villager causes it to grunt and shake their head. ‌[Java Edition only] In Bedrock Edition, clicking use on a unemployed villager or a nitwit villager does nothing.

Using a name tag on a villager always names the villager instead of opening the trading interface.

Supply and demand

For detailed information on Villager economics, see Trading § Economics.

The price of an item can rise and fall with changes in demand. The price of a traded item can rise when next resupplied, or fall from a risen price if not traded. Demand is stored per item, not per villager.

Trade offering

File:VillagerOfferingItems.jpeg

Several villagers offering trade items to a player.

When a player holds an item near a villager who wants that item, the villager holds up an item it offers in exchange. For example, a farmer villager who buys 20 wheat for one emerald holds up an emerald, offering it to a player holding wheat. Villagers do not offer trades that are currently out of stock. If the villager has more than one trade for an item, it cycles through the trades, offering a different item every few seconds. This kind of trading interaction makes it easier to find villagers who offer a particular trade, but the player must still open the trading interface to complete the trade. Note that villagers do not hold items to offer trades during their gather or sleep phases, even though it is still possible to trade with them.

Economic trade

Villagers have levels and require experience to unlock the next tiers of trade; level 1 is a novice, level 2 is apprentice, level 3 is journeyman, level 4 is expert, and level 5 is master. Villagers can resupply trades by themselves by working more at their job site block.

Popularity

Main article: Popularity

In Java Edition, villagers increase their prices of trades if a player's popularity is low, (e.g. from damaging villagers), and decrease it if their popularity is high (e.g. from trading with multiple villagers). Curing a zombie villager in Bedrock Edition or defeating a raid in Java Edition also increases the player's popularity by 10.

Hero of the Village

Main article: Hero of the Village

When a player receives Hero of the Village, players receive discounted prices on all the items traded by villagers in both editions. The Hero of the Village also gets gifts.‌[Java Edition only] Each villager throws gifts related to its profession, and nitwits and unemployed villagers throw wheat seeds instead. These gifts range in value from common (like seeds) to rare items (like chainmail armor). A player's popularity increases by 10 in Java Edition and doesn't increase in Bedrock Edition. Villagers also shoot off fireworks, with different colored fireworks with no pattern.

Variants

Zombie villagers

Plains Zombie Villager Base

An example of a zombie villager.

Main article: Zombie Villager

When a zombie kills a villager, it can turn the villager into a zombie villager, depending on the difficulty: 0% chance on easy, 50% chance on normal and 100% chance on hard. Zombie villagers also spawn naturally in the Overworld in the same conditions as a normal zombie, although much less commonly, with a 5% chance. Zombie villagers also spawn in abandoned villages (zombie villages) and igloos, in place of villagers in zombie villages.

Witches

Witch

A witch.

Main article: Witch

Witches are hostile villager-like mobs that spawn anywhere in the Overworld in light levels of 7 or less, in swamp huts, as part of raids, or when a villager gets struck by lightning. Once a villager becomes a witch, it cannot be turned back to a villager. Witches attack by throwing splash potions of harming, slowness, weakness and poison. They also use beneficial potions on themselves, especially healing potions when damaged, fire resistance potions if on fire, and water breathing potions if submerged in water.

Witches in raids heal and buff illagers and other raider mobs by throwing beneficial potions and healing potions on them in Java Edition. Despite being allies with and looking similar in appearance to illagers, witches themselves are not considered illagers, are passive toward villagers and wandering traders, and are neutral toward iron golems in Java Edition, attacking only if attacked or another witch in that area is attacked. If a witch's negative splash potion hits an illager, the illager retaliates, leading to a fight in Bedrock Edition.

Witches attack villagers only if in a pillager patrol or through other commands.

NPC

NPC4pre

An example of an NPC.

Main article: NPC

NPCs are villager-like mobs in Minecraft Education and in Bedrock Edition if "educational features" are turned on. NPCs can behave almost like players. They can also chat to players, turn their heads, and even rotate their body 360 degrees. They are the only companions to chat with in a single player game. They can't move, even when hit. NPCs cannot be pushed, but are affected by gravity. Breaking a block under an NPC causes it to fall like an armor stand. Using a bubble column on a NPC makes it go up.

NPCs are also affected by any effects but cannot die from the wither effect or fatal poison. They also don't take any fall damage, fire damage, drowning damage, suffocation damage, or any external damage from another mob/player, but they can die in the void.

The only way to kill an NPC is to go into world builder (/worldbuilder) and hit it once or use the kill @e[type=npc] command.

Illagers

Evoker

An example of an illager, the evoker.

Illagers are hostile villager-like mobs that spawn in woodland mansions as well as pillager outposts, illager patrols, or raids. The varieties of illagers are vindicators, evokers, pillagers, and illusioners[Java Edition only] (which can be summoned only by using commands), along with two associated mobs: vexes and ravagers. The ravager is considered an illager in Bedrock Edition, but not in Java Edition, which means that vindicators named "Johnny" attack ravagers in Java Edition. Illagers are considered to be outcasts from villages, meaning that they were once villagers, but turned evil, so the villagers kicked them out forever, leaving them the hatred of villagers[6]. In addition to attacking players, they also attack villagers, wandering traders, and iron golems. They do not go seeking for villagers, and never naturally come to villages, except during raids and patrols. In Bedrock Edition, sometimes a pillager outpost can generate on the border of a village, leading to altercations if any villager or iron golem goes near the outpost.

In Bedrock Edition, illagers attack snow golems but do not attack baby villagers, although baby villagers still flee from them. "Johnny" vindicators still attack baby villagers in Bedrock Edition.

As of Java Edition 1.18, illagers and ravagers no longer attack baby villagers.

Wandering trader

Wandering Trader

A wandering trader.

Main article: Wandering Trader

Wandering traders are a type of villager that spawn randomly close to the player in both editions, or periodically in village gathering sites in Bedrock Edition. Wandering traders also spawn near bells. Two trader llamas spawn leashed to the wandering trader when a wandering trader is either naturally spawned, summoned or spawned using a spawn egg in Bedrock Edition.

Players may use emeralds to buy items from wandering traders without the need of unlocking the previous trade, but cannot trade items for emeralds, although wandering trader trades can be customized using commands in Java Edition. They also lock trades like villagers, but never unlock the trade, nor can they work at any job site blocks. Like villagers, wandering traders are attacked by most zombie variants (though they do not have a zombified form, they die if a zombie kills it, even on hard difficulty), illagers, ravagers[Java Edition only], and vexes.

Wandering traders also drink a Potion of Invisibility at night (or when they see a hostile mob such as an illager or zombie). In Java Edition, they drink a milk bucket in the morning to remove the Invisibility. They despawn after 40-60 minutes (even with a name tag or in a minecart or boat) with their llamas, and sooner if all the trades are locked.

Sounds

SoundSubtitlesSourceDescriptionResource locationTranslation keyVolumePitchAttenuation
distance
Villager mumbles?Villager is talkingentity.villager.ambientsubtitles.entity.villager.ambient??16
Villager cheers?Villager is happy, such as after defeating a raidentity.villager.celebratesubtitles.entity.villager.celebrate??16
Villager dies?Villager dies/becomes zombifiedentity.villager.deathsubtitles.entity.villager.death??16
Villager hurts?Villager gets hurtentity.villager.hurtsubtitles.entity.villager.hurt??16
Villager disagrees?Player trades with either an unemployed villager, a nitwit, or fails to trade with an employed villager due to lack of resources.entity.villager.nosubtitles.entity.villager.no??16
Villager trades?Player opens the trade UI on a villagerentity.villager.tradesubtitles.entity.villager.trading??16
Villager agrees?Player successfully trades with the villager.entity.villager.yessubtitles.entity.villager.yes??16
Fletcher works??entity.villager.work_fletcher???16
Cleric works?brewing stand finishes brewing a potionentity.villager.work_cleric???16
Farmer works?Adding to a composterentity.villager.work_farmer?0.30.816
Armorer works??entity.villager.work_armorer?1.0?16
Toolsmith worksBlocks?entity.villager.work_toolsmith?1.01.016
Butcher works??entity.villager.work_butcher???16
Fisherman worksBlocks?entity.villager.work_fisherman?1.01.016
Shepherd works?Loom is used.entity.villager.work_loom???16
Weaponsmith works??entity.villager.work_weaponsmith???16
Leatherworker works?Water bucket empties.entity.villager.work_leatherworker?1 = 0.9; 1, 2, 3 = ??16

Data values

ID

Java Edition:

NameIdentifierTranslation key
Villagervillagerentity.minecraft.villager

Bedrock Edition:

NameIdentifierNumeric ID Translation key
Villager (old)villager15entity.villager.name
Villager (new)villager_v2115entity.villager_v2.name

Entity data

Villagers have entity data associated with them that contains various properties.

Java Edition:

Main article: Entity format
  • Entity data
      • Additional fields for mobs that can breed
    • Tags common to all entities
    • Tags common to all mobs
    • Tags common to all villagers
    •  Inventory: Each compound tag in this list is an item in the villager's inventory, up to a maximum of 8 slots. Items in two or more slots that can be stacked together are automatically condensed into one slot. If there are more than 8 slots, the last slot is removed until the total is 8. If there are 9 slots but two previous slots can be condensed, the last slot returns after the two other slots are combined.
      • An item in the inventory, excluding the Slot tag.
        • Tags common to all items
    •  LastRestock: The last tick the villager went to their job site block to resupply their trades.
    •  LastGossipDecay: The last tick all gossip of the villager has decreased strength naturally.
    •  RestocksToday: The number of restocks a villager has done in 10 minutes from the last restock, or 0 if the villager has not restocked in the last 10 minutes. When a villager has restocked twice in less than 10 minutes, it waits at least 10 minutes for another restock.
    •  Willing: 1 or 0 (true/false) – true if the villager is willing to mate. Becomes true after certain trades (those that would cause offers to be refreshed), and false after mating.

Villager type

Main article: Villager/DV
[edit]

Villager profession

Main article: Villager/DV2
[edit]

Bedrock Edition:

See Bedrock Edition level format/Entity format.

Achievements

Icon Achievement In-game description Actual requirements (if different) Gamerscore earned Trophy type (PS4)
PS4 Other
The HagglerAcquire or spend 30 Emeralds by trading with villagers or with wandering trader. [sic]30GSilver
Treasure HunterAcquire a map from a cartographer villager, then enter the revealed structureVisit the structure indicated while the purchased map is in your main hand (hotbar).40GSilver
Buy Low, Sell HighTrade for the best possible price.Buy something for 1 emerald, or when the Hero of the Village effect is applied.50GGold
Master TraderTrade for 1,000 emeralds.Obtain 1,000 emeralds from trading with villagers.30GSilver
Star traderTrade with a villager at the build height limit.Trade with a villager at y320.20GSilver

Advancements

Icon Advancement In-game description Parent Actual requirements (if different) Resource location
Advancement-oval-rawZombie Doctor
Weaken and then cure a Zombie Villager We Need to Go DeeperUse a golden apple on a zombie villager under the Weakness effect; the advancement is granted when the zombie villager converts into a villager.
In multiplayer, only the player that feeds the golden apple gets the advancement.
story/cure_zombie_villager
Advancement-plain-rawAdventure
Adventure, exploration and combat Kill any entity, or be killed by any entity.adventure/root
Advancement-plain-rawWhat a Deal!
Successfully trade with a Villager AdventureTake an item from a villager or wandering trader's trading output slot, and put it in your inventory.adventure/trade
Advancement-plain-rawSurge Protector
Protect a Villager from an undesired shock without starting a fire AdventureBe within 30 blocks of a lightning strike that doesn't set any blocks on fire, while an unharmed villager is within or up to six blocks above a 30×30×30 volume centered on the lightning strike.adventure/lightning_rod_with_villager_no_fire
Advancement-plain-rawStar Trader
Trade with a Villager at the build height limit What a Deal!Stand on any block that is higher than 318 and trade with a villager or wandering trader.adventure/trade_at_world_height
Advancement-plain-rawVery Very Frightening
Strike a Villager with lightning A Throwaway JokeHit a villager with lightning created by a trident with the Channeling enchantment.adventure/very_very_frightening

History

For the history of villager that made before Village & Pillage update, see Villager (old) § History.
Java Edition
September 29, 2018The Village and Pillage update, which improves villagers and villages, was announced at MINECON Earth 2018.
1.14
{{Extension DPL}}<ul><li>[[Dragon's Breath|Dragon's Breath]]<br/>{{Item
| image = Dragon's Breath.png
| renewable = Yes
| stackable = Yes (64)
| rarity = Uncommon
}}

The '''dragon's breath''' is a [[brewing]] item that is used solely to make [[lingering potion]]s.

== Obtaining ==

The dragon's breath can be obtained by scooping  up the [[ender dragon]]'s breath attack or the purple [[area effect cloud|effect clouds]] caused by [[dragon fireball]]s in an empty [[glass bottle]].

== Usage ==

=== Brewing ingredient ===

Dragon's breath may be added to any splash potion to upgrade it to a lingering potion, which can be used to create a lasting [[Lingering Potion#Area Effect Cloud|area effect cloud]], or to craft [[Arrow#Tipped arrows|tipped arrows]].
{{brewing
  |name=[[Lingering Potion]]
  |showname=1
  |Dragon's Breath
  |Any Lingering Potion
  |base=Any Splash Potion}}

When put 2 or more dragon's breath in the brewing stand, after the brewing process, a glass bottle will drop as an [[Item (entity)|entity]]. However, if put only 1 dragon's breath in the brewing stand, after the brewing process, the glass bottle is consumed and cannot be retrieved.<ref>{{bug|MC-259583}}</ref>

== Sounds ==
{{Edition|Java}}:
{{Sound table
|sound=Bottle fill dragon breath1.ogg
|sound2=Bottle fill dragon breath2.ogg
|subtitle=Bottle fills
|source=neutral
|description=Filling a glass bottle with dragon's breath
|id=item.bottle.fill_dragonbreath
|translationkey=subtitles.item.bottle.fill
|volume=1.0
|pitch=1.0
|distance=16
|foot=1}}

{{Edition|Bedrock}}:
{{Sound table
|type=bedrock
|sound=Bottle fill dragon breath1.ogg
|sound2=Bottle fill dragon breath2.ogg
|source=sound
|description=When a bottle is filled with dragon's breath
|id=bottle.dragonbreath
|volume=0.7<wbr>{{Until|BE 1.20.40}}<br>1.0<wbr>{{Upcoming|BE 1.20.40}}
|pitch=1.0
|foot=1}}

== Achievements ==

{{Load achievements|You Need a Mint}}

== Advancements ==
{{load advancements|You Need a Mint}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Dragon's Breath
|spritetype=item
|nameid=dragon_breath
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Dragon's Breath
|spritetype=item
|nameid=dragon_breath
|id=560
|form=item
|foot=1}}

== History ==
{{History|java}}
{{History||1.9|snap=15w33a|[[File:Dragon's Breath JE1 BE1.png|32px]] Added dragon's breath.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 437.}}
{{History||1.14|snap=18w43a|[[File:Dragon's Breath JE2 BE2.png|32px]] The texture of dragon's breath has been changed.}}

{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|[[File:Dragon's Breath JE1 BE1.png|32px]] Added dragon's breath.}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Dragon's Breath JE2 BE2.png|32px]] The texture of dragon's breath has been changed.}}

{{History|console}}
{{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|switch=1.0.1|[[File:Dragon's Breath JE1 BE1.png|32px]] Added dragon's breath.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Dragon's Breath JE2 BE2.png|32px]] The texture of dragon's breath has been changed.}}

{{History|3ds}}
{{History||1.7.10|[[File:Dragon's Breath JE1 BE1.png|32px]] Added dragon's breath.}}
{{History|foot}}

== Issues ==
{{issue list}}

== Trivia ==
* If the dragon's breath is used in a [[crafting]] recipe (using a [[mod]] or a [[data pack]]), it becomes an empty bottle instead of being entirely consumed.

== References ==
{{reflist}}

==External Links==
*[https://www.minecraft.net/en-us/article/dragon-s-breath Taking Inventory: Dragon's Breath] – Minecraft.net on June 9, 2023

{{Items}}

[[Category:Renewable resources]]

[[de:Drachenatem]]
[[fr:Souffle de dragon]]
[[it:Soffio di drago]]
[[ja:ドラゴンブレス]]
[[ko:드래곤의 숨결]]
[[nl:Drakenadem]]
[[pl:Oddech smoka]]
[[pt:Bafo do dragão]]
[[ru:Драконье дыхание]]
[[zh:龙息]]
[[Category:Brewing recipe]]</li><li>[[Crossbow|Crossbow]]<br/>{{For}}
{{Item
| title = Crossbow
| image = <gallery>
Crossbow.png | Crossbow
Crossbow Pull 0.png | Pull (state 0)
Crossbow Pull 1.png | Pull (state 1)
Crossbow Pull 2.png | Pull (state 2)
Arrow Loaded Crossbow.png | Arrow loaded
Firework Loaded Crossbow.png | Firework loaded
</gallery>
| rarity = Common
| renewable = Yes
| durability = 465{{only|JE|short=yes}}<br>464{{only|BE|short=1}}
| stackable = No
}}

A '''crossbow''' is a ranged [[weapon]] similar to a [[bow]] that uses [[arrow]]s or [[firework rocket|fireworks]] as ammunition.

== Obtaining ==
=== Crafting ===
{{Crafting
|A1=Stick|B1=Iron Ingot |C1=Stick
|A2=String|B2= Tripwire Hook|C2=String
|B3= Stick
|Output= Crossbow
|type= Combat
}}

=== Repairing ===
{{Grinding
|showdescription=1
|ingredients=2× Damaged [[Crossbow]] or<br>2× Damaged [[Arrow Loaded Crossbow]] or<br>2× Damaged [[Firework Loaded Crossbow]]
|Damaged Crossbow; Damaged Arrow Loaded Crossbow; Damaged Firework Loaded Crossbow
|Damaged Crossbow; Damaged Arrow Loaded Crossbow; Damaged Firework Loaded Crossbow
|Crossbow; Arrow Loaded Crossbow; Firework Loaded Crossbow
|description=The [[item durability|durability]] of the two crossbows is added together, plus an extra 5% durability.‌
}}

{{Crafting
|Damaged Crossbow;Damaged Arrow Loaded Crossbow;Damaged Firework Loaded Crossbow
|Damaged Crossbow;Damaged Arrow Loaded Crossbow;Damaged Firework Loaded Crossbow
|Output=Crossbow
|type=Combat
|ignoreusage=1
|showdescription=1
|description=The durability of the two crossbows is added together, plus an extra 5% durability.‌ Any loaded ammunition is lost.
}}

=== Mob loot ===

==== Pillagers ====

When killed, a [[pillager]] has a small chance (8.5%) of dropping a loaded or unloaded crossbow with random [[durability]]; the [[drop]] rate increases by 1% per [[level]] of [[Looting]]: 9.5% with Looting I, 10.5% with Looting II and 11.5% with Looting III. The [[drop]]ped crossbow can rarely (10% chance) be [[enchanted]] at level 5–19 regardless of being [[enchanted]] when it [[spawn]]ed.

Crossbows dropped by pillagers may have multiple enchantments, including duplicate enchantments on the same weapon.

==== Piglins ====
[[Piglin]]s have a chance of wielding a crossbow upon spawning, and they also have a small chance (8.5%) of dropping a loaded or unloaded crossbow of random durability when killed; this rate increases by 1% per level of [[Looting]]: 9.5% with Looting I, 10.5% with Looting II and 11.5% with Looting III. It can rarely (10% chance) be enchanted at level 5–19 regardless of being enchanted when spawned.

=== Chest loot ===

{{LootChestItem|crossbow,damaged-level-enchanted-crossbow,damaged-random-enchanted-crossbow,damaged-random-enchanted-crossbow-2}}

=== Trading ===

Journeyman-level Fletcher [[villager]]s offer to [[trading|sell]] an unenchanted crossbow for 3 [[emerald]]s.

Master-level Fletcher villagers have a {{frac|1|16}} (6.25%) chance of selling an [[enchanting|enchanted]] crossbow for 8 emeralds.{{only|bedrock}}

Master-level Fletcher villagers have {{frac|2|3}} chance of selling an enchanted crossbow for 7-22 emeralds.{{only|java}}

== Usage ==
<gallery>
Steve aiming with Crossbow.png|
Alex aiming with Crossbow.png|
Pillager Aiming with Crossbow BE.png|
Piglin with Crossbow targeting JE.png|
</gallery>

Despite using [[iron ingot]]s in their crafting recipe, crossbows cannot be smelted into [[iron nugget]]s.<ref>{{bug|MC-111738}}</ref>

=== Weapon ===
[[File:Crossbowcooldown.gif|thumb|right|Charging and shooting the crossbow {{in|bedrock}}.]]
Crossbows are similar to [[bow]]s, but take longer to load and are slightly more powerful, shooting farther with slightly higher accuracy. Alternatively, they can be loaded with a firework rocket, which flies in a straight line.

Load them by {{control|using}} them, which makes the player move at sneak speed. Unlike bows, the [[arrow]] or [[firework rocket]] can be fired only if the player releases the use button after the crossbow is loaded{{Only|je}}  or if the crossbow finishes its loading animation {{Only|be}}. At this point, it ''must be used a second time'' to fire its bolt.

Once it has reached full charge, the [[player]]'s speed returns to normal. After that, shooting a charged crossbow does not delay any of the [[player]]'s current action like [[sprinting]] or [[swimming]].

The crossbow can even be placed in another [[inventory]] slot or into an [[item frame]] without the [[arrow]] or [[firework rocket]] being unloaded or fired. A charged crossbow also remains charged after enchanting it with an enchantment table or with an anvil.

In order to use the crossbow, at least one arrow or firework rocket must be present in the inventory. The player can choose the type of arrow to fire based on its location in their [[inventory]]:
* [[File:Java Crossbow 1stP Loading.mp4|thumb|177x177px|Java Edition first-person loading animation for crossbows.]]Arrows in the off-hand, or the selected [[hotbar]] slot if the crossbow is in the off-hand, are prioritized first. 
* If there are no arrows in the off-hand or selected hotbar slot, the arrow closest to slot 0 is selected. 
Crossbows take 1.25 seconds (25 ticks) to load. 

The player can load either an arrow, spectral arrow, tipped arrow (of any effect) or a firework (of any color/type).
[[File:Bedrock Crossbow 1stP Loading.mp4|thumb|177x177px|Bedrock Edition first-person loading animation for crossbows.]]
[[Endermen]] teleport away from projectile paths, so they cannot be hit with crossbow [[arrow]]s. However, they can still get harmed by [[firework rocket]] explosions, if they can't detect the firework rocket.

;Attack strength

''Java Edition'':

{| class="wikitable" style="text-align:center" data-description="Crossbow Damage Statistic"
|-
! Damage || Arrow || Max firework
|-
| {{ItemSprite|Crossbow|text= '''Minimum'''}}
| {{hp|7}}
| {{hp|11}}
|-
| {{ItemSprite|Crossbow|text= '''Average'''}}
| {{hp|9}}
| {{hp|14.5}}
|-
| {{ItemSprite|Crossbow|text= '''Maximum'''}}
| {{hp|11}}
| {{hp|18}}
|}

''Bedrock Edition''
* Always {{hp|9}}

=== Fireworks ===

[[Firework rocket]]s can be fired by loading the crossbow only while holding the rockets in the off-hand. They fly at 32 m/s. Firework rockets with higher flight duration have a longer time before they explode and therefore travel farther. Firing a firework rocket uses 3 [[durability]] points per shot.
{| class="wikitable" style="text-align:center"
! colspan="4" |Firework rocket range
|-
|Minimum
|Average
|Maximum
|Gunpowder
|-
|32m (20 ticks)
|40.8m (25.5 ticks)
|49.6m (31 ticks)
|1 ([[File:Gunpowder JE2 BE2.png|12x12px]])
|-
|48m (30 ticks)
|56.8m (35.5 ticks)
|65.6m (41 ticks)
| 2 ([[File:Gunpowder JE2 BE2.png|12x12px]][[File:Gunpowder JE2 BE2.png|12x12px]])
|-
|64m (40 ticks)
|72.8m (45.5 ticks)
|81.6m (51 ticks)
|3 ([[File:Gunpowder JE2 BE2.png|12x12px]][[File:Gunpowder JE2 BE2.png|12x12px]][[File:Gunpowder JE2 BE2.png|12x12px]])
|}
Firework rockets also work with the [[Multishot]] enchantment, enabling the [[player]] to shoot 3 firework rockets at a time. The increased durability usage stacks, resulting in 9 durability being consumed with each shot.

A shot firework rocket explodes instantly when it hits a [[mob]] or [[block]].{{only|java}} If the firework rocket has no explosion effect, it deals no [[damage]]. The explosion of a firework rocket deals {{hp|5}} to {{hp|6}} points of damage, with one [[firework star]]. The explosion has a radius of roughly 4 blocks, which is unaffected by the firework star's [[Firework Star#Effects|effect]]. Each additional firework star on the rocket deals an additional {{hp|1}} to {{hp|2}} points of damage, for a maximum of {{hp|11}} to {{hp|18}} with 7 firework stars. The flight duration of the firework increases the maximum range the firework can travel before exploding, but does not affect the damage output. Likewise, the damage remains the same regardless of any dyes used. The [[Piercing]] enchantment causes the firework rocket to pierce a number of entities based on its respective level before exploding.{{only|java}} Unlike an arrow shot from a bow, the firework does not slow down under water.

=== Repair ===

Crossbows can be repaired in an [[anvil]] or [[grindstone]] by combining two crossbows. Any loaded ammunition is retained from the crossbow in the first slot but sacrificed from the crossbow in the second slot.

===Enchantments===
{| class="wikitable"
|+
!Name
!Description
!Max Level
|-
|[[Quick Charge]]
|Decreases the reloading time of the crossbow by {{code|level * 0.25}} seconds. Crossbows with [[Quick Charge]] III fire slightly faster than [[bow]]s. If [[commands]] are used to enchant a crossbow with Quick Charge V, the crossbow charges instantaneously. A crossbow enchanted with Quick Charge VI is effectively impossible to charge, which renders it useless. This can be done only {{in|je}}.
|III
|-
|[[Multishot]]
| Makes the crossbow fire a spread of 3 projectiles at once instead of a single projectile, which is useful for targeting mobs spread out in a small area. This works for both [[arrow]]s and [[firework rocket]]s. Firing with this enchantment still uses only one projectile, and because of that, it is possible to recover only one of the three arrows shot from a Multishot crossbow. Multishot crossbows use 3 [[item durability|durability]] points per shot, unless using fireworks for ammunition, in which case 9 durability is consumed. Mutually exclusive with Piercing.
|I
|-
|[[Piercing]]
|Makes [[arrow]]s shot from the crossbow pierce [[entity|entities]] they hit and continue their flight, which allows each arrow to hit up to {{code|level + 1}} entities. This is useful for targeting [[mob]]s closely packed together, and for conserving arrows, as they can be picked up after piercing entities. Arrows fired in this manner also ignore [[Shield|shields]]. Mutually exclusive with Multishot.
|IV
|-
|[[Unbreaking]]
|Causes a <code>(Level /(Level+1)) * 100%</code> chance a shot fired does not reduce the [[item durability|durability]] of the crossbow.
|III
|-
|[[Mending]]
|Allows a certain proportion of [[experience]] orbs collected to contribute toward repairing the crossbow, rather than raising the [[player]]'s experience.
|I
|-
|[[Curse of Vanishing]]
| Causes the crossbow to disappear instead of dropping on the ground when the player dies. The {{cmd|gamerule keepInventory}} overrides this.
|I
|}

[[Multishot]] and [[Piercing]] are mutually exclusive. Normal methods of [[enchanting]] allow only one of them to be applied to a crossbow.

Crossbows can receive 3 unique [[enchanting|enchantment]]s, and have a base enchantability of 1. Enchantments specific to crossbows include [[Quick Charge]], Multishot and Piercing.

===Fuel===
Crossbows can be used as [[fuel]] in [[furnace]]s, [[smelting]] 1.5 [[item]]s per crossbow.

== Sounds ==
{{el|je}}:
{{Sound table
|sound=Crossbow loading start.ogg
|subtitle=Crossbow charges up
|source=player
|description=When a crossbow starts to load
|id=item.crossbow.loading_start
|translationkey=subtitles.item.crossbow.charge
|volume=0.15
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Crossbow quick charge one1.ogg
|sound2=Crossbow quick charge one2.ogg
|sound3=Crossbow quick charge one3.ogg
|subtitle=Crossbow charges up
|source=player
|description=When a Quick Charge I crossbow starts to load <ref group=sound><code>quick1_3</code> occurs at half the frequency as the other sounds</ref>
|id=item.crossbow.quick_charge_1
|translationkey=subtitles.item.crossbow.charge
|volume=''varies'' <ref group=sound>0.325 for all except <code>quick1_1</code> (pitch=0.9), which is 0.25</ref>
|pitch=''varies'' <ref group=sound><code>quick1_1</code> can be 1.0 or 0.9; <code>quick1_2</code> can be 1.0 or 0.95; <code>quick1_3</code> can be 1.0</ref>
|distance=16}}
{{Sound table
|sound=Crossbow quick charge two1.ogg
|sound2=Crossbow quick charge two2.ogg
|sound3=Crossbow quick charge two3.ogg
|subtitle=Crossbow charges up
|source=player
|description=When a Quick Charge II crossbow starts to load <ref group=sound name=quickchargefrequency><code>_1</code> occurs at {{frac|2|3}} the frequency as the other sounds</ref>
|id=item.crossbow.quick_charge_2
|translationkey=subtitles.item.crossbow.charge
|pitch=''varies'' <ref group=sound name=quickchargevolume />
|volume=''varies'' <ref group=sound name=quickchargepitch />
|distance=16}}
{{Sound table
|sound=Crossbow quick charge three1.ogg
|sound2=Crossbow quick charge three2.ogg
|sound3=Crossbow quick charge three3.ogg
|subtitle=Crossbow charges up
|source=player
|description=When a Quick Charge III crossbow starts to load <ref group=sound name=quickchargefrequency />
|id=item.crossbow.quick_charge_3
|translationkey=subtitles.item.crossbow.charge
|volume=''varies'' <ref group=sound name=quickchargevolume>0.325 for all except <code>_1</code> (pitch=0.95), which is 0.25</ref>
|pitch=''varies'' <ref group=sound name=quickchargepitch><code>_1</code> can be 1.0 or 0.95; <code>_2</code> can be 1.0, 0.95, or 1.05; <code>_3</code> can be 1.0, 0.9, or 1.05</ref>
|distance=16}}
{{Sound table
|sound=Crossbow loading middle1.ogg
|sound2=Crossbow loading middle2.ogg
|sound3=Crossbow loading middle3.ogg
|sound4=Crossbow loading middle4.ogg
|subtitle=MC-203146
|source=player
|description=While a crossbow is loading <ref group=sound><code>loading_middle4</code> occurs at {{frac|1|4}} the frequency as the other sounds</ref>
|id=item.crossbow.loading_middle
|translationkey=-
|volume=0.325
|pitch=''varies'' <ref group=sound><code>loading_middle1</code> can be 1.0, 0.95, or 1.2; <code>loading_middle2</code> and <code>loading_middle3</code> can be 1.0, 0.9, or 1.05; <code>loading_middle4</code> can be 1.0</ref>
|distance=16}}
{{Sound table
|sound=Crossbow loading end.ogg
|subtitle=Crossbow loads
|source=dependent
|description=When a crossbow stops loading
|id=item.crossbow.loading_end
|translationkey=subtitles.item.crossbow.load
|volume=1.0
|pitch={{frac|13|15}}-1.2
|distance=16}}
{{Sound table
|sound=Crossbow shoot1.ogg
|sound2=Crossbow shoot2.ogg
|sound3=Crossbow shoot3.ogg
|subtitle=Crossbow fires
|source=dependent
|description=When a crossbow fires
|id=item.crossbow.shoot
|translationkey=subtitles.item.crossbow.shoot
|volume=0.8/0.9/0.9
|pitch=1.0/1.0/0.9 <ref group=sound>Multiplied by the loading percentage of the crossbow</ref>
|distance=16}}
{{Sound table
|sound=Arrow hit1.ogg
|sound2=Arrow hit2.ogg
|sound3=Arrow hit3.ogg
|sound4=Arrow hit4.ogg
|subtitle=Arrow hits
|source=neutral
|description=When an arrow hits a block or entity
|id=item.crossbow.hit
|translationkey=subtitles.item.crossbow.hit
|volume=1.0
|pitch={{frac|12|11}}-{{frac|4|3}}
|distance=16}}
{{Sound table
|sound=Succesfull Hit.ogg
|subtitle=Player hit
|source=player
|description=When an arrow shot by a player hits another player
|id=entity.arrow.hit_player
|translationkey=subtitles.entity.arrow.hit_player
|volume=0.18
|pitch=0.45
|distance=16}}
{{Sound table
|sound=Firework launch.ogg
|subtitle=Firework launches
|source=ambient
|description=When a crossbow fires a firework rocket
|id=entity.firework_rocket.launch
|translationkey=subtitles.entity.firework_rocket.launch
|volume=3.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Random break.ogg
|subtitle=Item breaks
|source=dependent
|description=When a crossbow's durability is exhausted
|id=entity.item.break
|translationkey=subtitles.entity.item.break
|volume=0.8
|pitch=0.8-1.2
|distance=16
|foot=1}}

{{el|be}}:
{{Sound table
|type=bedrock
|sound=Crossbow loading start.ogg
|source=player
|description=When a crossbow starts to load
|id=crossbow.loading.start
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Crossbow loading middle1.ogg
|sound2=Crossbow loading middle2.ogg
|sound3=Crossbow loading middle3.ogg
|sound4=Crossbow loading middle4.ogg
|source=player
|description=While a crossbow is loading and when a crossbow stops loading
|id=crossbow.loading.middle
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Crossbow loading end.ogg
|source=player
|description=''Unused sound event''
|id=crossbow.loading.end
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Crossbow quick charge one1.ogg
|sound2=Crossbow quick charge two1.ogg
|sound3=Crossbow quick charge three1.ogg
|source=player
|description=When a crossbow with Quick Charge starts to load
|id=crossbow.quick_charge.start
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Crossbow quick charge one2.ogg
|sound2=Crossbow quick charge two2.ogg
|sound3=Crossbow quick charge three2.ogg
|source=player
|description=While a crossbow with Quick Charge is loading
|id=crossbow.quick_charge.middle
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Crossbow quick charge one3.ogg
|sound2=Crossbow quick charge two3.ogg
|sound3=Crossbow quick charge three3.ogg
|source=player
|description=When a crossbow with Quick Charge stops loading
|id=crossbow.quick_charge.end
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Crossbow shoot1.ogg
|sound2=Crossbow shoot2.ogg
|sound3=Crossbow shoot3.ogg
|source=player
|description=When a crossbow fires
|id=crossbow.shoot
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Arrow hit1.ogg
|sound2=Arrow hit2.ogg
|sound3=Arrow hit3.ogg
|sound4=Arrow hit4.ogg
|source=player
|description=When an arrow hits a block or entity
|id=random.bowhit
|volume=1.0
|pitch=1.09-1.3}}
{{Sound table
|sound=Firework launch.ogg
|source=ambient
|description=When a crossbow fires a firework rocket
|id=firework.launch
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Random break.ogg
|source=player
|description=When a crossbow's durability is exhausted
|id=random.break
|volume=1.0
|pitch=0.9
|foot=1}}

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

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Crossbow
|spritetype=item
|nameid=crossbow
|id=575
|form=item
|foot=1}}

===Item data===

{{el|java}}:
{{main|Player.dat format}}
<div class="treeview" style="margin-top: 0;">
*{{nbt|compound|tag}}: The '''tag''' tag.
{{:Player.dat_format/Crossbow}}
</div>

{{el|bedrock}}:
: See [[Bedrock Edition level format/Item format]].

==Achievements==
{{load achievements|Sniper Duel;Archer;Bullseye}}

==Advancements==
{{load advancements|Take Aim;Bullseye;Sniper Duel;Ol' Betsy;Who's the Pillager Now;Two Birds;Arbalistic}}

==History==
{{History||September 29, 2018|link={{tweet|Minecraft|1046094916902965249}}|Crossbows are announced at [[MINECON Earth 2018]].}}
{{History|java}}
{{History||1.14|snap=18w43a|[[File:Crossbow.png|32px]] [[File:Crossbow Pull 0.png|32px]] [[File:Crossbow Pull 1.png|32px]] [[File:Crossbow Pull 2.png|32px]] [[File:Arrow Loaded Crossbow.png|32px]] [[File:Crossbow.png|32px]] [[File:Crossbow Pull 0.png|32px]] [[File:Crossbow Pull 1.png|32px]] [[File:Crossbow Pull 2.png|32px]] [[File:Firework Loaded Crossbow.png|32px]] [[File:Crossbow.png|32px]] Added crossbows.
|Crossbows can be enchanted with either the [[Quick Charge]] (Highest Level III), [[Piercing]] (Highest Level IV) or [[Multishot]] (Highest Level I).}}
{{History|||snap=18w47a|Crossbows can now be found inside loot [[chest]]s at the top of [[pillager outpost]]s.}}
{{History|||snap=19w11a|Fletcher [[villager]]s now [[trading|sell]] crossbows and enchanted crossbows.}}
{{History||1.16|snap=20w07a|[[File:Piglin with Crossbow.png|32px]] [[File:Piglin left handed with Crossbow.png|35px]] [[File:Piglin using one hand to hold a loaded crossbow JE1.png|35px]] Added [[piglin]]s, which can spawn with and [[drops|drop]] crossbows.}}
{{History|||snap=20w16a|Crossbows now generate randomly enchanted in [[bastion remnants]] chests.}}
{{History||1.18|snap=21w37a|Crossbow durability is increased to 465 to match {{edition|BE}}.}}
{{History||1.19.4|snap=23w07a|The crossbow recipes are no longer unlocked by [[stick]]s.}}
{{History|upcoming java}}
{{History||Villager Trade Rebalance<br>(Experimental)|link=Java Edition 1.20.2|snap=23w31a|Enchantments exclusive to crossbows are no longer obtainable from villager [[trading]].}}

{{History|bedrock}}
{{History||1.8.0|snap=beta 1.8.0.10|[[File:Crossbow.png|32px]] [[File: Crossbow Pull 0.png|32px]] [[File: Crossbow Pull 1.png|32px]] [[File: Crossbow Pull 2.png|32px]] [[File:Arrow Loaded Crossbow.png|32px]] [[File:Crossbow.png|32px]] [[File:Crossbow Pull 0.png|32px]] [[File:Crossbow Pull 1.png|32px]] [[File:Crossbow Pull 2.png|32px]] [[File:Firework Loaded Crossbow.png|32px]] [[File:Crossbow.png|32px]] Added crossbows.
|Crossbows are currently apart of [[Experimental Gameplay]].}}
{{History||1.9.0|snap=beta 1.9.0.0|Added [[pillager]]s, which use and [[drops|drop]] crossbows.}}
{{History|||snap=beta 1.9.0.3|Crossbows now appear bigger in a pillager's hand.}}
{{History||1.10.0|snap=beta 1.10.0.3|Crossbows are now fully implemented and separate from [[Experimental Gameplay]].
|Crossbows can now be found in [[pillager outpost]] [[chest]]s.}}
{{History||1.11.0|snap=beta 1.11.0.4|Unenchanted and [[enchanting|enchanted]] crossbows can now be [[trading|bought]] from fletcher [[villager]]s.}}
{{History||1.12.0|snap=beta 1.12.0.3|Journeyman-level fletcher villagers now have 100% chance to [[trading|sell]] unenchanted crossbow, rather than 50% chance.}}
{{History||1.16.0|snap=beta 1.16.0.51|[[File:Piglin with Crossbow BE.png|32px]] Added [[piglin]]s, which can spawn with and [[drops|drop]] crossbows.}}
{{History|||snap=beta 1.16.0.57|Crossbows now generate randomly enchanted in [[bastion remnants]] chests.}}

{{History|PS4}}
{{History||1.90|[[File:Crossbow.png|32px]] [[File: Crossbow Pull 0.png|32px]] [[File: Crossbow Pull 1.png|32px]] [[File: Crossbow Pull 2.png|32px]] [[File:Arrow Loaded Crossbow.png|32px]] [[File:Crossbow.png|32px]] [[File:Crossbow Pull 0.png|32px]] [[File:Crossbow Pull 1.png|32px]] [[File:Crossbow Pull 2.png|32px]] [[File:Firework Loaded Crossbow.png|32px]] [[File:Crossbow.png|32px]] Added crossbows.}}
{{History|foot}}

==Issues==
{{issue list}}

==Trivia==
*Alongside [[pillager]]s, crossbows were inspired by ''[[Minecraft Dungeons]]'', even though they were added in the base game first.<ref>{{cite|url=https://discord.com/channels/579770991056519194/818903542139453480/819631528593588244| title = March 2021 developper Q&A|website=discord.com|date=March 11, 2021}}</ref>
*Crossbows [[enchanting|enchanted]] with [[Quick Charge]] VI and above get stuck on the first frame on the recharging animation because the resulting charge time is negative, and the game never reaches the time markers that tell it to advance the animation or the reloading procedure itself. It is technically possible to charge such crossbows, but this would require overflowing the value that determines how long the crossbow has been charged. This takes such an amount of time that this is practically impossible: for example, charging a crossbow with Quick Charge VI would take 69.4 years to complete.
*Although Piercing allows arrows to bypass [[shield]]s, they can't get through the wither armor.
*The crossbow's first-person loading animation in [[Bedrock Edition]] is different from [[Java Edition]].
*Even if a crossbow is already wound with a projectile, when it drops on the ground, it always looks uncharged.<ref>{{bug|MC-137552}}</ref>
*In real life, crossbows don't shoot the same arrows as bows, rather they shoot shorter, thicker, and oftentimes fletchless arrows (usually called "bolts") made to withstand the crossbow's increased power, which can shatter conventional arrows.

==Gallery==
<gallery>
File:CrossbowMinecon.png|A crossbow shown at [[MINECON Earth 2018]].
File:PillagerMinecon.png|A [[pillager]] armed with a crossbow, shown at MINECON Earth 2018.
File:EquippingCrossbow.png|How the crossbow is equipped.
File:Enchanted_Crossbow.gif|An enchanted crossbow.
File:Steve_Charging_Crossbow.gif|Steve charging crossbow {{in|java}}.
File:Alex_Charging_Crossbow.gif|Alex charging crossbow {{in|java}}.
File:Pillager_Charging_Crossbow.gif|Pillager charging crossbow.
File:Piglin_Charging_Crossbow.gif|Piglin charging crossbow.
File:Crossbow_(MCD).png|The ''Minecraft Dungeons'' variant of the crossbow
</gallery>

== References ==
{{reflist}}

== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--crossbow Taking Inventory: Crossbow] – Minecraft.net on October 20, 2022

{{Items}}

[[Category:Combat]]
[[Category:Renewable resources]]

[[de:Armbrust]]
[[es:Ballesta]]
[[fr:Arbalète]]
[[it:Balestra]]
[[ja:クロスボウ]]
[[ko:쇠뇌]]
[[pl:Kusza]]
[[pt:Besta]]
[[ru:Арбалет]]
[[th:หน้าไม้]]
[[zh:弩]]</li></ul>
18w47aVillagers now hide in houses during raids.
Panicked Villager Villagers don't trade while a raid is ongoing, right-clicking them instead makes them emit sweat particles.
18w50aAdded new mason profession.
Villagers now have different skins based on biome (including swamps and jungles, which do not contain villages), as well as profession.
Desert Villager Base Desert Armorer Desert Butcher Desert Cartographer Desert Cleric Desert Farmer Desert Fisherman Desert Fletcher Desert Leatherworker Desert Librarian Desert Mason Desert Nitwit Desert Shepherd Desert Toolsmith Desert Weaponsmith Added desert villagers, which all have unique textures for that biome. These villagers also spawn badlands biomes.
Jungle Villager Base Jungle Armorer Jungle Butcher Jungle Cartographer Jungle Cleric Jungle Farmer Jungle Fisherman Jungle Fletcher Jungle Leatherworker Jungle Librarian Jungle Mason Jungle Nitwit Jungle Shepherd Jungle Toolsmith Jungle Weaponsmith Added jungle villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them.
Plains Villager Base Plains Armorer Plains Butcher Plains Cartographer Plains Cleric Plains Farmer Plains Fisherman Plains Fletcher Plains Leatherworker Plains Librarian Plains Mason Plains Nitwit Plains Shepherd Plains Toolsmith Plains Weaponsmith Added plains villagers, which all have unique textures for that biome.
Savanna Villager Base Savanna Armorer Savanna Butcher Savanna Cartographer Savanna Cleric Savanna Farmer Savanna Fisherman Savanna Fletcher Savanna Leatherworker Savanna Librarian Savanna Mason Savanna Nitwit Savanna Shepherd Savanna Toolsmith Savanna Weaponsmith Added savanna villagers, which all have unique textures for that biome.
Snowy Villager Base Snowy Armorer Snowy Butcher Snowy Cartographer Snowy Cleric Snowy Farmer Snowy Fisherman Snowy Fletcher Snowy Leatherworker Snowy Librarian Snowy Mason Snowy Nitwit Snowy Shepherd Snowy Toolsmith Snowy Weaponsmith Added snowy villagers, which all have unique textures in snowy biomes. These villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
Swamp Villager Base Swamp Armorer Swamp Butcher Swamp Cartographer Swamp Cleric Swamp Farmer Swamp Fisherman Swamp Fletcher Swamp Leatherworker Swamp Librarian Swamp Mason Swamp Nitwit Swamp Shepherd Swamp Toolsmith Swamp Weaponsmith Added swamp villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Taiga Villager Base Taiga Armorer Taiga Butcher Taiga Cartographer Taiga Cleric Taiga Farmer Taiga Fisherman Taiga Fletcher Taiga Leatherworker Taiga Librarian Taiga Mason Taiga Nitwit Taiga Shepherd Taiga Toolsmith Taiga Weaponsmith Added taiga villagers, which all have unique textures for the biome. These villagers also spawn in giant tree taiga and windswept hills biomes.
Desert Villager Base Jungle Villager Base Plains Villager Base Savanna Villager Base Snowy Villager Base Swamp Villager Base Taiga Villager Base Added baby villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Villagers now have five tiers and show which trade tier they've unlocked, by a badge of a varying material on their suit. The first trade tier appears as a stone badge, the next iron, then gold, emerald and finally diamond.
Villagers now run away from and get infected by giants.
19w03aVillagers no longer run away from nor get infected by giants.
19w11aAdded many new villager trades, for each villager profession.
Villager trading prices now also depend on the player's popularity in the village.
Villagers now resupply their trades up to two times a day, if they get to work at a job site block.
The villager trading UI has been updated.
Villagers now level up in a new way.
Villagers now have a daily schedule. They go to work and meet up at the village bell. Each villager tries to find its own bed and job site block. Each profession has a specific block that works as a job site block for them (e.g. lectern for the librarian and cauldron for the leatherworker).
Villagers now sleep in beds at night.
Iron golems now spawn when enough villagers meet.
19w13aVillagers can now trade during raids.
Villagers now sweat during raids.
Villagers now hide in houses when a bell is rung by the player.
Villagers now throw gifts to players with the different Hero of the Village status effects, with the gift item depending on their profession. Baby villagers throw poppies.
19w13bThe trading UI of villagers has been revamped.
Available trades are now listed in a left sidebar, similar to Bedrock Edition.
When players have the required materials, clicking on one of the trades now put the items into the slots automatically.
19w14aNitwit refusing Villager refusing Nitwits and unemployed villagers now shake their head and grunt if the player tries to trade with them.
Pre-Release 1Fletcher villagers no longer sell luck arrows.
100% of villager trades are now discounted when the player has the Hero of the Village effect.
1.14.3
{{Extension DPL}}<ul><li>[[:Category:Minecraft: Story Mode items|Category:Minecraft: Story Mode items]]<br/>[[Category:Minecraft: Story Mode]]
[[Category:Items]]</li><li>[[Splash Potion|Splash Potion]]<br/>{{about|the throwable potions|the drinkable potions|Potion|the throwable potions that leave a lingering area of effect|Lingering Potion}}
{{Item
| image = <gallery>
Splash Water Bottle.png | Water Bottle
Uncraftable Splash Potion.png | Uncraftable
</gallery>
| extratext = View [[#Gallery|all renders]]
| renewable = '''Uncraftable, Luck{{only|je|short=1}}, Decay{{only|be|short=1}}''': No<br>
'''All others''': Yes
| stackable = No
}}

'''Splash potions''' are a variant of [[potion]]s that can be thrown.

== Obtaining ==

=== Brewing ===
{{main|Brewing}}
{{brewing
  |Gunpowder
  |Any Splash Potion
  |base= Any Potion
}}

Splash potions are brewed by adding gunpowder to a normal potion, including uncraftable potions of luck{{only|java|short=1}} and decay{{only|be|short=1}}.

=== Natural generation ===
One splash potion of weakness can be found in a [[brewing stand]] inside an [[igloo]] basement.

=== Filling bottles ===
Using a glass bottle on a [[cauldron]] that contains splash potion turns it into a bottle of that splash potion, this also removes {{frac|1|3}} of the cauldron's content.{{only|bedrock}}

=== Bartering ===
[[Piglin]]s have a 1.74% chance of [[barter]]ing a splash potion of Fire Resistance when given a [[gold ingot]].

{{anchor|Area of effect}} <!-- compatibility anchor -->

== Usage ==

===Brewing===
{{Brewing
|Dragon's Breath
|Any Lingering Potion
|ingredients=[[Dragon's Breath|Dragon's breath]] + <br>any splash potion
}}

[[Lingering potions]] are brewed by adding dragon's breath to a splash potion.

===Using===

Splash potions are thrown by {{control|using}} them. On impact they explode, applying [[status effect]]s to nearby entities. When thrown by the player, they have a range of 8 blocks if thrown at the best angle. The bottle is lost, unlike drinkable [[potion]]s. Entities within an 8.25×8.25×4.25 cuboid centered on the thrown potion at impact and within 4 blocks euclidean distance of the thrown potion<ref group="n">Specifically its lower-north-west corner; the potion entity like most thrown entities is 0.25×0.25×0.25 blocks.</ref> at impact are affected.

{{IN|Bedrock}}, splash potions' effects have only three-fourths of the duration of the drinkable form. {{IN|Java}}, splash and drinkable forms have the same duration.

If the potion directly collides with an entity, the entity gets the full duration and potency of the effect. Otherwise, the farther away the entity is from the center of the impact, the lesser the imbued effect. For instant effects (i.e. Healing or Harming), the potency of the effect reduces linearly from 100% on a direct hit to 0% at 4 blocks' distance. For other effects, the potency is unchanged, but the duration decreases linearly on the same scale (rounded to the nearest {{frac|1|20}} second), with no effect being applied if the duration would be 1 second or less.

=== Splash water bottles ===

Splash water bottles have no effect on almost all entities, but they extinguish fire in the block hit and the four blocks horizontally surrounding it.

A splash water bottle deals {{hp|1}} damage to [[endermen]], [[strider]]s, [[snow golem]]s, and [[blaze]]s; however, endermen have a chance of teleporting away if hit with one.

Splash water bottles can extinguish a burning entity.

==== Mud ====

Splash water bottles can be {{control|used}} on [[dirt]], [[coarse dirt]], or [[rooted dirt]] to turn it into [[mud]].

=== Filling cauldrons ===

{{IN|bedrock}}, using a splash potion on a cauldron adds one level of that potion to the cauldron. Attempting to add a splash potion to a cauldron with water, dyed water or a non-matching potion empties the cauldron and creates an explosion sound (but no actual explosion).

=== Uncraftable splash potion ===

{{IN|java}}, the uncraftable potion is a splash potion with no effect that is unobtainable in regular gameplay. It is also available in potion and lingering potion forms, as well as for tipped arrows.

It can be obtained in two distinct (though functionally identical) variants, using the following commands: {{cmd|give @s minecraft:splash_potion{Potion:"minecraft:empty"} }} or {{cmd|give @s minecraft:splash_potion }}. It is also obtained any time a potion has invalid or missing potion effect tags, and thus serves as a placeholder.

{| class="wikitable" style="text-align: center;" data-description="Unused potions"
! Icon
! Name
|-
| {{Slot|Uncraftable Splash Potion|link=none}}
! Uncraftable Splash Potion
|}

== Custom effects ==

{{IN|java}}, splash potions can be obtained with any status effect using {{cmd|give}} and the tag <code>CustomPotionEffects</code>, which is an array of effects for the potion. See [[Item format#Potion Effects]] for more information, and [[status effect]] for a list of effects and IDs.

== Sounds ==
{{edition|java}}:<br>
Splash potions use the Friendly Creatures sound category for entity-dependent sound events.
{{Sound table
|sound=Glass dig1.ogg
|sound2=Glass dig2.ogg
|sound3=Glass dig3.ogg
|subtitle=Bottle smashes
|source=neutral
|description=When a splash potion impacts something
|id=entity.splash_potion.break
|translationkey=subtitles.entity.potion.splash
|volume=1.0
|pitch=0.9-1.0
|distance=16}}
{{Sound table
|sound=Bow shoot.ogg
|subtitle=Bottle thrown
|source=player
|description=When a splash potion is thrown by a player
|id=entity.splash_potion.throw
|translationkey=subtitles.entity.potion.throw
|volume=0.5
|pitch={{frac|1|3}}-0.5
|distance=16}}
{{Sound table
|sound=Witch throw1.ogg
|sound2=Witch throw2.ogg
|sound3=Witch throw3.ogg
|subtitle=Witch throws
|description=When a splash potion is thrown by a [[witch]]
|source=hostile
|id=entity.witch.throw
|translationkey=subtitles.entity.witch.throw
|volume=1.0
|pitch=0.8-1.2
|distance=16}}
{{Sound table
|sound=Bow shoot.ogg
|subtitle=Dispensed item
|source=block
|description=When a splash potion is dispensed from a [[dispenser]]
|id=block.dispenser.launch
|translationkey=subtitles.block.dispenser.dispense
|volume=1.0
|pitch=1.2
|distance=16
|foot=1}}

{{edition|bedrock}}:
{{Sound table
|type=bedrock
|sound=Glass dig1.ogg
|sound2=Glass dig2.ogg
|sound3=Glass dig3.ogg
|source=block
|description=When a splash potion impacts something
|id=random.glass
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Bow shoot.ogg
|source=player
|description=When a splash potion is thrown by a player
|id=random.bow
|volume=0.5
|pitch=0.33-0.5}}
{{Sound table
|sound=Witch throw1.ogg
|sound2=Witch throw2.ogg
|sound3=Witch throw3.ogg
|source=hostile
|description=When a splash potion is thrown by a witch
|id=mob.witch.throw
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Bow shoot.ogg
|source=player
|description=When a splash potion is dispensed from a dispenser
|id=random.bow
|volume=1.0
|pitch=0.83-1.25
|foot=1}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Splash Potion
|spritetype=item
|nameid=splash_potion
|form=item
|translationkey=item.minecraft.splash_potion,item.minecraft.splash_potion.effect.empty,item.minecraft.splash_potion.effect.water,item.minecraft.splash_potion.effect.mundane,item.minecraft.splash_potion.effect.thick,item.minecraft.splash_potion.effect.awkward,item.minecraft.splash_potion.effect.night_vision,item.minecraft.splash_potion.effect.invisibility,item.minecraft.splash_potion.effect.leaping,item.minecraft.splash_potion.effect.fire_resistance,item.minecraft.splash_potion.effect.swiftness,item.minecraft.splash_potion.effect.slowness,item.minecraft.splash_potion.effect.water_breathing,item.minecraft.splash_potion.effect.healing,item.minecraft.splash_potion.effect.harming,item.minecraft.splash_potion.effect.poison,item.minecraft.splash_potion.effect.regeneration,item.minecraft.splash_potion.effect.strength,item.minecraft.splash_potion.effect.weakness,item.minecraft.splash_potion.effect.levitation,item.minecraft.splash_potion.effect.luck,item.minecraft.splash_potion.effect.turtle_master,item.minecraft.splash_potion.effect.slow_falling
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Splash Potion
|spritetype=item
|nameid=splash_potion
|id=561
|form=item
|translationkey=potion.emptyPotion.splash.name,potion.mundane.splash.name,potion.mundane.extended.splash.name,potion.thick.splash.name,potion.awkward.splash.name,potion.nightVision.splash.name,potion.invisibility.splash.name,potion.jump.splash.name,potion.fireResistance.splash.name,potion.moveSpeed.splash.name,potion.moveSlowdown.splash.name,potion.heal.splash.name,potion.harm.splash.name,potion.poison.splash.name,potion.regeneration.splash.name,potion.damageBoost.splash.name,potion.weakness.splash.name,potion.wither.splash.name,potion.turtleMaster.splash.name,potion.slowFalling.splash.name
|foot=1}}

=== Item data ===

<div class="treeview">
* {{nbt|compound|tag}}: The item's '''tag''' tag.
{{:Player.dat_format/Potion}}
</div>

=== Entity ===

{{Entity
| title = Thrown splash potion
| networkid = '''JE:''' 73
}}

==== ID ====
{{edition|java}}:
{{ID table
|generatetranslationkeys=java
|displayname=Splash Potion
|spritetype=entity
|nameid=potion
|foot=1}}

{{edition|bedrock}}:
{{ID table
|shownumericids=y
|generatetranslationkeys=bedrock
|displayname=Splash Potion
|spritetype=entity
|nameid=splash_potion
|id=86
|foot=1}}

==== Entity data ====
{{see also|Chunk format|Potions#Data values|title2=Potion data values}}
Splash potions when thrown have entity data that define various properties of the entity.

{{/ED}}

== Achievements ==
{{load achievements|Stayin' Frosty;Zombie Doctor;Taste of your own Medicine;Free Diver}}

== Advancements ==
{{load advancements|Zombie Doctor;A Furious Cocktail;How Did We Get Here}}

== Video ==

<div style="text-align:center">{{yt|cuN6VdcUfLE}}</div>

== History ==
{{Info needed section|Splash Potion of Weakness; }}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease 4|[[File:Splash Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Splash Potion of Swiftness JE1 BE1.png|32px]] [[File:Splash Potion of Slowness JE1 BE1.png|32px]] [[File:Splash Potion of Healing JE1 BE1.png|32px]] [[File:Splash Potion of Harming JE1 BE1.png|32px]] [[File:Splash Potion of Poison JE1 BE1.png|32px]] [[File:Splash Potion of Regeneration JE1 BE1.png|32px]] [[File:Splash Potion of Strength JE1 BE1.png|32px]] [[File:Splash Potion of Weakness JE1 BE1.png|32px]] Added splash potions.}}
{{History||link=http://www.reddit.com/r/Minecraft/comments/lbrqq/water_balloons/c2rey4s?context=3|Oct 14, 2011|[[Jeb]] had commented that while splash water bottles should logically harm [[endermen]] and [[blaze]]s, its coding would be more difficult to implement than is worthwhile.}}
{{History||1.3.1|snap=12w17a|Splash potions are no longer depleted from the [[player]]'s [[inventory]] when used in [[creative]].}}
{{History|||snap=12w22a|Splash potions have been added to the new creative item selection from [[Java Edition 12w21b|12w21b]]. This includes extended-enhanced potions with both extended duration and enhanced effect for four potion effects.}}
{{History||1.4.2|snap=12w32a|[[File:Splash Potion of Night Vision JE1 BE1.png|32px]] Added splash potions of [[Night Vision]].
|Splash potions of Night Vision are currently not yet [[brewing|brewable]].}}
{{History|||snap=12w34a|[[File:Splash Potion of Invisibility JE1 BE1.png|32px]] Added splash potions of [[Invisibility]].
|Splash potions of Night Vision are now brewable.}}
{{History|||snap=12w38a|[[Witch]]es now use splash potions for attacking.}}
{{History|||snap=12w39b|Custom [[potion]]s can now be created with a world editor.<ref>http://www.youtube.com/watch?v=2D8OcQ1zyzY</ref>}}
{{History||1.5|snap=?|Extended-enhanced potions are no longer available in the Creative inventory for all four potion effects. {{info needed}}{{verify}}<!--only checked v1.4.7 and v1.5.2, but did not check any version in between, please check all-->}}
{{History||1.7.2|snap=13w36a|[[File:Splash Potion of Water Breathing JE1 BE1.png|32px]] Added splash potions of [[Water Breathing]].}}
{{History||1.8|snap=14w27a|[[File:Splash Potion of Leaping JE1 BE1.png|32px]] Added splash potions of [[Leaping]].}}
{{History||1.8.1|snap=pre1|Splash potions of Leaping can now be extended.}}
{{History||1.9|snap=15w31a|[[File:Splash Water Bottle JE1 BE1.png|32px]] [[File:Splash Water Bottle JE1 BE1.png|32px]] [[File:Splash Water Bottle JE1 BE1.png|32px]] [[File:Splash Water Bottle JE1 BE1.png|32px]] Added splash water bottles, mundane, thick, and awkward splash potions.
|Splash potions no longer only have 75% of the durations from their corresponding normal potions.}}
{{History|||snap=15w33a|Splash potions are now used to brew [[lingering potion]]s.}}
{{History|||snap=15w33c|Splash potions can now be placed in [[brewing stand]]s.}}
{{History|||snap=15w34a|Splash water bottles now just extinguish [[fire]], without placing flowing [[water]].}}
{{History|||snap=15w43a|A splash potion of weakness can now be found in the [[brewing stand]] in an [[igloo]] basement.}}
{{History|||snap=15w44b|[[File:Uncraftable Splash Potion JE1.png|32px]] [[File:Splash Potion of Luck JE1.png|32px]] Added uncraftable splash potions and splash potions of [[Luck]].}}
{{History|||snap=15w49a|Splash potions, like all throwable projectiles, now take the thrower's motion into account.}}
{{History||1.11|snap=16w32a|The [[entity]] ID has been changed from <code>ThrownPotion</code> to <code>potion</code>.}}
{{History|||snap=16w35a|Splash water bottles now deal {{hp|1}} [[damage]] to [[endermen]] and [[blaze]]s.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 438.}}
{{History|||snap=18w07a|[[File:Splash Potion of the Turtle Master JE1 BE1.png|32px]] Added splash potions of the Turtle Master.}}
{{History|||snap=18w14a|[[File:Splash Potion of Slow Falling JE1 BE1.png|32px]] Added splash potions of [[Slow Falling]].}}
{{History||1.14|snap=18w43a|[[File:Uncraftable Splash Potion JE2.png|32px]] [[File:Splash Water Bottle JE2 BE2.png|32px]] [[File:Splash Potion of Night Vision JE2 BE2.png|32px]] [[File:Splash Potion of Invisibility JE2 BE2.png|32px]] [[File:Splash Potion of Leaping JE2 BE2.png|32px]] [[File:Splash Potion of Fire Resistance JE2 BE2.png|32px]] [[File:Splash Potion of Swiftness JE2 BE2.png|32px]] [[File:Splash Potion of Slowness JE2 BE2.png|32px]] [[File:Splash Potion of the Turtle Master JE2 BE2.png|32px]] [[File:Splash Potion of Water Breathing JE2 BE2.png|32px]] [[File:Splash Potion of Healing JE2 BE2.png|32px]] [[File:Splash Potion of Harming JE2 BE2.png|32px]] [[File:Splash Potion of Poison JE2 BE2.png|32px]] [[File:Splash Potion of Regeneration JE2 BE2.png|32px]] [[File:Splash Potion of Strength JE2 BE2.png|32px]] [[File:Splash Potion of Weakness JE2 BE2.png|32px]] [[File:Splash Potion of Luck JE2.png|32px]] [[File:Splash Potion of Slow Falling JE2 BE2.png|32px]] The textures of splash potions have been changed.}}
{{History||1.16|snap=20w09a|[[Fire resistance]] splash potions can now be obtained through [[bartering]].}}
{{History||1.19|snap=22w11a|Splash water bottles can now be {{control|used}} on [[dirt]], [[coarse dirt]], or [[rooted dirt]] to turn it into [[mud]].}}
{{History||1.19.3|snap=22w43a|Splash water bottles can now extinguish burning entities.<ref>{{bug|MC-189911|||Fixed}}</ref>}}
{{History||1.19.4|snap=Pre-release 1|Splash potions no longer have an enchantment glint.}}
{{History|||snap=Pre-release 3|[[File:Splash Potion of Night Vision JE3.png|32px]] [[File:Splash Potion of Invisibility JE3.png|32px]] [[File:Splash Potion of Leaping JE3.png|32px]] [[File:Splash Potion of Fire Resistance JE3.png|32px]] [[File:Splash Potion of Swiftness JE3.png|32px]] [[File:Splash Potion of Slowness JE3.png|32px]] [[File:Splash Potion of the Turtle Master JE3.png|32px]] [[File:Splash Potion of Water Breathing JE3.png|32px]] [[File:Splash Potion of Harming JE3.png|32px]] [[File:Splash Potion of Poison JE3.png|32px]] [[File:Splash Potion of Strength JE3.png|32px]] Changed colors of the following splash potions: Night Vision, Invisibility, Leaping, Fire Resistance, Swiftness, Slowness, Turtle Master, Water Breathing, Harming, Poison, Strength, Resistance.}}
{{History||1.20|snap=23w12a|Wither [[effect]] particle colors have been adjusted to make them more distinguishable.
|The splash potion of [[Slow Falling]] has had its color tweaked to make it more distinguishable from the splash potion of [[Invisibility]].}}

{{History|pocket alpha}}
{{History||v0.12.1|snap=build 1|[[File:Splash Water Bottle JE1 BE1.png|32px]] [[File:Splash Potion of Night Vision JE1 BE1.png|32px]] [[File:Splash Potion of Invisibility JE1 BE1.png|32px]] [[File:Splash Potion of Leaping JE1 BE1.png|32px]] [[File:Splash Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Splash Potion of Swiftness JE1 BE1.png|32px]] [[File:Splash Potion of Slowness JE1 BE1.png|32px]] [[File:Splash Potion of Water Breathing JE1 BE1.png|32px]] [[File:Splash Potion of Healing JE1 BE1.png|32px]] [[File:Splash Potion of Harming JE1 BE1.png|32px]] [[File:Splash Potion of Poison JE1 BE1.png|32px]] [[File:Splash Potion of Regeneration JE1 BE1.png|32px]] [[File:Splash Potion of Strength JE1 BE1.png|32px]] [[File:Splash Potion of Weakness JE1 BE1.png|32px]] Added splash potions.
|Splash water bottles, mundane, long mundane, thick, and awkward splash potions are all available in the Creative inventory.}}
{{History||v0.13.0|snap=build 1|Splash potions of [[Leaping]] are now obtainable in [[survival]].}}
{{History||v0.14.0|snap=build 1|Splash potions can now be used to fill [[cauldron]]s.
|A cauldron now can be filled by splash potions and can be emptied using a [[glass bottle]], which turn into the corresponding splash potion.
|[[Witch]]es now use splash potions for attacking.}}
{{History||?|Splash water bottles now deal {{hp|1}} [[damage]] to [[endermen]] and [[blaze]]s.
|Splash water bottles now just extinguish [[fire]], without placing flowing [[water]].}}
{{History||v0.16.0|snap=build 4|[[File:Splash Potion of Decay BE1.png|32px]] As a version exclusive, added splash potions of [[Decay]].}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Splash potions can now be used to brew [[lingering potion]]s.
|A splash potion of weakness can now be found in the [[brewing stand]] in an [[igloo]] basement.}}
{{History|bedrock}}
{{History||1.5.0|snap=beta 1.5.0.4|[[File:Splash Potion of the Turtle Master JE1 BE1.png|32px]] Added splash potions of the Turtle Master.}}
{{History||1.6.0|snap=beta 1.6.0.5|[[File:Splash Potion of Slow Falling JE1 BE1.png|32px]] Added splash potions of [[Slow Falling]].}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Splash Water Bottle JE2 BE2.png|32px]] [[File:Splash Potion of Night Vision JE2 BE2.png|32px]] [[File:Splash Potion of Invisibility JE2 BE2.png|32px]] [[File:Splash Potion of Leaping JE2 BE2.png|32px]] [[File:Splash Potion of Fire Resistance JE2 BE2.png|32px]] [[File:Splash Potion of Swiftness JE2 BE2.png|32px]] [[File:Splash Potion of Slowness JE2 BE2.png|32px]] [[File:Splash Potion of Water Breathing JE2 BE2.png|32px]] [[File:Splash Potion of Healing JE2 BE2.png|32px]] [[File:Splash Potion of Harming JE2 BE2.png|32px]] [[File:Splash Potion of Poison JE2 BE2.png|32px]] [[File:Splash Potion of Regeneration JE2 BE2.png|32px]] [[File:Splash Potion of Strength JE2 BE2.png|32px]] [[File:Splash Potion of Weakness JE2 BE2.png|32px]] [[File:Splash Potion of Decay BE2.png|32px]] [[File:Splash Potion of the Turtle Master JE2 BE2.png|32px]] [[File:Splash Potion of Slow Falling JE2 BE2.png|32px]] The textures of splash potions have been changed.}}
{{History||1.16.0|snap=beta 1.16.0.57|[[Fire resistance]] splash potions can now be obtained through [[bartering]].}}
{{History||1.19.80|snap=beta 1.19.80.21|Changed potion colors for the following splash potions: Fire Resistance, Harming, Invisibility, Leaping, Night Vision, Poison, Slowness, Strength, Swiftness, Turtle Master, and Water Breathing.
|Removed enchantment glint from splash potions.}}

{{History|console}}
{{History||xbox=TU7|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Splash Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Splash Potion of Swiftness JE1 BE1.png|32px]] [[File:Splash Potion of Slowness JE1 BE1.png|32px]] [[File:Splash Potion of Healing JE1 BE1.png|32px]] [[File:Splash Potion of Harming JE1 BE1.png|32px]] [[File:Splash Potion of Poison JE1 BE1.png|32px]] [[File:Splash Potion of Regeneration JE1 BE1.png|32px]] [[File:Splash Potion of Strength JE1 BE1.png|32px]] [[File:Splash Potion of Weakness JE1 BE1.png|32px]] Added splash potions.}}
{{History||xbox=TU14|ps=1.04|[[File:Splash Potion of Night Vision JE1 BE1.png|32px]] [[File:Splash Potion of Invisibility JE1 BE1.png|32px]] Added splash potions of [[Night Vision]] and splash potions of [[Invisibility]].
|Extended-enhanced potions are now listed individually for four potion effects.}}
{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|[[File:Splash Potion of Leaping JE1 BE1.png|32px]] [[File:Splash Potion of Water Breathing JE1 BE1.png|32px]] Added splash potions of [[Leaping]] and splash potions of [[Water Breathing]]. These are both available in four variants unlike ''Java'' and ''Bedrock'' where the latter group only added two variants of water breathing and three variants for leaping.}}
{{History||xbox=TU46|xbone=CU36|ps=1.38|wiiu=Patch 15|switch=1.0.1|[[File:Splash Water Bottle JE1 BE1.png|32px]] Added splash [[water bottle]]s.
|[[File:Splash Potion of Luck JE1.png|32px]] Added splash potions of [[Luck]].
|Added [[lingering potion]]s, which can be [[brewing|brewed]] with splash potions to create [[dragon's breath]].
|Added dragon's breath, which can be brewed from lingering potions and splash potions.
|Splash potions no longer only have 75% of the durations from their corresponding normal potions.
|Removed all types of extended-enhanced potions for all five potion effects.}}
{{History||xbox=TU54|xbone=CU44|ps=1.52|wiiu=Patch 24|switch=1.0.4|Splash water bottles now deal {{hp|1}} [[damage]] to [[endermen]] and [[blaze]]s.}}
{{History||xbox=TU57|xbone=CU49|ps=1.56|wiiu=Patch 27|switch=1.0.7|Splash potions once again only have 75% of the duration from their corresponding normal potions.}}
{{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|[[File:Splash Potion of Decay BE1.png|32px]] [[File:Splash Potion of the Turtle Master JE1 BE1.png|32px]] [[File:Splash Potion of Slow Falling JE1 BE1.png|32px]] Added splash potions of [[Decay]], Turtle Master, and [[Slow Falling]].}}

{{History|New 3DS}}
{{History||0.1.0|[[File:Splash Water Bottle JE1 BE1.png|32px]] [[File:Splash Potion of Night Vision JE1 BE1.png|32px]] [[File:Splash Potion of Invisibility JE1 BE1.png|32px]] [[File:Splash Potion of Leaping JE1 BE1.png|32px]] [[File:Splash Potion of Fire Resistance JE1 BE1.png|32px]] [[File:Splash Potion of Swiftness JE1 BE1.png|32px]] [[File:Splash Potion of Slowness JE1 BE1.png|32px]] [[File:Splash Potion of Water Breathing JE1 BE1.png|32px]] [[File:Splash Potion of Healing JE1 BE1.png|32px]] [[File:Splash Potion of Harming JE1 BE1.png|32px]] [[File:Splash Potion of Poison JE1 BE1.png|32px]] [[File:Splash Potion of Regeneration JE1 BE1.png|32px]] [[File:Splash Potion of Strength JE1 BE1.png|32px]] [[File:Splash Potion of Weakness JE1 BE1.png|32px]] Added splash potions.
|Splash water bottles, mundane, thick, and awkward splash potions are all available in the Creative inventory.}}
{{History||1.3.12|[[File:Splash Potion of Decay BE1.png|32px]] Added splash potions of [[Decay]].}}
{{History|foot}}

==Issues==
{{issue list}}

==Trivia==
*If an enderman is targeted directly by a splash potion, it teleports away before the potion can affect it. However, if an enderman is caught in the splash radius of a potion not aimed at it, it takes damage from the potion.
*If killed by a splash potion of harming, the death message would be: ''<player> was killed by <attacker> using magic''
*A thrown splash potion faces toward the [[player]] in first-person view, while it appears rotated horizontally in third-person view. This is the case for all throwable [[item]]s ([[ender pearl]]s, [[eggs]], [[snowball]]s, and all throwable potions).

==Unused splash potions==
[[Bedrock Edition]] has [[History of textures/Unused textures#Unused potions|unused splash potion textures]] for several [[effect]]s, along with their [[Potion#Unused potions|normal variants]]. These effects are: [[Absorption]], [[Blindness]], [[Haste]], [[Health Boost]], [[Hunger]], [[Mining Fatigue]], [[Nausea]], [[Resistance]], [[Saturation]], and [[Levitation]], as well as the [[Luck]] potion textures also present in [[Java Edition]]. These unused textures were added along with the other potion textures in [[Pocket Edition v0.12.1 alpha]], except for the potion of levitation, which was added in [[Pocket Edition 1.0.0]]. The textures were changed along with the other potion textures during the [[texture update]] in [[Bedrock Edition 1.10.0]]. Strangely, the potion of levitation texture is a duplicate of the splash potion of levitation texture.
<gallery>
Splash Potion of Absorption BE2.png|Splash Potion of Absorption
Splash Potion of Blindness BE2.png|Splash Potion of Blindness
Splash Potion of Haste BE2.png|Splash Potion of Haste
Splash Potion of Health Boost BE2.png|Splash Potion of Health Boost
Splash Potion of Hunger BE2.png|Splash Potion of Hunger
Splash Potion of Mining Fatigue BE2.png|Splash Potion of Mining Fatigue
Splash Potion of Nausea BE2.png|Splash Potion of Nausea
Splash Potion of Resistance BE2.png|Splash Potion of Resistance
Splash Potion of Saturation BE2.png|Splash Potion of Saturation
Potion of Levitation BE2.png|Splash Potion of Levitation
</gallery>

== Gallery ==
<gallery>
Splash Water Bottle.png|Splash water bottle
Splash Potion of Night Vision.png|Night Vision
Splash Potion of Invisibility.png|Invisibility
Splash Potion of Leaping.png|Leaping
Splash Potion of Fire Resistance.png|Fire Resistance
Splash Potion of Swiftness.png|Swiftness
Splash Potion of Slowness.png|Slowness
Splash Potion of the Turtle Master.png|Turtle Master
Splash Potion of Water Breathing.png|Water Breathing
Splash Potion of Healing.png|Healing
Splash Potion of Harming.png|Harming
Splash Potion of Poison.png|Poison
Splash Potion of Regeneration.png|Regeneration
Splash Potion of Strength.png|Strength
Splash Potion of Weakness.png|Weakness
Splash Potion of Slow Falling.png|Slow Falling
Splash Potion of Luck.png|Luck
Splash Potion of Decay.png|Decay
Uncraftable Splash Potion.png|Uncraftable splash potion
</gallery>
=== Other ===
<gallery>
Splash Potion Weakness.png|A splash potion hovered over in a brewing stand
Splash Potion Radius.png|Splash potions' area of effect
</gallery>

== See also==
* {{ItemLink|Glass Bottle}}
* {{ItemLink|Lingering Potion}}
* {{ItemLink|Bottle o' Enchanting}}

== Notes ==
{{notelist|n}}

== References ==
{{reflist}}

== External links ==
* [http://www.minecraftforum.net/topic/673147-all-about-potions-and-brewing-19-reference-guidepics-and-a-mod-download-to-make-them-usable/ Minecraft Forum: All About Potions And Brewing - 1.9 Reference Guide]
* [http://potioncraft.net/ Minecraft Potions - A Visual Guide]

{{Items}}
{{entities}}

[[Category:Combat]]

[[cs:Vrhací lektvar]]
[[de:Wurftrank]]
[[fr:Potion jetable]]
[[ja:スプラッシュポーション]]
[[ko:투척용 물약]]
[[nl:Spattende dranken]]
[[pl:Mikstury miotane]]
[[pt:Poção arremessável]]
[[ru:Взрывающиеся зелья]]
[[zh:喷溅药水]]</li></ul>
pre1Panicking villagers now have a higher chance of spawning iron golems.
Farmer villagers now spend more time farming when they are working.
Farmer villagers now always give away food even if other villagers do not need it.
pre2Panicked villagers now have to work and sleep, so they cannot be in a state of panic all the time.
The "last slept" and "last worked" properties for villagers are now saved properly.
1.14.4
{{Extension DPL}}<ul><li>[[Mushroom Stew|Mushroom Stew]]<br/>{{Item
| title = Mushroom Stew
| image = Mushroom Stew.png
| renewable = Yes
| heals = {{hunger|6}}
| stackable = No
}}
'''Mushroom stew''' is a [[food]] item.

== Obtaining ==
=== Harvesting ===
Mushroom stew can be obtained by “milking” a [[mooshroom]] with an empty [[bowl]]. This is accomplished by {{Control|using}} a bowl on a mooshroom. The bowl gets replaced by the mushroom stew item. There is no cooldown for doing so.

If a stack of more than one bowl is used on a mooshroom, only one bowl is consumed, and the mushroom stew goes into an empty inventory slot, or is dropped if the player's inventory is full.

=== Crafting ===
{{Crafting
|Red Mushroom
|Brown Mushroom
|Bowl
|Output= Mushroom Stew
|type= Foodstuff
}}

== Usage ==
=== Food ===
{{see also|Tutorials/Hunger management|title1=Hunger management}}
To eat mushroom stew, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|6}} [[hunger]] and 7.2 hunger 
[[Hunger#Mechanics|saturation]].

The bowl is returned to the player empty after the mushroom stew has been eaten, and can be reused to craft more, similarly to [[Rabbit Stew|rabbit stew]] and [[Beetroot Soup|beetroot soup]].

== Sounds ==
=== Generic ===
{{Sound table/Entity/Food}}
=== Unique ===
{{Edition|Java}}:
{{Sound table
|sound=Mooshroom milk1.ogg
|sound2=Mooshroom milk2.ogg
|sound3=Mooshroom milk3.ogg
|subtitle=Mooshroom gets milked 
|source=neutral
|description=When a mooshroom is milked with a bowl
|id=entity.mooshroom.milk
|translationkey=subtitles.entity.mooshroom.milk
|volume=1.0
|pitch=''varies'' <ref group=sound name=milkpitch>Can be 1.0, 0.9, or 1.1 for each sound</ref>
|distance=16
|foot=1}}

{{Edition|Bedrock}}:
{{Sound table
|type=bedrock
|sound=Mooshroom milk1.ogg
|sound2=Mooshroom milk2.ogg
|sound3=Mooshroom milk3.ogg
|subtitle=Mooshroom gets milked 
|source=Friendly Creatures
|description=When a mooshroom is milked with a bowl
|id=mob.mooshroom.suspicious_milk
|volume=1.0/0.9/1.1
|pitch=1.0
|foot=1}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Mushroom Stew
|spritetype=item
|nameid=mushroom_stew
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Mushroom Stew
|spritetype=item
|nameid=mushroom_stew
|id=260
|form=item
|foot=1}}

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

== History ==
{{History|java indev}}
{{History||0.31|snap=20100130|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.
|Restores {{hp|8}} [[health]].}}
{{History||20100206|Mushroom stew now restores {{hp|10}} health.}}
{{History|java beta}}
{{History||1.6|snap=Test Build 3|[[Mushroom]] spreading mechanic added, making mushroom stew [[renewable]].}}
{{History||1.8|snap=Pre-release|Now restores {{hunger|8}} [[hunger]].}}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease|More fungi sources have now been introduced with the addition of the [[Mushroom Fields|mushroom biome]]. 
|A [[mooshroom]] can now be "milked" with a [[bowl]] to obtain mushroom stew.}}
{{History|||snap=Beta 1.9 Prerelease 3|Mushroom stew can now be crafted in the [[2×2 crafting grid]] in the [[inventory]]. Previously, the crafting recipe was shaped, now it's shapeless.}}
{{History||1.2.5|snap=release|The [[player]] milking a [[mooshroom]] with a stack of [[bowl]]s no longer results in receiving back a single bowl of mushroom stew.}}
{{History||1.4.2|snap=?|Mushroom stew now restores {{Hunger|6}} instead of {{Hunger|8}}.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 282.}}
{{History||1.14|snap=18w43a|[[File:Mushroom Stew JE2 BE2.png|32px]] The texture of mushroom stew has now been changed.}}
{{History||1.16|snap=Pre-release 1|Mooshrooms can now be milked for mushroom stew in Creative mode.<ref>{{Cite bug|MC|90969|Cannot get mushroom stew from mooshrooms / milk from cows in creative mode|date=October 19, 2015}}</ref>}}

{{History|pocket alpha}}
{{History||v0.4.0|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.}}
{{History||v0.5.0|Mushroom stew now restores {{hp|8}} instead of {{hp|4}}.}}
{{History||v0.9.0|snap=build 1|A mooshroom can now be "milked" with a [[bowl]] to obtain mushroom stew.}}
{{History||v0.12.1|snap=build 1|Mushroom stew now restores [[hunger]] instead of [[health]].}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Mushroom Stew JE2 BE2.png|32px]] The texture of mushroom stew has now been changed.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|switch=1.0.1|wiiu=Patch 1|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Mushroom Stew JE2 BE2.png|32px]] The texture of mushroom stew has now been changed.}}

{{History|new3ds}}
{{History||0.1.0|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.}}
{{History|foot}}

== Issues ==
{{Issue list}}

== References ==
{{reflist}}

== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--mushroom-stew Taking Inventory: Mushroom Stew] – Minecraft.net on September 1, 2022

{{items}}

[[de:Pilzsuppe]]
[[es:Estofado de champiñones]]
[[fr:Soupe de champignons]]
[[hu:Gombaragu]]
[[ja:キノコシチュー]]
[[ko:버섯 스튜]]
[[nl:Paddenstoelenstoofpot]]
[[pl:Zupa grzybowa]]
[[pt:Ensopado de cogumelos]]
[[ru:Тушёные грибы]]
[[zh:蘑菇煲]]
[[Category:Food]]
[[Category:Renewable resources]]
<references /></li><li>[[Water|Water]]<br/>{{About|the fluid|the bucket|Water Bucket|other forms of water}}
{{Fluid
| image = <gallery>
Water.png|Java Edition
Water BE.png|Bedrock Edition
</gallery>
| invimage = Water Bucket
| invimage2 = Water
| renewable = Yes
| transparent = Partial <small>(-1 to light)</small>
| light = No
| tool = bucket
| infinite = Yes
| flowrate = 5 [[tick]]s/block
| flowdistance = 8 blocks
}}

'''Water''' is a [[fluid]] that naturally generates abundantly in the [[Overworld]].

== Obtaining ==
Water blocks do not exist as items,{{only|java}} but water can be collected by using a [[bucket]] on a water source block or a full water [[cauldron]], creating a [[water bucket]].

{{IN|BE}}, it may be obtained as an item via inventory editing or add-ons.

=== Natural generation ===
Water naturally generates in the [[Overworld]] to form [[ocean]]s, [[river]]s and [[spring]]s. The water level is at [[altitude|layer 63]] near oceans and rivers, but changes depending on location due to the [[aquifer]] system, filling some carvers, noise caves and canyons with water at different levels. Water also generates as small puddles on the floor next to [[dripstone cluster]]s, and as clay pools on the floor of [[lush caves]].

Water also generates in [[village]]s, [[desert well]]s, [[stronghold]]s, [[woodland mansion]]s, [[ancient city|ancient cities]] and [[ocean monument]]s. 

Water never generates in [[the Nether]] and instantly disappears if placed there with a water bucket. However, water can exist in the Nether in a [[cauldron]]. Water can also be placed in the Nether using [[commands]] such as {{cmd|setblock}} and {{cmd|fill}}. Although it does not naturally generate there, water can be placed and function normally in [[the End]].

{{IN|be}}, water also generates as part of [[ocean ruins]] with loot [[chest]]s, but only two water blocks generate: 
* One water block generates inside the loot chest, making it a [[Waterlogging|waterlogged]] loot chest.
* The other water block generates on top of the loot chest.
These water blocks generate even if the ruin is located on the surface.<ref>{{bug|MCPE-36793}}</ref> This is not the case in {{el|je}}; if an underwater ruin generates on the surface, no water generates.<ref>{{bug|MC-136156}}</ref> This also happens with [[shipwreck]]s.

Water spends most of its time as stationary, rather than flowing – regardless of its level, or whether it contains a current downward or to the side. When specifically triggered by a block update, water changes to 'flowing', updates its level, then changes back to stationary. Water springs are generated as flowing, and oceans, and rivers are generated as stationary. This happens before most types of generated structure are created, and the main cause of water "glitches" is that generated structures do not trigger a block update to let water flow into them.

== Usage ==
=== Appearance ===
Water uses a translucent animated texture that is tinted differently in different biomes. {{IN|Java}}, water in cauldrons is completely opaque.<ref>{{bug|MC-13187}}</ref>

Unlike other translucent blocks such as [[ice]], [[stained glass]] and [[tinted glass]], water shows the opposite sides of its external planes when viewed from within and from outside.<ref>{{bug|MC-202578|||WAI}}</ref> However, it applies only to the top plane and four side planes; the bottom face is always unseen from above.<ref>{{bug|MC-190053}}</ref>

=== Swimming ===
{{main|Swimming}}

The button for {{control|swim|text=swimming}} is the same as the button for jumping; non-swimming players and mobs sink slowly in water. Holding the swim button raises the player through the water, and when the surface is reached, the player bobs up and down. The {{control|crouch}} button can be used to sink faster. The {{control|sprint}} button can be used to put the player in "swim mode" when the player is completely submerged in water. When in swim mode, the player is horizontal and one block high. The player has an arm-waving animation when viewed in third person or by other players.

Swimming in water is considerably slower against currents (see [[#Current|Current]] below), but faster when going with the current.

Most mobs that can stand can also swim any time they are in water, except for [[iron golem]]s, [[piglin]]s, [[hoglin]]s, [[strider]]s, [[piglin brute]]s and undead mobs. This can lead to drowning if the water is falling from above.

Water of any depth prevents any entity, including the player, from sustaining falling damage if they fall into it, regardless of the distance fallen.

Being inside of water also imparts a [[fog]] effect, tinted accordingly.

=== Spreading ===
{{Main|Fluid#Spread}}
[[File:Water spread v1-13.png|300px|right|An image showing water's spreading distance]]
Water spreads horizontally and downward into nearby [[air]] blocks. Water can spread downward infinitely until stopped by a block, and 7 blocks horizontally from a source block on a flat surface. Water spreads at a rate of 1 block every 5 game ticks, or 4 blocks per second.

When spreading horizontally, a weight is assigned to every direction water can flow. For each direction, this weight is initially set to 1000. Then, for every adjacent block it can flow into it tries to find a way down that is reachable in four or fewer blocks from the block it wants to flow to. When found, the flow weight for that direction is set to the shortest path distance to the way down. Finally, water spreads in the directions with the lowest flow weight.

Spreading water extinguishes [[fire]] and washes away certain types of items or placed blocks, causing them to drop as items and then carrying them along in the flow until the edge of the spread. Affected items include [[plant]]s (except trees), [[snow]], [[torch]]es, [[carpet]]s, [[redstone dust]] and some other redstone components, [[cobweb]], [[end rod]]s, [[head]]s, and [[flower pot]]s.

==== Flow arrangement tables ====
{| class="wikitable"
|+ 
|
|
|
|
|
|
|
!7
|
|
|
|
|
|
|
|-
|
| 
| 
| 
| 
| 
! 7
!6
! 7
| 
| 
| 
| 
| 
|
|-
|
| 
| 
| 
| 
! 7
!6
!5
!6
! 7
| 
| 
| 
| 
|
|-
|
| 
| 
| 
! 7
!6
!5
!4
!5
!6
! 7
| 
| 
| 
|
|-
|
| 
| 
! 7
!6
!5
!4
!3
!4
!5
!6
! 7
| 
| 
|
|-
|
| 
! 7
!6
!5
!4
!3
!2
!3
!4
!5
!6
! 7
| 
|
|-
|
! 7
!6
!5
!4
!3
!2
!1
!2
!3
!4
!5
!6
! 7
|
|-
!7
!6
!5
!4
!3
!2
!1
!0
!1
!2
!3
!4
!5
!6
!7
|-
|
! 7
!6
!5
!4
!3
!2
!1
!2
!3
!4
!5
!6
! 7
|
|-
|
| 
! 7
!6
!5
!4
!3
!2
!3
!4
!5
!6
! 7
| 
|
|-
|
| 
| 
! 7
!6
!5
!4
!3
!4
!5
!6
! 7
| 
| 
|
|-
|
| 
| 
| 
! 7
!6
!5
!4
!5
!6
! 7
| 
| 
| 
|
|-
|
| 
| 
| 
| 
! 7
!6
!5
!6
! 7
| 
| 
| 
| 
|
|-
|
| 
| 
| 
| 
| 
! 7
!6
! 7
| 
| 
| 
| 
| 
|
|-
|
|
|
|
|
|
|
!7
|
|
|
|
|
|
|
|}

{| class="wikitable"
! colspan="2" |Range
!Height in blocks
|-
!1
|block
|1
|-
!2
|blocks
|0.75-1
|-
!3
|blocks
|0.625-0.75
|-
!4
|blocks
|0.5-0.625
|-
!5
|blocks
|0.375-0.5
|-
!6
|blocks
|0.25-0.375
|-
!7
|blocks
|0.125-0.25
|}

=== Source blocks ===
{{anchor|Water Spawner}} <!-- Compatibility anchor -->
{{about|the behavior and creation of source units of water|the removed block that created water sources|Water Spawner|section=1}}
A water source block is created from a flowing block that is horizontally adjacent to two or more other source blocks, and sitting on top of a solid block or another water source block. This allows water spawners to exist, in which a new source block immediately forms in the space left by removing a source block with a [[bucket]]. Pools of still water can be created by placing water source blocks in a confined area.

Water spawners can be constructed by arranging for two source blocks to flow into a third block. Each of the examples below require two source blocks, each on opposite ends of the hole, to create a renewable water source block in between.

While water source blocks only generate adjacent to solid blocks, they do not require a solid block to support them. Removing all adjacent blocks to a water source block only causes it to remain floating in the air.

{{IN|java}}, the formation of new water sources blocks can be disabled when the [[game rule]] {{cd|waterSourceConversion}} is set to {{cd|false}}.

<gallery>
2x2 water source.png|2x2 water spawner (every corner is renewable)
3x1 water source.png|3x1 water spawner (middle water block is renewable)
L-shaped water source.png|L-shaped water spawner (corner water block is renewable)
</gallery>

A [[dispenser]] loaded with a filled [[bucket]] places a water source block in an empty block in front of it when activated. A dispenser loaded with an empty bucket and a water source right in front of it sucks the source into the bucket when activated.

In snowy [[biome]]s, water source blocks have a chance to turn into [[ice]] if directly under the sky. Ice blocks under brighter light levels melt back into water source blocks (except in [[the Nether]]). Ice reverts to water when broken, but only if there is a solid block under it.

=== Current ===
The current in a water block determines both the direction it appears to flow and the direction an [[entity]] such as a player or [[boat]] is pushed from that block.

Water with a current pushes players and [[mob]]s at a speed of about 1.39 meters per second, or 25 blocks every 18 seconds. Players that are in creative flying mode don’t get pushed.{{only|je}}<ref>{{bug|MCPE-84592}}</ref>

The horizontal current in a water block is based on a vector sum of the flows to and from that block from its four horizontal neighbors. For example, if a block receives water from the north and sends it both south and east, but borders a solid block on its west edge, then a south-southeast current exits from that block, because 2 southward flows (in and out) are combined with 1 eastward flow (out). Thus, 16 horizontal directions are possible. If a branch in a channel is 2 blocks wide at its entrance, then entities float into it rather than continuing in a straight line.

Water blocks can create a downward current. A downward current in a water block is caused by the block below it. Most blocks that do not have a solid upper face cause downward current on above water blocks. Also, ice and falling water blocks (blocks created by spreading downward) cause downward current on the water block above. Falling water blocks have a downward current by default.

=== Light ===
{{IN|bedrock}}, every block of water reduces [[light]] by 1 extra level (in addition to the normal fading-out of light). {{IN|java}}, water does not cause any additional decrease for block light, but diffuses sky light, causing the light to fade with depth. Underwater visibility changes depending on the biome the player is in. The [[Night Vision]] and [[Conduit Power]] effects increase underwater visibility.

=== Color ===
Water has several colors, depending on the biome.

==== Java Edition ====
{| class="wikitable sortable mw-collapsible mw-collapsed" data-description="Water Color in Java Edition"
|-
!Biome!!Water color!!Water fog color!!Block
|-
|{{BiomeSprite|Plains|text=Default (biomes not listed below)}}||{{color|#3F76E4}}||{{color|#050533}}||[[File:Plains Water JE.png|32px]]
|-
|{{BiomeLink|Swamp}}||{{color|#617B64}}||{{color|#232317}}||[[File:Swamp Water.png|32px]]
|-
|{{BiomeLink|Lukewarm Ocean}}<br>{{BiomeLink|Deep Lukewarm Ocean}}||{{color|#45ADF2}}||{{color|#041633}}||[[File:Lukewarm Ocean Water JE.png|32px]]
|-
|{{BiomeLink|Warm Ocean}}||{{color|#43D5EE}}||{{color|#041F33}}||[[File:Warm Ocean Water JE.png|32px]]
|-
|{{BiomeLink|Cold Ocean}}<br>{{BiomeLink|Deep Cold Ocean}}<br>{{BiomeLink|Snowy Taiga}}<br>{{BiomeLink|Snowy Beach}}||{{color|#3D57D6}}||{{color|#050533}}||[[File:Cold Ocean Water JE.png|32px]]
|-
|{{BiomeLink|Frozen River}}<br>{{BiomeLink|Frozen Ocean}}<br>{{BiomeLink|Deep Frozen Ocean}}||{{color|#3938C9}}||{{color|#050533}}||[[File:Frozen Ocean Water JE.png|32px]]
|-
|{{BiomeLink|Meadow}}||{{color|#0E4ECF}}||{{color|#050533}}||[[File:Meadow Water.png|32px]]
|-
|{{BiomeLink|Mangrove Swamp}}||{{color|#3A7A6A}}||{{color|#4D7A60}}|||[[File:Mangrove Swamp Water.png|32px]]
|-
|{{BiomeLink|Cherry Grove}}||{{color|#5DB7EF}}||{{color|#5DB7EF}}||[[File:Cherry Grove Water.png|32px]]
|}

==== Bedrock Edition====
Biome tints
<!--[[File:Water color.png|500px|thumb|center|From left to right - Badlands Plateau, Birch Forest and Snowy Taiga]]-->
{| class="wikitable sortable mw-collapsible mw-collapsed" data-description="Water Color in Bedrock Edition" 
! Biome
!Water Surface Color
! Water Fog Color
!Water Fog Distance
!Water Surface Transparency
!Block
|-
|Default<br>(biomes not listed below)
|{{color|#44aff5}}||{{color|#44aff5}}||15||65%||[[File:Water BE.png|32px]]
|-
|{{BiomeLink|Sunflower Plains}}<br>{{BiomeLink|Plains}}
|{{color|#44aff5}}||{{color|#44aff5}}||60||-||[[File:Water BE.png|32px]]
|-
|{{BiomeLink|Desert}}
|{{color|#32a598}}||{{color|#32a598}}||60||-||[[File:Desert Water.png|32px]]
|-
|{{BiomeLink|Mountains}}
|{{color|#007BF7}}||{{color|#007BF7}}||-||-||[[File:Mountains Water.png|32px]]
|-
|{{BiomeLink|Forest}}
|{{color|#1e97f2}}||{{color|#1e97f2}}||60||-||[[File:Forest Water.png|32px]]
|-
|{{BiomeLink|Flower Forest}}
|{{color|#20a3CC}}||{{color|#20a3CC}}||60||-||[[File:Flower Forest Water.png|32px]]
|-
| {{BiomeLink|Taiga}}
| {{color|#287082}}||{{color|#287082}}||60||-||[[File:Taiga Water.png|32px]]
|-
|{{BiomeLink|Taiga Mountains}}
|{{color|#1e6B82}}||{{color|#1e6B82}}||-||-||[[File:Taiga Mountains Water.png|32px]]
|-
|{{BiomeLink|Swamp}}
|{{color|#4c6559}}||{{color|#4c6559||30||100%||[[File:Swamp Water BE.png|32px]]
|-
| {{BiomeLink|River}}
|{{color|#0084ff}}||{{color|#0084ff}}||60||-||[[File:River Water.png|32px]]
|-
|{{BiomeLink|Nether Wastes}}<br>{{BiomeLink|Warped Forest}}<br>{{BiomeLink|Crimson Forest}}<br>{{BiomeLink|Soul Sand Valley}}
|{{color|#905957}}||{{color|#905957}}||15||-||[[File:Nether Water.png|32px]]
|-
|{{BiomeLink|Basalt Deltas}}
|{{color|#3f76e4}}||{{color|#423e42}}||15||-||[[File:Basalt Deltas Water.png|32px]]
|-
|{{BiomeLink|The End}}
| {{color|#62529e}}||{{color|#62529e}}||-||-||[[File:The End Water.png|32px]]
|-
|{{BiomeLink|Frozen River}}
|{{color|#185390}}||{{color|#185390}}||60||-||[[File:Frozen River Water.png|32px]]
|-
|{{BiomeLink|Snowy Tundra}}<br>{{BiomeLink|Ice Spikes}}
|{{color|#14559b}}||{{color|#14559b}}||-||-||[[File:Ice Spikes Water.png|32px]]
|-
| {{BiomeLink|Mushroom Fields}}
|{{color|#8a8997}}||{{color|#8a8997}}||-||-||[[File:Mushroom Fields Water.png|32px]]
|-
|{{BiomeLink|Beach}}
| {{color|#157cab}}||{{color|#157cab}}||60||-||[[File:Beach Water.png|32px]]
|-
|{{BiomeLink|Mountain Edge}}
|{{color|#045cd5}}||{{color|#045cd5}}||-||-||[[File:Mountain Edge Water.png|32px]]
|-
|{{BiomeLink|Jungle}}<br>{{BiomeLink|Bamboo Jungle}}
|{{color|#14a2c5}}||{{color|#14a2c5||60<br>15||-||[[File:Jungle Water.png|32px]]
|-
|{{BiomeLink|Jungle Edge}}
| {{color|#0D8AE3}}||{{color|#0D8AE3}}||-||-||[[File:Jungle Edge Water.png|32px]]
|-
|{{BiomeLink|Stone Shore}}
|{{color|#0d67bb}}||{{color|#0d67bb}}||60||-||[[File:Stone Shore Water.png|32px]]
|-
|{{BiomeLink|Snowy Beach}}
|{{color|#1463a5}}||{{color|#1463a5}}||60||-||[[File:Snowy Beach Water.png|32px]]
|-
|{{BiomeLink|Birch Forest}}
|{{color|#0677ce}}||{{color|#0677ce}}||60||-||[[File:Birch Forest Water.png|32px]]
|-
|{{BiomeLink|Dark Forest}}
|{{color|#3B6CD1}}||{{color|#3B6CD1}}||60||-||[[File:Dark Forest Water.png|32px]]
|-
|{{BiomeLink|Snowy Taiga}}
|{{color|#205e83}}||{{color|#205e83}}||60||-||[[File:Snowy Taiga Water.png|32px]]
|-
|{{BiomeLink|Giant Tree Taiga}}<br>{{BiomeLink|Giant Spruce Taiga}}
|{{color|#2d6d77}}||{{color|#2d6d77}}||60||-||[[File:Giant Tree Taiga Water.png|32px]]
|-
|{{BiomeLink|Windswept Forest}}<br>{{BiomeLink|Windswept Gravelly Hills}}
|{{color|#0E63AB}}||{{color|#0E63AB}}||-||-||[[File:Wooded Mountains Water.png|32px]]
|-
|{{BiomeLink|Savanna}}
|{{color|#2C8B9C}}||{{color|#2C8B9C}}||60||-||[[File:Savanna Water.png|32px]]
|-
|{{BiomeLink|Savanna Plateau}}<br>{{BiomeLink|Shattered Savanna}}
|{{color|#2590a8}}||{{color|#2590a8}}||-||-||[[File:Savanna Plateau Water.png|32px]]
|-
|{{BiomeLink|Badlands}}
|{{color|#4E7f81}}||{{color|#4E7f81||60
|<nowiki>-||[[File:Badlands Water.png|32px]]
|-
|{{BiomeLink|Eroded Badlands}}<br>{{BiomeLink|Wooded Badlands}}
|{{color|#497f99}}||{{color|#497f99}}||-||-||[[File:Eroded Badlands Water.png|32px]]
|-
|{{BiomeLink|Ocean}}
|{{color|#1787D4}}||{{color|#1165b0}}||60||-||[[File:Ocean Water.png|32px]]
|-
|{{BiomeLink|Deep Ocean}}
|{{color|#1787D4}}||{{color|#1463a5}}||60||-||[[File:Ocean Water.png|32px]]
|-
|{{BiomeLink|Warm Ocean}}
|{{color|#02B0E5}}||{{color|#0289d5}}||60||55%||[[File:Warm Ocean Water.png|32px]]
|-
| {{BiomeLink|Lukewarm Ocean}}
|{{color|#0D96DB}}||{{color|#0a74c4}}||60||-||[[File:Lukewarm Ocean Water.png|32px]]
|-
|{{BiomeLink|Deep Lukewarm Ocean|Lukewarm Deep Ocean}}
|{{color|#0D96DB}}||{{color|#0e72b9}}||60||-||[[File:Lukewarm Ocean Water.png|32px]]
|-
|{{BiomeLink|Cold Ocean}}
|{{color|#2080C9}}||{{color|#14559b}}||60||-||[[File:Cold Ocean Water.png|32px]]
|-
|{{BiomeLink|Deep Cold Ocean|Cold Deep Ocean}}
|{{color|#2080C9}}||{{color|#185390}}||60||-||[[File:Cold Ocean Water.png|32px]]
|-
|{{BiomeLink|Frozen Ocean}}
|{{color|#2570B5}}||{{color|#174985}}||60||-||[[File:Frozen Ocean Water.png|32px]]
|-
|{{BiomeLink|Deep Frozen Ocean|Frozen Deep Ocean}}
|{{color|#2570B5}}||{{color|#1a4879}}||60||-||[[File:Frozen Ocean Water.png|32px]]
|-
|{{BiomeLink|Mangrove Swamp}}
|{{color|#3a7a6a}}||{{color|#4d7a60}}||30||-||[[File:Mangrove Swamp Water BE.png|32px]]
|}
Biome tints from [[Biome/Before 1.18|unused biomes]]
{| class="wikitable sortable mw-collapsible mw-collapsed" data-description="Water Color in Bedrock Edition" 
! Biome
!Water Surface Color
!Water Fog Color
!Water Fog Distance
!Water Surface Transparency
!Block
|-
|{{BiomeLink|Legacy Frozen Ocean}}
|{{color|#44aff5}}||{{color|#44aff5}}||-||-||[[File:Water BE.png|32px]]
|-
|{{BiomeLink|Mountains}}
|{{color|#007BF7}}||{{color|#007bf7}}||-||-||[[File:Mountains Water.png|32px]]
|-
|{{BiomeLink|Taiga Mountains}}
|{{color|#1e6B82}}||{{color|#1e6b82}}||-||-||[[File:Taiga Mountains Water.png|32px]]
|-
|{{BiomeLink|Swamp Hills}}
| {{color|#4c6156}}||{{color|#4c6156||30||100%||[[File:Swamp Hills Water.png|32px]]
|-
| {{BiomeLink|Snowy Mountains}}
|{{color|#1156a7}}||{{color|#1156a7}}||-||-||[[File:Snowy Mountains Water.png|32px]]
|-
|{{BiomeLink|Mushroom Field Shore}}
|{{color|#818193}}||{{color|#818193}}||-||-||[[File:Mushroom Field Shore Water.png|32px]]
|-
|{{BiomeLink|Desert Hills}}
|{{color|#1a7aa1}}||{{color|#1a7aa1}}||-||-||[[File:Desert Hills Water.png|32px]]
|-
|{{BiomeLink|Wooded Hills}}
|{{color|#056bd1}}||{{color|#056bd1}}||-||-||[[File:Wooded Hills Water.png|32px]]
|-
|{{BiomeLink|Taiga Hills}}
|{{color|#236583}}||{{color|#236583}}||-||-||[[File:Taiga Hills Water.png|32px]]
|-
|{{BiomeLink|Mountain Edge}}
|{{color|#045cd5}}||{{color|#045cd5}}||-||-||[[File:Mountain Edge Water.png|32px]]
|-
|{{BiomeLink|Jungle Hills}}<br>{{BiomeLink|Modified Jungle}}<br>{{BiomeLink|Bamboo Jungle Hills}}
|{{color|#1B9ED8}}||{{color|#1B9ED8}}||-||-||[[File:Jungle Hills Water.png|32px]]
|-
|{{BiomeLink|Modified Jungle Edge}}
|{{color|#0D8AE3}}||{{color|#0D8AE3}}||-||-||[[File:Jungle Edge Water.png|32px]]
|-
|{{BiomeLink|Birch Forest Hills}}
|{{color|#0a74c4}}||{{color|#0a74c4}}||-||-||[[File:Birch Forest Hills Water.png|32px]]
|-
|{{BiomeLink|Snowy Taiga Mountains}}
|{{color|#205e83}}||{{color|#205e83}}||60||-||[[File:Snowy Taiga Water.png|32px]]
|-
|{{BiomeLink|Snowy Taiga Hills}}
|{{color|#245b78}}||{{color|#245b78}}||-||-||[[File:Snowy Taiga Hills Water.png|32px]]
|-
|{{BiomeLink|Giant Tree Taiga Hills}}
|{{color|#286378}}||{{color|#286378}}||-||-||[[File:Giant Tree Taiga Hills Water.png|32px]]
|-
|{{BiomeLink|id=modified-gravelly-mountains|Gravelly Mountains+}}
|{{color|#0E63AB}}||{{color|#0e63ab}}||-||-||[[File:Wooded Mountains Water.png|32px]]
|-
|{{BiomeLink|Shattered Savanna Plateau}}
|{{color|#2590a8}}||{{color|#2590a8}}||-||-||[[File:Savanna Plateau Water.png|32px]]
|-
|{{BiomeLink|Badlands Plateau}}<br>{{BiomeLink|Modified Badlands Plateau}}
|{{color|#55809E}}||{{color|#55809e}}||-||-||[[File:Badlands Plateau Water.png|32px]]
|-
|{{BiomeLink|Deep Warm Ocean|Warm Deep Ocean}}
|{{color|#02B0E5}}||{{color|#0686ca}}||60||-||[[File:Warm Ocean Water.png|32px]]
|}

===Water and lava===
{{Main|Fluid#Mixing}}

Water and lava can produce [[stone]], [[cobblestone]], or [[obsidian]] based on how they interact. If water touches a lava source, the lava source turns to obsidian. If both touch each other while flowing, cobblestone is made and no sources are removed, and if lava flows downward onto water, the water turns to stone.

===Interactions with mobs===
====Direct contact====

Water damages [[endermen]], [[snow golem]]s, [[Strider|striders]] and [[blaze]]s, at a rate of {{hp|1}} per half second. If water comes into contact with a [[shulker]] or an [[enderman]], the mob teleports away.

====Suffocation====
{{Main|Damage#Suffocation in water}}

Players and mobs (except [[aquatic mob]]s, [[undead mob]]s and [[iron golem]]s) have a breath meter that lasts 15 seconds. After they run out of breath, they take {{hp|2}} suffocation damage every second until they die, surface, or enter [[bubble column]]s.

[[Dolphin]]s are a special case in drowning: they take suffocation damage when underwater for about 4 minutes, but also take suffocation damage when in air for about 2 minutes.

Each level of the [[Respiration]] enchantment adds 15 seconds to the breath meter and grants an x/(x+1) chance (where x is the Respiration level) of not taking damage after that time: 30 seconds and an average {{hp|1}}/second with Respiration I, 45 seconds and an average of {{frac|2|3}} damage/second with Respiration II, and 60 seconds and an average of {{frac|1|2}} damage/second with Respiration III.

If a [[husk]] suffocates underwater, it starts to shake and eventually becomes a [[zombie]]. If a [[zombie]] suffocates underwater, it starts to shake and eventually transforms into a [[drowned]].

=== Slower mining speed===
Players with their head underwater require 5 times the normal amount of time to mine blocks while standing on the ground, or 25 times while not on the ground. If a player wears a helmet with the [[Aqua Affinity]] enchantment, then underwater mining speed while standing on the ground is the same as on land, and 5 times slower if not standing on the ground.

===Explosions===
Water does not prevent explosions from activating. Water has a high blast resistance, causing it to absorb any normal blasts, with the exception of explosions from [[underwater TNT]].

===Hardening concrete powder ===
When water comes into contact with [[concrete powder]], the powder hardens into solid [[concrete]].

===Sponges===
When a dry [[sponge]] comes into contact with a water source or flowing block, it becomes a wet [[sponge]], absorbing all water within 3 to 5 blocks in all directions. [[Kelp]] and [[lily pad]]s within the absorbed water blocks are destroyed and drop as items, and [[seagrass]] is destroyed without dropping anything. Mobs that take damage out of water are affected as a side-effect. 

Sponges do not absorb water from [[Waterlogging|waterlogged]] blocks, nor water that comes into contact by flowing back in from outside the area of absorption. For instance, placing a sponge 4 or more blocks from a single water source removes the flowing water in the area of effect, but as the flow from the source resumes it is not affected by the wet sponge.

A sponge instantly absorbs nearby water when it is placed next to water or when water comes into contact with it (by being placed next to the sponge, or by flowing toward it). A sponge absorbs [[water]] around itself (water source blocks or flowing water) out to a [[taxicab distance]] of 7 in all directions (including up and down), but won't absorb more than 65 blocks of water (water closest to the sponge is absorbed first). The absorption propagates only from water to water and does not "jump over" non-water blocks (including air).

===Dripping===
[[File:WaterDropletsExample.png|thumb|Dripping water.]]
Water above a non-transparent block (except for stairs, fences, or slabs) produces dripping particles on the underside of that block. If a block of [[Pointed Dripstone|pointed dripstone]] hangs under any block directly beneath a water source, the drips can slowly fill up a [[cauldron]] placed underneath. Without the dripstone, a cauldron does not fill.

===Vertical transport===
[[Bubble column]]s are created by placing magma blocks or [[soul sand]] under water. These can be used to transport [[mobs]] or items quickly vertically.

==Sounds==
{{el|je}}:
{{Sound table
|sound=Entering water1.ogg
|sound2=Entering water2.ogg
|sound3=Entering water3.ogg
|subtitle=MC-177092
|source=ambient
|description=When the player's eye level goes underwater
|id=ambient.underwater.enter
|translationkey=-
|volume=0.8<wbr>{{Until|JE 1.20.2}}<br>0.5<wbr>{{Upcoming|JE 1.20.2}}
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Exiting water1.ogg
|sound2=Exiting water2.ogg
|sound3=Exiting water3.ogg
|subtitle=MC-177092
|source=ambient
|description=When the player's eye level goes above water
|id=ambient.underwater.exit
|translationkey=-
|volume=0.5<wbr>{{Until|JE 1.20.2}}<br>0.3<wbr>{{Upcoming|JE 1.20.2}}
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Underwater Ambience.ogg
|subtitle=MC-196825
|source=ambient
|description=Randomly when underwater
|id=ambient.underwater.loop
|translationkey=-
|volume=0.65
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Bubbles1.ogg
|sound2=Bubbles2.ogg
|sound3=Bubbles3.ogg
|sound4=Bubbles4.ogg
|sound5=Bubbles5.ogg
|sound6=Bubbles6.ogg
|sound7=Water1.ogg
|sound8=Water2.ogg
|subtitle=MC-196825
|source=ambient
|description=Randomly when underwater
|id=ambient.underwater.loop.additions
|translationkey=-
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Animal1.ogg
|sound2=Bass Whale1.ogg
|sound3=Bass Whale2.ogg
|sound4=Crackles1.ogg
|sound5=Crackles2.ogg
|sound6=Driplets1.ogg
|sound7=Driplets2.ogg
|sound8=Earth Crack.ogg
|subtitle=MC-196825
|source=ambient
|description=Randomly when underwater
|id=ambient.underwater.loop.additions.rare
|translationkey=-
|volume=''varies'' <ref group=sound>The first, fifth, and eighth sounds are 1.0; the second sound is 0.45; the third, sixth, and seventh sounds are 0.5; the fourth sound is 0.7</ref>
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Animal2.ogg
|sound2=Dark1.ogg
|sound3=Dark2.ogg
|sound4=Dark3.ogg
|sound5=Dark4.ogg
|subtitle=MC-196825
|source=ambient
|description=Randomly when underwater
|id=ambient.underwater.loop.additions.ultra_rare
|translationkey=-
|volume=1.0 <ref group=sound>Except the third sound, which is 0.7</ref>
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Water1.ogg
|sound2=Water2.ogg
|subtitle=Water flows
|source=block
|description=Randomly from flowing water
|id=block.water.ambient
|translationkey=subtitles.block.water.ambient
|volume=0.75-1.0
|pitch=0.5-1.5
|distance=16}}
{{Sound table
|sound=Water splash1.ogg
|sound2=Water splash2.ogg
|subtitle=Splashing
|source=dependent
|description=When something enters water
|id=entity.generic.splash
|translationkey=subtitles.entity.generic.splash
|volume=0.0-1.0 <ref group=sound name=speedvolume>The mob's momentum, with the horizontal axes' velocities multiplied by 0.2 (capped at 1.0)</ref>
|pitch=0.6-1.4
|distance=16}}
{{Sound table
|sound=Swim1.ogg
|sound2=Swim2.ogg
|sound3=Swim3.ogg
|sound4=Swim4.ogg
|subtitle=Swimming
|source=dependent
|description=While something is moving through water
|id=entity.generic.swim
|translationkey=subtitles.entity.generic.swim
|volume=0.0-1.0 <ref group=sound name=speedvolume/>
|pitch=0.6-1.4
|distance=16}}
{{Sound table
|sound=Empty water bucket1.ogg
|sound2=Empty water bucket1.ogg
|sound3=Empty water bucket2.ogg
|sound4=Empty water bucket3.ogg
|subtitle=Bucket empties
|source=block
|description=When water is placed with a bucket
|id=item.bucket.empty
|translationkey=subtitles.item.bucket.empty
|volume=1.0 <ref group=sound>Except for the second copy of {{cd|empty1}}, which is 0.9</ref>
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Fill water bucket1.ogg
|sound2=Fill water bucket2.ogg
|sound3=Fill water bucket3.ogg
|subtitle=Bucket fills
|source=player
|description=When water is collected with a bucket
|id=item.bucket.fill
|translationkey=subtitles.item.bucket.fill
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Axolotl.ogg
|sound2=Dragon fish.ogg
|sound3=Shuniji.ogg
|subtitle=-
|source=music
|description=Randomly when underwater
|id=music.under_water
|translationkey=-
|volume=0.4
|pitch=1.0
|distance=16
|foot=1}}

{{el|be}}:
{{Sound table
|type=bedrock
|sound=Water2.ogg
|source=block
|description=Randomly from flowing water
|id=liquid.water
|volume=0.75-1.0
|pitch=0.5-1.5}}
{{Sound table
|sound=Water Splash Old.ogg
|source=player
|description=When something enters water<wbr><ref group=sound>{{Bug|MCPE-44120}}</ref>
|id=random.splash
|pitch=0.6-1.4}}
{{Sound table
|sound=Water splash1.ogg
|sound2=Water splash2.ogg
|source=ambient
|description=?[[Category:Pages missing sound description]]<wbr>{{Upcoming|BE 1.20.40}}
|id=entity.generic.splash
|pitch=0.6-1.4}}
{{Sound table
|sound=Entering water1.ogg
|sound2=Entering water2.ogg
|sound3=Entering water3.ogg
|source=player
|description=When the player's eye level goes underwater<wbr>{{Upcoming|BE 1.20.40}}
|id=ambient.underwater.enter
|volume=<!--0.8 (other multipliers)-->
|pitch=1.0}}
{{Sound table
|sound=Exiting water1.ogg
|sound2=Exiting water2.ogg
|sound3=Exiting water3.ogg
|source=player
|description=When the player's eye level goes above water<wbr>{{Upcoming|BE 1.20.40}}
|id=ambient.underwater.exit
|volume=<!--1.0 (other multipliers)-->
|pitch=1.0}}
{{Sound table
|sound=Swim1.ogg
|sound2=Swim2.ogg
|sound3=Swim3.ogg
|sound4=Swim4.ogg
|source=player
|description=While something is moving through water
|id=random.swim
|pitch=0.6-1.4}}
{{Sound table
|sound=Empty water bucket1.ogg
|sound2=Empty water bucket2.ogg
|sound3=Empty water bucket3.ogg
|source=block
|description=When water is placed with a bucket
|id=bucket.empty_water
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Fill water bucket1.ogg
|sound2=Fill water bucket2.ogg
|sound3=Fill water bucket3.ogg
|source=block
|description=When water is collected with a bucket
|id=bucket.fill_water
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Axolotl.ogg
|sound2=Dragon fish.ogg
|sound3=Shuniji.ogg
|source=music
|description=Randomly when underwater
|id=music.game.water
|volume=0.2
|pitch=1.0
|foot=1}}

==Data values==
===ID===
{{edition|java}}:
{{ID table
|edition=java
|firstcolumnname=Water
|showforms=y
|generatetranslationkeys=y
|displayname=Block
|spritename=water
|spritetype=block
|nameid=water
|form=block
|foot=1}}
{{ID table
|edition=java
|firstcolumnname=Water
|showfluidtags=y
|displayname=Fluid
|spritename=water
|spritetype=block
|nameid=water
|fluidtags=water}}
{{ID table
|displayname=Flowing Fluid
|spritetype=block
|spritename=water
|nameid=flowing_water
|fluidtags=water
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|firstcolumnname=Water
|shownumericids=y
|showforms=y
|generatetranslationkeys=y
|displayname=Flowing
|spritename=water
|spritetype=block
|nameid=flowing_water
|id=8
|form=block}}
{{ID table
|displayname=Stationary
|spritename=water
|spritetype=block
|nameid=water
|id=9
|form=block
|foot=1}}

===Block states===
{{see also|Block states}}

{{/BS}}

=== Fluid states===
{{see also|Block states}}

{{/FS}}

==Achievements==
{{load achievements|Free Diver;Sleep with the Fishes}}

==Advancements==
{{load advancements|Tactical fishing;The Cutest Predator}}

==History==
{{Main|/History}}
{{History|java classic}}
{{History||May 17, 2009|link=https://archive.org/download/Minecraft_IRC_Logs_2009/history/files/May-15-to-June-03-2009/2009-05-17.140618-0400EDT.txt.~1~|Notch mentions developing water.{{q|a very very first version of the water is somewhat working now, heh [/] the level starts out without any water and is surrounded a by a huge ocean [/] it quickly fills, leaving islands}}}}
{{History||0.0.12a|snap=May 18, 2009|slink=Java Edition Classic 0.0.12a/Development#Water test (May 18, 2009)|[[File:Water (pre-release).png|32px]] Water is shown.}}
{{History|||snap=release|slink=Java Edition Classic 0.0.12a|[[File:Water JE1.png|32px]] Added water.
|Water flows to any available space below or beside it and creates a new source [[block]], making it easy to flood a whole world just with one source.}}
{{History||May 22, 2009|link=wordofnotch:111386404|[[Notch]] pointed out that when a [[plant]] or non-cube block is placed in water, it produces a box of [[air]] around it. He asked how it could be fixed, and whether he even had to.}}
{{History||0.0.13a|[[File:Water JE2.png|32px]] The model of water has been changed.}}
{{History||May 24, 2009|link=wordofnotch:112481256|A new water system is mentioned.}}
{{History||May 24, 2009|link=wordofnotch:112481370|A new water system is shown.}}
{{History||May 24, 2009|link=wordofnotch:112487511| Another test of water is shown.}}
{{History||May 26, 2009|link=wordofnotch:113350683|While sharing feedback on experiments with random vertex and color offsets, and deciding to scrap it, Notch said he would investigate salvaging the technique to add animation to water tiles.}}
{{History||0.0.19a|[[File:Water JE3.png|32px]] Added [[Procedural animated texture generation|procedural animated texture]] to water. The old texture is retained for use as a [[animation placeholder texture|placeholder]].
|Upscaled model 2% to fix z-fighting with blocks below water. It's created water or lava models overlapping and z-fighting with each other.
|Added [[sponge]]s, which remove water.
|Water part of the [[world boundary]] still uses the old water texture.}}
{{History||0.0.20a_02|[[File:Water JE4.png|32px]] Changed model scale back to normal with 1% offset on all coordinates.}}
{{History||0.26 SURVIVAL TEST|[[File:Water JE5.png|32px]] UV mapping on side faces now has 11% v offset up.}}
{{History||0.28|[[File:Water JE4.png|32px]] Fixed UV mapping.}}
{{History|java indev}}
{{History||0.31|snap=20091223-1|[[File:Water JE6.png|32px]] Added the flowing water texture, which is now used on the sides of water.}}
{{History|||snap=20100106|Water part of the [[world boundary]] now uses the animated water texture.}}
{{History|||snap=20100113|Water is now finite.|[[Ocean]]s now have infinite water.
|Water now always drains from its highest remove location.
|Water no longer moves on the surface on its own.
|Water now has a {{frac|2|3}} probability to evaporate and a {{frac|1|3}} probability to copy.}}
{{History|||snap=20100122|Water now spawns in level generation as [[spring]]s and lakes.}}
{{History|||snap=20100131|The texture of water is now seen when underwater.}}
{{History|java infdev}}
{{History||20100227-1|Water no longer flows due to changes in chunk handling for infinite worlds.{{verify|type=change}}}}
{{History||20100607|[[File:Water JE7.png|32px]] UV mapping now has 1% uv offset on top and bottom faces and 1% u, 11% v offset on side faces.}}
{{History||20100608|[[File:Water JE6.png|32px]] Fixed UV mapping, once again.}}
{{History||20100615|[[File:Water JE8.png|32px]] The model has been changed.
|Added flowing water.
|Sources placed in isolation flow exclusively downward, rather than spreading out one block in each direction as well.
|Water and lava do not produce any solid blocks when combined.
|Water does not replace plants.
|Water is now infinite again.
|Added [[water bucket]]s, which can be filled with water.}}
{{History||20100616-1|[[File:Water JE9.png|32px]] Added vertex offset.
|Water and flowing water now has visual connection to blocks.
|Downward flowing water now pushes the [[player]] out.{{info needed|and other entities?}}}}
{{History||20100617-2|[[File:Water JE10.png|32px]] Removed vertex offset.
|Water sources placed in the air now flow outward.
|Lava and flowing lava touching water, flowing water now replaces with [[obsidian]].
|Downward flowing water no longer pushes the player out.
|Water now can replace [[plants]]. However no items are dropped.}}
{{History||20100618|Water can now replace [[rail]]s.}}
{{History||20100624|Water now destroys plants, dropping as items.}}
{{History|java alpha}}
{{History||v1.0.2_02|[[Fluids]], including water, have been slightly tweaked.}}
{{History||v1.0.5_01|Water can now freeze into [[ice]].}}
{{History||v1.2.6|[[Lake]]s, which contain water, have been added.}}
{{History|java beta}}
<!--{{History||1.5|Dropped [[item]]s in flowing water now move faster.{{check version|Taken from trivia, may not be beta}}}}-->
{{History||1.6|snap=Test Build 3|[[Rain]] and [[snow]] no longer fall through water.
|Water sources now form over [[glass]].}}
{{History||1.8|snap=Pre-release|[[File:Water JE11.png|32px]] Changed [[lighting]].
|Underwater [[particles]] have been added.
|Because of the change in how land is generated, if a [[player]] is in a world that was made pre-1.8 and travels into new [[chunk]]s, there's a chance that a large [[ocean]] may be formed as the ocean [[biome]]. There is also a one-[[block]]-high drop in sea level along the discontinuity between the old and new chunks with the old chunks being higher.
|Water can now be found in the farms and wells of [[village]]s, and the fountain rooms of [[stronghold]]s.
|Two [[biome]]s have been added that are almost all water: [[ocean]]s and [[river]]s.}}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease|[[File:Swamp Water JE1.png|32px]] {{color|#E0FF70}} Added water color in swampland.
|Added dripping water.}}
{{History|||snap=Beta 1.9 Prerelease 4|Added [[Respiration]] and [[Aqua Affinity]] enchantments, which allow more breathing time in water and normal digging speed in water.}}
{{History|||snap=Beta 1.9 Prerelease 5|Now flowing downward creates source blocks}}
{{History|||snap=RC1|[[File:Water JE12.png|32px]] [[File:Swamp Water JE2.png|32px]] Faces on model now 0.1% moved to center to fix z-fighting on inner faces.}}
{{History||1.1|snap=12w01a|[[File:Swamp Water JE3.png|32px]] {{color|#E0FFAE}} The water color in swampland is now less intense.}}
{{History||1.2.1|snap=12w04a|Added [[desert well]]s, which contain water.}}
{{History||1.3.1|snap=12w17a|The ability to bring water using [[ice]] into [[the Nether]] has been removed.}}
{{History|||snap=12w21a|[[Dispenser]]s have been given the ability to shoot out [[fluids]], including water, inside [[water bucket]]s. They can also collect the fluids if activated again.}}
{{History||1.4.2|snap=12w38a|The [[sound]] when jumping and swimming in water has been changed.
|The sound of flowing water is now continuous.
|The water overlay is a more saturated blue.}}
{{History||1.4.4|snap=1.4.3|Water of any depth now negates all [[Damage#Fall damage|fall damage]]. [[Player]]s and [[mob]]s no longer die from great heights in shallow water.<ref>{{bug|MC-1644}} resolved as Works As Intended</ref>}}
{{History||1.5|snap=13w02a|[[File:Water JE13.png|32px]] [[File:Swamp Water JE4.png|32px]] The texture of water has been changed to use an animated texture file. Prior to this version, the texture was procedurally generated by the game (see dedicated section below).}}
{{History|||snap=13w03a|A water source [[block]] now forms if there is another water source block below it.}}
{{History|||snap=13w04a|Flowing water in [[Creative]] mode no longer slows the [[player]] down when flying.}}
{{History||1.6.1|snap=13w17a|Water [[lake]]s no longer generate in [[desert]]s.}}
{{History||1.7.2|snap=13w36a|[[File:Swamp Water JE4.png|32px]] {{color|#E0FFAE}} Added water color in swampland M, which is the same as in swampland.}}
{{History||1.7.2|snap=13w36a|Water pools now generate in the new desert M [[biome]].
|[[Ocean]]s are much smaller.}}
{{History|||snap=13w41a|[[File:Water JE14.png|32px]] [[File:Swamp Water JE5.png|32px]] Water's six internal faces are now visible from the outside.
|Water, [[ice]] and [[portal]]s are now visible through each other. This also now allows water's inside faces to be visible from outside.}}
{{History|||snap=13w42a|[[File:Water JE13.png|32px]] [[File:Swamp Water JE6.png|32px]] Water's internal faces have been removed. This visually reverts water to its pre-13w41a appearance when seen from the outside.}}
{{History||1.7.4|snap=13w47a|Water's internal top face has been readded.<ref>{{bug|MC-35658}}</ref>}}
{{History|||snap=13w48a|[[File:Water JE15.png|32px]] [[File:Swamp Water JE7.png|32px]] Water's internal side faces except the bottom face, have been readded.<ref>{{bug|MC-40621}}</ref><ref>{{bug|MC-190053}}</ref>}}
{{History||1.9|snap=15w43b|When viewed through [[glass]], water now appears as a solid blue color, as opposed to a downward flowing water texture.<ref name="badwatergraphicsJE">{{bug|MC-35790}}</ref>}}
{{History||1.11|snap=16w39a|Water now generates in [[woodland mansion]]s.}}
{{History||1.12|snap=17w06a|Water now hardens [[concrete powder]] into [[concrete]], on contact.}}
{{History||1.13|snap=18w07a|[[Item]]s now float in water.
|The [[player]]'s underwater visibility has been changed - the longer a player stays underwater, the better they can see.}}
{{History|||snap=18w10a|Underwater visibility now depends on the [[biome]] the player is in.}}
{{History|||snap=18w10c|Water can now be placed in the same block as [[chest]]s, [[trapped chest]]s, [[stairs]], [[slab]]s, [[fence]]s, [[wall]]s, [[iron bars]] and [[glass pane]]s.}}
{{History|||snap=18w10d|Water can now be placed in [[ender chest]]s, [[trapdoor]]s, [[ladder]]s, and [[sign]]s.}}
{{History|||snap=18w15a|[[File:Water JE16.png|32px]] {{color|#3F76E4}} Added default water color. The textures of water have been changed from blue to grayscale.<ref>{{bug|MC-200838}}</ref>
|[[File:Warm Ocean Water JE.png|32px]] [[File:Lukewarm Ocean Water JE.png|32px]] [[File:Frozen Ocean Water JE.png|32px]] [[File:Cold Ocean Water JE.png|32px]] Added water colors for [[warm ocean]], [[lukewarm ocean]], [[frozen ocean]] and [[cold ocean]].
|[[File:Swamp Water.png|32px]] {{color|#617B64}} Water color in swampland has been changed.
|[[File:Swamp Hills Water 18w15a.png|32px]] {{color|#E0FFAE}} Water color in swampland M is unchanged.<ref>{{bug|MC-128558}}</ref>
|Water now blocks 1 [[light]] level per [[block]] instead of 3.
|[[Player]]s no longer receive the [[Night Vision]] effect while underwater.{{verify|type=change|Did this ever happen, or is it just being used as an analogy?}}}}
{{History|||snap=18w16a|When water spreads and would later turn into a source [[block]], it now immediately places a source block.}}
{{History|||snap=18w19a|[[Experience orb]]s now float in water.}}
{{History|||snap=pre3|[[File:Swamp Water.png|32px]] {{color|#617B64}} water color in swamp hills now the same as in [[swamp]].}}
{{History|||snap=pre7|Pressing the {{control|jump}} button in flowing water at <code>level=1</code>, <code>level=2</code> and <code>level=3</code> now do normal jumps instead of {{control|swimming}} up.}}
{{History||1.15|snap=19w34a|Added [[bee]]s, which get damaged while in water.}}
{{History|||snap=19w35a|Bees now try to avoid water.}}
{{History||1.17|snap=20w45a|Flowing water no longer breaks rails.}}
{{History|||snap=21w06a|[[Aquifer]]s, large bodies of water in caves, have been added.}}
{{History|||snap=21w07a|Aquifers generate less often.}}
{{History|||snap=21w08a|Water [[spring]]s are now able to generate below Y{{=}}0.}}
{{History|||snap=21w10a|The FOV shrinking effect now respects the "FOV Effects" accessibility slider.<ref>{{bug|MC-214629}}</ref>}}
{{History|||snap=21w15a|All changes to water generation from 21w06a to 21w08a have been reverted.}}
{{History|||snap=Pre-release 2|[[Smooth lighting]] now works properly underwater.<ref>{{bug|MC-68129}} resolved as "Fixed"</ref>}}
{{History||1.18|snap=Experimental Snapshot 1|[[File:Meadow Water.png|32px]] Added water color in [[meadow]].
|All changes to water generation in the 1.17 snapshots have been reintroduced.}}
{{History||1.18|snap=21w40a|[[Water lake]]s no longer generate.}}
{{History||1.19|snap=Deep Dark Experimental Snapshot 1|Water can now generate as part of [[Ancient City|ancient cities]].}}
{{History||1.19|snap=22w14a|[[File:Mangrove Swamp Water.png|32px]] Added water color in [[mangrove swamp]].}}
{{History||1.19.3|snap=22w44a|Added the [[game rule]] {{cd|waterSourceConversion}}, which disables the formation of new water source blocks when set to {{cd|false}}.}}
{{History||1.20<br>(experimental)|link=1.19.4|snap=23w07a|[[File:Cherry Grove Water JE1.png|32px]] Added water color in [[cherry grove]].}}

{{History|pocket alpha}}
{{History||v0.1.0|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} Added water. 
|[[File:Water JE2.png|32px]] On older or much newer devices, the old [[Java Edition|Java]] water texture is used, whereas the newer animated texture is used on intermediately modern devices.}}
{{History||v0.7.0|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} The texture of water has been changed to the new texture for all devices.}}
{{History||v0.9.0|snap=build 1|[[File:Swamp Water BE1.png|32px]] Water now uses a dark blue coloration in [[swamp]]s.
|Water dripping [[particles]] have been changed.
|[[Water lake]]s have been added.
|Water can now be found in the farms and wells of [[village]]s.
|Two [[biome]]s have been added that are almost all water: [[ocean]]s and [[river]]s.
|Oasis now generate in the new [[desert]] M [[biome]].}}
{{History||v0.10.0|snap=build 1|Smooth lighting for water has been added.
|A gradient effect has been added to water that increases its opacity with distance.
|[[File:Old bedrock swamp water.png|32px]] Water color in swampland has been changed.
|Flowing water can now push [[entities]].}}
{{History|||snap=build 7|Running water now has [[sound]]s.}}
{{History|||snap=?|Water now destroys [[block]]s.{{info needed|if this is referring to washing away plants and torches and stuff, it's been able to do that since 0.1.0}}}}
{{History||v0.14.0|snap=build 1|[[Dispenser]]s can now shoot out water from [[water bucket]]s. They can also suck up [[fluids]], including water, directly adjacent to the side they are facing.}}
{{History||v0.14.2|[[File:Old bedrock water.png|32px]] Water now uses animated texture files.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 1.0.0.0|When viewed through [[glass]], water now appears as a solid blue color, as opposed to a downward flowing water texture.<ref name="badwatergraphicsBE">{{bug|MCPE-11140}}</ref>}}
{{History||1.1.0|snap=alpha 1.1.0.0|Water now generates in [[woodland mansion]]s.
|Water now hardens [[concrete powder]] into [[concrete]], on contact.}}
{{History|bedrock}}
{{History||?|The rendering change for water in 1.0.0 has been reverted for an unknown reason.}}
{{History||1.2.13|snap=beta 1.2.13.5|Water can now be placed in the same [[block]]s as [[slab]]s and [[stairs]].}}
{{History||1.4.0|snap=beta 1.2.14.2|Water can now be placed in the same block as most transparent blocks, instead of slabs and stairs only.}}
{{History|||snap=beta 1.2.20.1|[[File:Plains Water.png|32px]] Water now has a completely new look for every [[biome]] and it is now much easier to see above and underwater (see [[Water#Bedrock Edition]] for all biome colors).
|[[Item]]s now float to the top of water.
|Underwater visibility now depends on the [[biome]] the [[player]] is in.
|[[Respiration]] enchantment and [[Water Breathing]] effect no longer grants enhanced underwater visibility.}}
{{History|||snap=?|When viewed through [[glass]], water now appears as its own top texture, as opposed to a downward flowing water texture.<ref name="badwatergraphicsBE"/>}}
{{History||1.14.0|snap=beta 1.14.0.1|Added [[bee]]s, which get damaged when touching water and try to avoid it.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Water JE11.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} [[File:Swamp Water JE2.png|32px]] Added water.}}
{{History||xbox=TU9|[[Dispenser]]s have been given the ability to shoot out [[fluids]], including water, inside [[water bucket]]s. They can also suck up the fluids if activated again, but a bug prevents the empty [[bucket]] from being filled.}}
{{History||xbox=TU12|[[File:Water JE15.png|32px]] Water now uses animated texture files.}}
{{History||xbox=TU25|xbone=CU14|ps=1.17|Water can be used in custom superflats. It appears as a 3D block in the block selection screen of the custom superflat interface.}}
{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|Water splash [[sound]]s have been updated.
|Most [[mob]]s can now [[swimming|swim]] in water.}}
{{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|[[File:Warm Ocean Water.png|32px]] [[File:Lukewarm Ocean Water.png|32px]] [[File:Frozen Ocean Water.png|32px]] [[File:Cold Ocean Water.png|32px]] Added [[warm ocean]], [[lukewarm ocean]], [[frozen ocean]] and [[cold ocean]] texture colors for water in those [[biome]]s.}}
{{History||ps=1.78|The animation of water is now less smooth.}}

{{History|New 3DS}}
{{History||0.1.0|[[File:Water JE15.png|32px]]{{verify|type=change|Is this accurate to how it appeared in this edition at this time?}} [[File:Old bedrock swamp water.png|32px]] Added water.}}
{{History|foot}}
<!-- Still need to add in the right version: Drowning added, Water can turn into ice -->
<!--- Still need to add "1.16 pre-release 5 - Water overlay texture turned slightly darker" -->
{{More sounds|Old and older water splash sounds.|type=historical}}

===Data history===
{{History|java}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], these blocks' numeral IDs were 8 and 9. Both blocks have been merged into a single one.}}
{{History|||snap=18w10c|Removed <code>flowing_water</code>.}}
{{History|foot}}

<gallery>
EarlyFlowingWater.png|The water and flowing water in [[Infdev 20100615]].
</gallery>

==Issues==
{{Issue list}}

==Trivia==
*The texture subtly overlaid on the screen when underwater is that of the original water texture from 0.0.12a.
**The outdatedness of this texture is not considered a bug or oversight, unlike many other outdated textures.<ref>{{bug|MC-241000|||Invalid}}</ref>
**This texture is particularly difficult to notice due to its extreme transparency,<ref>{{bug|MC-128337}}</ref> as well as the fact that other blocks likely make the scene visually noisy enough to further obscure it under most conditions.
* While underwater, the player's FOV (field of vision) is lowered by 10 to simulate light {{w|refraction}}. This can be disabled via the "FOV Effects" [[option]].
*If a player or mob with the [[Levitation]] effect touches water, the effect is completely negated.<ref>{{bug|MC-83369}}</ref>

==Gallery==
<gallery>
1.8underwater.png|Underwater particles, or "bubbles".
Underground water mix.png|Water that is underground, but is still part of 2 different biomes. The color is split.
InvisibleWater.png|A glitch where water is invisible below its surface level.
Water Cave Filling.png|Water flowing into a [[cave]].
Under water.png|A view underwater.
Mac os water texture V1.13-920.gif|Animated view of the Java edition water texture.
Bubbles.gif|These bubbles appear above the [[hunger]] bar when the player's head is in water, and when all the bubbles pop, a heart of damage is dealt every second until the player is no longer entirely under water.
Waterfall.png|A naturally occurring waterfall.
Water (texture) JE1 BE1.png|This texture is subtly overlaid on the screen when underwater.
Land ruin.png|An underwater ruin {{in|bedrock}} that generated on land with a water block on top of it.
Land ruin Java.png|An underwater ruin {{in|java}} that generated on land with a visible loot chest that is not waterlogged and doesn't have water on top of it.
Largelake.png|A large lake, during a [[thunderstorm]].
Coral reef at night.png|A [[coral reef]] at night, in a [[warm ocean]] biome.
WaterRavine.jpg|A bug that causes the water to not flow into the pit.
Obsidian Spring.png|A water flowing on lava lake, creating obsidian. The water was placed by a player.
Two flowing streams.png|Waterfalls made by a player.
Watercave.png|Water flowing into the cave from nearby lake.
RavineandStornghold.png|Ravine with multiple ores, water and lava falls, and stronghold bridge over it.
Water shade.png|Different water colors in swamp biome.
File:Nonflowingwater.png|A block of water, which is not flowing because of a glitch, besides a village farm.
</gallery>

==See also==
*[[Waterlogging]]

==References ==
{{Reflist}}

==External Links ==
*[https://www.minecraft.net/en-us/article/block-week-water Block of the Week: Water] – Minecraft.net on July 14, 2017

{{Blocks|natural}}
{{Items}}

[[Category:Fluids]]
[[Category:Natural blocks]]
[[Category:Non-solid blocks]]
[[Category:Generated structure blocks]]

[[cs:Voda]]
[[de:Wasser]]
[[es:Agua]]
[[fr:Eau]]
[[hu:Víz]]
[[it:Acqua]]
[[ja:水]]
[[ko:물]]
[[nl:Water]]
[[pl:Woda]]
[[pt:Água]]
[[ru:Вода]]
[[th:น้ำ]]
[[tr:Su]]
[[uk:Вода]]
[[zh:水]]</li></ul></nowiki>
pre1Villagers now voluntarily pick up items.
pre2Villagers now stock more items, so they now can trade more items before they lock their trades.
Villagers now remember their gossip after becoming a zombie villager.
Gossip about players who converted a zombie villager now last longer.
Villagers can now work without also restocking at the same time.
The performance of villager pathfinding has been improved.
1.15
{{Extension DPL}}<ul><li>[[Book and Quill|Book and Quill]]<br/>{{For|the item produced after a Book and Quill is signed|Written Book}}
{{Item
| image = Book and Quill.png
| renewable = Yes 
| stackable = No
}}

A '''book and quill''' is an [[item]] used to write [[written book]]s.

== Obtaining ==

=== Crafting ===

{{Crafting
|Book
|Ink Sac
|Feather
|Output= Book and Quill
|type= Miscellaneous
}}

=== Natural generation ===

{{LootChestItem|book-and-quill}}

== Usage ==

=== Crafting ingredient ===

{{crafting usage}}

=== Writing ===

By pressing {{control|use item}} or long pressing screen anywhere{{only|bedrock}} while holding a book and quill in their hand, the [[player]] can open a text editor GUI.

Using this GUI, the player can write a single book up to 100{{only|java}} or 50{{only|bedrock}} pages long, with up to 798 characters per page. The player can write up to 79,800{{only|java}} or 12,800{{only|bedrock}} characters inside the entire book. No page may be longer than 14 lines and each line can have a width of 114 pixels (see pixel width of each character [[Language#Font|here]]). 

The player has the ability to copy and paste into books. However, the paste does not work if the text being pasted is longer than a single page. Most Unicode characters are available in books, and they may be pasted in without issue.

In singleplayer, the world pauses while a book is being edited.{{only|java}}

=== Lecterns ===

One can place a book and quill or a [[written book]] on an empty [[lectern]].

The lectern then emits a redstone signal depending on the displayed page in the book. On the last page, the lectern emits a signal strength of 15. This is why lecterns are listed in the "redstone" tab in the [[creative inventory]].

=== Formatting codes ===
{{main|Formatting codes}}
{{exclusive|bedrock|section=1}}

Text in a book can be styled using codes starting with the {{key|§}} character (section sign).
* {{key|§}} + {{key|k}} creates randomly changing characters.
* {{key|§}} + {{key|l}} creates bold text.
* {{key|§}} + {{key|m}} creates strikethrough text.
* {{key|§}} + {{key|n}} creates underlined text.
* {{key|§}} + {{key|o}} creates italic text.
* {{key|§}} + {{key|0}} – {{key|f}} (hexadecimal) creates colored text. 
* {{key|§}} + {{key|r}} resets any of the previous styles so text after it appears normally.

If the [[player]] uses multiple codes, and continue typing past the end of a line, the next line exhibits only the last formatting code used.

=== Signing ===

Books can be signed by pressing the "Sign" button while in the interface. {{IN|java}}, when signed, a book bears the name of the player who wrote it and a title chosen upon signing. {{IN|bedrock}}, the book doesn't display the name of the player as the author; instead, the author can be any text the player wants. After it has been signed, it cannot be edited again – it has turned into a [[written book]].

Special characters can be used in the title, if typed from a keyboard that supports them. Alt codes do not work, and the {{key|§}} character cannot be typed even using a keyboard that implements it, meaning titles cannot be colored or formatted in-game. However, on Linux using the compose key to produce special characters does work.

The title of the book can be up to 16 characters long, and the player cannot paste into a title. A "workaround" for the 16-character limitation is to manually rename the book at an [[Anvil#Renaming|anvil]], which always costs 1 [[Experience|experience level]]. This can be done with either a written book or a book and quill – both versions will always display the changed name. If a custom name is removed from a written book, it will revert back to the title it was given during the signing process.

=== Chiseled bookshelf ===
{{control|Use|text=Using}} the [[chiseled bookshelf]] while having a book and quill in the main hand will put the book inside the chiseled bookshelf.

=== Trading ===
{{IN|bedrock}}, expert-level librarian [[villager]]s buy 2 books and quills for one [[emerald]]. Book and quill is offered in two item slots due to being non-stackable.

{{IN|java}}, expert-level librarian villagers have a 50% chance to buy 2 books and quills for one emerald. The amount of books and quills needed is supposed to be 2, but due to the item being non-stackable, only one is needed for the trade.<ref>{{bug|MC-248042||Librarian's book and quill trade is always discounted to 1 since books are unstackable}}</ref>

== Sounds ==
{{edition|java}}:
{{Sound table
|rowspan=2
|sound=Page turn1.ogg
|sound2=Page turn2.ogg
|sound3=Page turn3.ogg
|subtitle=Page rustles
|source=master
|description=When the page of a book is turned
|id=item.book.page_turn
|translationkey=subtitles.item.book.page_turn
|volume=2.0
|pitch=1.0
|distance=16}}
{{Sound table
|subtitle=Page rustles
|source=block
|description=When the page of a book is turned on a lectern
|id=item.book.page_turn
|translationkey=subtitles.item.book.page_turn
|volume=2.0
|pitch=0.9-1.0
|distance=16}}
{{Sound table
|sound=Book thump1.ogg
|sound2=Book thump2.ogg
|subtitle=Book thumps
|source=block
|description=When a book is placed on a lectern
|id=item.book.put
|translationkey=subtitles.item.book.put
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Chiseled bookshelf insert1.ogg
|sound2=Chiseled bookshelf insert2.ogg
|sound3=Chiseled bookshelf insert3.ogg
|sound4=Chiseled bookshelf insert4.ogg
|subtitle=Book placed
|source=block
|description=When a book and quill is placed in a chiseled bookshelf
|id=block.chiseled_bookshelf.insert
|translationkey=subtitles.chiseled_bookshelf.insert
|volume=0.8
|pitch=''varies'' <ref group=sound>Can be 1.0, 0.85, or 1.1 for each sound</ref>
|distance=16}}
{{Sound table
|sound=Chiseled bookshelf pickup1.ogg
|sound2=Chiseled bookshelf pickup2.ogg
|sound3=Chiseled bookshelf pickup3.ogg
|subtitle=Book taken
|source=block
|description=When a book and quill is removed from a chiseled bookshelf
|id=block.chiseled_bookshelf.pickup
|translationkey=subtitles.chiseled_bookshelf.take
|volume=0.8
|pitch=''varies'' <ref group=sound>Can be 1.0, 0.8, or 1.1 for each sound</ref>
|distance=16
|foot=1}}

{{edition|bedrock}}:
{{Sound table
|type=bedrock
|sound=Page turn1.ogg
|sound2=Page turn2.ogg
|sound3=Page turn3.ogg
|source=sound
|description=When the page of a book is turned
|id=item.book.page_turn
|volume=2.0
|pitch=1.0}}
{{Sound table
|sound=Book thump1.ogg
|sound2=Book thump2.ogg
|source=block
|description=When a book is placed on a lectern
|id=item.book.put
|volume=4.8
|pitch=1.0}}
{{Sound table
|type=bedrock
|sound=Chiseled bookshelf insert1.ogg
|sound2=Chiseled bookshelf insert2.ogg
|sound3=Chiseled bookshelf insert3.ogg
|sound4=Chiseled bookshelf insert4.ogg
|source=block
|description=When a book and quill is placed in a chiseled bookshelf
|id=insert.chiseled_bookshelf
|volume=0.8
|pitch=''varies'' <ref group=sound name=insertvaries>Can be 1.0, 0.85, or 1.1 for each sound</ref>}}
{{Sound table
|sound=Chiseled bookshelf pickup1.ogg
|sound2=Chiseled bookshelf pickup2.ogg
|sound3=Chiseled bookshelf pickup3.ogg
|source=block
|description=When a book and quill is removed from a chiseled bookshelf
|id=pickup.chiseled_bookshelf
|volume=0.8
|pitch=''varies'' <ref group=sound name=pickupvaries>Can be 1.0, 0.8, or 1.1 for each sound</ref>
|foot=1}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showitemtags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Book and Quill
|spritetype=item
|nameid=writable_book
|itemtags=bookshelf_books, lectern_books
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showitemtags=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Book and Quill
|spritetype=item
|nameid=writable_book
|id=510
|itemtags=minecraft:bookshelf_books, minecraft:lectern_books
|form=item
|foot=1}}

=== Item data ===

{{el|java}}:
{{main|Player.dat format}}
<div class="treeview" style="margin-top: 0;">
* {{nbt|compound|tag}}: The '''tag''' tag.
{{:Player.dat_format/Writable Books}}
</div>

{{el|bedrock}}:
: See [[Bedrock Edition level format/Item format]].

== Video ==

<div style="text-align:center">{{yt|DD_Z82wmGZA}}</div>

== History ==

{{History|java}}
{{History||1.3.1|snap=12w17a|[[File:Book and Quill JE1 BE1.png|32px]] Added books and quills.}}
{{History||1.7.2|snap=13w36a|Books and quills can now be crafted with a [[written book]] to clone the written book.}}
{{History||1.8|snap=14w05a|Copying written books now mark them as "Copy of Original" or "Copy of Copy".
|The copying status of a book is now denoted in a separate line in the tooltip, beneath the author's name.
|Copies of copies cannot be copied.}}
{{History|||snap=14w25a|Books and quills now use JSON text components instead of plain text with the new <code>pages</code> tag
|Book and quills are now capable of using the <code>clickEvent</code> and <code>hoverEvent</code> tags.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 386.}}
{{History||1.14|snap=18w43a|[[File:Book and Quill JE2 BE2.png|32px]] The texture of books and quills has now been changed.
|Added support for editing anywhere in the book and quill.<ref name="MC-1578">{{bug|MC-1578}}</ref>
|Books and quills now have copy/paste support.<ref name="MC-1578"></ref>
|The page limit of books and quills has now been increased from 50 to 100 pages.}}
{{History|||snap=19w11a|Librarian [[villager]]s now [[trading|buy]] books and quills instead of written books.}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Books and quills can now interact with [[chiseled bookshelves]].}}

{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|[[File:Book and Quill JE1 BE1.png|32px]] Added books and quills.}}
{{History||1.4.0|snap=beta 1.2.14.2|Books and quills can now be found inside [[buried treasure]] [[chest]]s.}}
{{History||1.6.0|snap=beta 1.6.0.1|Pages within books and quills can now be turned using the controller bumper buttons.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Book and Quill JE2 BE2.png|32px]] The texture of books and quills has now been changed.}}
{{History||1.11.0|snap=beta 1.11.0.4|Books and quills can now be [[trading|sold]] to librarian [[villager]]s.}}

{{History|console}}
{{History||xbox=TU25|xbone=CU14|ps=1.17|wiiu=Patch 1|switch=1.0.1|[[File:Book and Quill JE1 BE1.png|32px]] Added books and quills.}}
{{History|PS4}}
{{History||1.90|[[File:Book and Quill JE2 BE2.png|32px]] The texture of books and quills has now been changed.}}
{{History|foot}}

== Issues ==
{{issue list}}

== Trivia ==
* The in-game restrictions on books are not hard limits. Third party editors or commands can make books have more than 100 pages{{only|java}} (2,147,483,639 pages), more than 256 characters per page (32,767 characters per page), can change author names, and can have colored titles, among other things. These books still function properly in vanilla ''Minecraft'', meaning the [[player]] may encounter such books on adventure maps or multiplayer servers.<ref>http://www.minecraftforum.net/topic/1189266-hacking-books</ref>
* If the player renames a book and quill in an anvil before signing it, it retains the name from the anvil instead of taking the name from signing.{{only|java}}

== Gallery ==
<gallery>
Jeb book.png|The first image of a book seen.<ref>https://web.archive.org/web/20120427014334/https://www.mojang.com/2012/04/minecraft-snapshot-12w17a/</ref>
Book and Quill Writing.png|The GUI of writing a book.
Book and Quill Signing.png|The GUI of signing a book.
Written Book tooltip.png|A signed book.
BookandQuillOperators12w17a.png|Display of styles used in a book. "e" and "f" are difficult to see.
Book and Quill in Pocket Edition.jpg|A book and quill {{in|be}}.
Java book and quill example with text.png|An example of text in a book and quill in [[Java Edition]].
Better Together Book.jpg|A book and quill in ''Bedrock Edition''.
</gallery>

== References ==
{{Reflist}}

== External links ==
* [http://www.minecraftforum.net/topic/1498339-132ssp-bookshop-your-books-anywhere/ Bookshop - Book Sharing And Editing Tool]
* [http://fsymbols.com/generators/wide/ Full-Width Text Generator]
* [http://fsymbols.com/generators/smallcaps/ Small Caps Text Generator]
* [http://www.minecraftforum.net/topic/1202590-revise-edit-signed-books-w-more-options-all-os-12w17a/ Revise - External Book Editor]

== See also ==
* [[Book]]
* [[Bookshelf]]
* [[Written Book]]

{{Items}}

[[Category:Renewable resources]]

[[cs:Rozepsaná kniha s brkem]]
[[de:Buch und Feder]]
[[el:Βιβλίο και Πένα]]
[[es:Libro y pluma]]
[[fr:Livre vierge]]
[[hu:Könyv és toll]]
[[it:Libro e penna]]
[[ja:本と羽根ペン]]
[[ko:책과 깃펜]]
[[nl:Boek en veer]]
[[pl:Książka z piórem]]
[[pt:Livro e pena]]
[[ru:Книга с пером]]
[[th:หนังสือกับปากกาขนนก]]
[[uk:Книга з пером]]
[[zh:书与笔]]</li><li>[[Potato|Potato]]<br/>{{about|the raw potato|the cooked potato|Baked Potato|the potato that can inflict poison|Poisonous Potato}}
{{Item
| group = Age 0-1
| 1-1 = Potatoes Age 0-1.png
| 1-2 = Potatoes Age 0-1 BE.png
| group2 = Age 2-3
| 2-1 = Potatoes Age 4-6.png
| 2-2 = Potatoes Age 2-3 BE.png
| group3 = Age 4-6
| 3-1 = Potatoes Age 4-6.png
| 3-2 = Potatoes Age 4-6 BE.png
| group4 = Age 7
| 4-1 = Potatoes Age 7.png
| 4-2 = Potatoes Age 7 BE.png
| image = Potato JE3 BE2.png
| renewable = Yes
| heals = {{hunger|1}}
| stackable = Yes (64)
}}

A '''potato''' is a [[food]] [[item]] obtained from potato crops that can be used to plant them, consumed raw or [[cook]]ed to make [[baked potato]]es.

'''Potato crops''' are planted in [[farmland]] and used to grow potatoes and, rarely, [[Poisonous Potato|poisonous potatoes]].

== Obtaining ==

=== Natural generation ===
[[Village]] farm plots have a chance of being planted with potatoes. The exact chance depends on the style of the village:

{| class="wikitable"
! Village style !! Chance
|-
| {{EnvSprite|snowy-village}} Snowy || 70%
|-
| {{EnvSprite|plains-village}} Plains || 15%
|-
| {{EnvSprite|taiga-village}} Taiga || 10%
|}

Fully grown potato crops drop 2 to 5 potatoes ({{frac|3|5|7}} per crop harvested on average) and have a 2% chance of dropping an additional [[poisonous potato]]. Potato yield can be increased using a tool enchanted with [[Fortune]], with Fortune III harvesting an average of {{frac|5|3|7}} potatoes. [[Bone meal]] can be used to mature the potato to its last stage of growth.

The first two potatoes always drop, and then three more attempts are made to drop a potato with a success rate of 57.14286% to yield the extra 0–3 drops. Each level of Fortune enchantment increases the number of attempts by one.

=== Mob loot ===
[[Zombie]]s, [[husk]]s, and [[zombie villager]]s have a 2.5% ({{frac|1|40}}) chance of dropping either an [[iron ingot]], [[carrot]], or potato when killed by a player or tamed wolf. This is increased by 1% ({{frac|1|100}}) per level of looting. This gives potatoes the following chances of dropping:
* {{frac|1|120}} (about 0.83%)
* {{frac|7|600}} (about 1.17%) with Looting I
* {{frac|9|600}} (1.50%) with Looting II
* {{frac|11|600}} (about 1.83%) with Looting III
If a zombie, husk, or zombie villager is killed with fire, it drops a baked potato instead.

=== Chest loot ===
{{LootChestItem|potato}}

== Usage ==

=== Farming ===
{{main|Tutorials/Crop farming}}
When farmed, potatoes require 8 [[Block tick|stages]] to grow. However, there are four ''visible'' stages due to having only four distinct textures: every two stages have the same texture, except that growth stage 7 keeps the same appearance as stages 5–6, so that only stage 8 has the final, mature appearance. Planted potatoes require a light level of 9 or greater to continue growing. If the light level is 7 or below, the crops instantly un-plant themselves ("pop off"). It is not possible to plant potatoes if the light level is too low.

Crops grow faster if the farmland they are planted in is [[Farmland#Hydration|hydrated]]. Using [[bone meal]] on crops also increases the speed of growth by randomly increasing their growth stage by 2 to 5.

Crops break if pushed by a [[piston]] or if their supporting farmland breaks or turns to dirt (i.e. by being trampled), dropping their usual drops.

=== Food ===
To eat a potato, press and hold {{control|use}} while it is selected in the [[hotbar]]. Eating a potato restores {{hunger|1}} hunger and 0.6 [[Hunger#Mechanics|saturation]].

=== Breeding ===
[[Pig]]s follow and can be [[bred]] by a player holding a potato.

[[Villager]]s can pick up potato items to become willing, which allow them to breed. Villagers require 12 potatoes to become willing.

=== Smelting ingredient ===
{{Smelting
|showname=1
|Potato
|Baked Potato
|0.35
}}

=== Trading ===
Novice-level farmer villagers have a 25%{{only|bedrock}} or 40%{{only|java}} chance to buy 26 potatoes for an [[emerald]] as part of their trade.

=== Composting ===
Placing a potato into a [[composter]] has a 65% chance of raising the compost level by 1. This is less efficient than composting with [[Baked Potato|baked potatoes]], which has a higher success chance of 85%.

== Sounds ==
=== Block ===
{{Sound table/Block/Crop}}

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

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showblocktags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Potatoes
|spritetype=block
|nameid=potatoes
|blocktags=bee_growables, crops
|form=block}}
{{ID table
|displayname=Potato
|spritetype=item
|nameid=potato
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|generatetranslationkeys=y
|displayname=Potatoes
|spritetype=block
|nameid=potatoes
|id=142
|form=block}}
{{ID table
|displayname=Potato
|spritetype=item
|nameid=potato
|id=280
|form=item
|foot=1}}

=== Block states ===
{{see also|Block states}}
{{/BS}}

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

== History ==
{{History|java}}
{{History||1.4.2|snap=12w34a|[[File:Potato JE1 BE1.png|32px]] Added potatoes.
|[[File:Potatoes Age 0-1 JE1.png|32px]] [[File:Potatoes Age 2-3 JE1.png|32px]] [[File:Potatoes Age 4-6 JE1.png|32px]] [[File:Potatoes Age 7 JE1.png|32px]] Added potato crops.}}
{{History|||snap=12w36a|Potatoes can now be found in [[village]]s.}}
{{History||1.5|snap=13w09b|The [[Fortune]] enchantment now works when harvesting potatoes.<ref>{{bug|MC-1680}}</ref>}}
{{History||1.8|snap=14w02a|Potatoes can now be [[trading|sold]] to farmer [[villager]]s, at 15–19 potatoes for 1 [[emerald]].}}
{{History|||snap=14w04a|Farmer villagers now harvest fully grown potatoes.
|Villagers can now be made willing using 12 potatoes.}}
{{History|||snap=14w06a|[[File:Potatoes Age 0-1 JE2.png|32px]] [[File:Potatoes Age 2-3 JE2.png|32px]] [[File:Potatoes Age 4-6 JE2.png|32px]] [[File:Potatoes Age 7 JE2.png|32px]] Potato crops are now a pixel higher - previously they were offset one pixel down as to match farmland's sunken model. This is likely an accidental result of model conversion.}}
{{History|||snap=14w10a|[[File:Missing Model JE2.png|32px]] [[File:Missing Model JE2.png|32px]] [[File:Missing Model JE2.png|32px]] [[File:Missing Model JE2.png|32px]]<br>[[File:Missing Model (anisotropic filtering) JE2.png|32px]] [[File:Missing Model (anisotropic filtering) JE2.png|32px]] [[File:Missing Model (anisotropic filtering) JE2.png|32px]] [[File:Missing Model (anisotropic filtering) JE2.png|32px]]<br>Potato crops of all stages [[Missing model|no longer have a model]].}}
{{History|||snap=14w10b|[[File:Potatoes Age 0-1 JE4.png|32px]] [[File:Potatoes Age 2-3 JE4.png|32px]] [[File:Potatoes Age 4-6 JE4.png|32px]] [[File:Potatoes Age 7 JE4.png|32px]] Potato crops now have models again.<ref>{{bug|MC-50232}}</ref> In addition, they are now offset downwards by one pixel once more.<ref>{{bug|MC-50155}}</ref>}}
{{History|||snap=14w25a|[[File:Potatoes Age 0-1 JE5.png|32px]] [[File:Potatoes Age 2-3 JE5.png|32px]] [[File:Potatoes Age 4-6 JE5.png|32px]] [[File:Potatoes Age 7 JE5.png|32px]] Potato crops are now darker and subject to directional shading.}}
{{History|||snap=14w27a|[[File:Potatoes Age 0-1 JE6.png|32px]] [[File:Potatoes Age 2-3 JE6.png|32px]] [[File:Potatoes Age 4-6 JE6.png|32px]] [[File:Potatoes Age 7 JE6.png|32px]] Potato crops are no longer subject to directional shading.}}
{{History||1.9|snap=15w31a|Potatoes can now be used to lead and breed [[pig]]s.}}
{{History|||snap=15w38a|The [[drop]] chances of potatoes has now been slightly improved from average {{frac|2|3|5}} per potato crop harvested to {{frac|2|5|7}}.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this block's numeral ID was 142, and the item's 392.}}
{{History|||snap=18w11a|Potatoes now have a chance of generating in [[shipwreck]] [[chest]]s.}}
{{History||1.14|snap=18w43a|[[File:Potato JE2.png|32px]] The texture of potatoes has been changed.
|[[File:Potatoes Age 0-1 JE7.png|32px]] [[File:Potatoes Age 2-3 JE7.png|32px]] [[File:Potatoes Age 4-6 JE7.png|32px]] [[File:Potatoes Age 7 JE7.png|32px]] The textures of potato crops have been changed.}}
{{History|||snap=18w47a|Potatoes now generate in [[pillager outpost]] chests.}}
{{History|||snap=18w48a|Potatoes can now be found in chests in [[plains]] village houses.}}
{{History|||snap=18w49a|Potatoes can now be found in chests in [[snowy tundra|snowy]] village houses.}}
{{History|||snap=18w50a|Potatoes can now be found in chests in [[taiga]] village houses.
|[[File:Potato JE3 BE2.png|32px]] The texture of potatoes has been changed, once again.}}
{{History|||snap=19w03a|Added placement and new breaking [[sound]]s to potatoes.
|Placing a potato into the new [[composter]] has a 50% chance of raising the compost level by 1.}}
{{History|||snap=19w05a|Potatoes now have a 65% chance of increasing the compost level in a composter by 1.}}
{{History||1.15|snap=19w34a|[[Bee]]s can now pollinate potato crops.}}
{{History||1.17|snap=21w13a|[[File:Potatoes Age 0-1 JE8.png|32px]] [[File:Potatoes Age 2-3 JE8.png|32px]] [[File:Potatoes Age 4-6 JE8.png|32px]] [[File:Potatoes Age 7 JE8.png|32px]] The "crop" template model has changed such that pixels appear in the same physical positions on opposite sides of texture planes, changing the potato crop's appearance in the process.<ref>{{bug|MC-199242}}</ref>}}

{{History|pocket alpha}}
{{History||v0.8.0|snap=build 1|[[File:Potato JE1 BE1.png|32px]] Added potatoes.
|[[File:Potatoes Age 0-1 JE6 BE1.png|32px]] [[File:Potatoes Age 2-3 JE6 BE1.png|32px]] [[File:Potatoes Age 4-6 JE6 BE1.png|32px]] [[File:Potatoes Age 7 JE6 BE1.png|32px]]{{verify|Correct models?}} Added potato crops.
|Potatoes are a rare [[drops|drop]] from killing [[zombie]]s.}}
{{History|||snap=build 3|Potatoes now have a chance to drop when tilling [[grass block]]s.}}
{{History|||snap=build 4|Potatoes are no longer dropped from tilling grass blocks.}}
{{History||v0.9.0|snap=build 1|Potato crops now naturally spawn in [[village]]s.
|Potatoes can now be used to lead and breed [[pig]]s.}}
{{History||v0.12.1|snap=build 1|Potatoes now restore [[hunger]] instead of [[health]].
|Farmer (profession) [[villager]]s now plant and harvest potatoes.}}
{{History||v0.16.2|Potatoes can now be found in the [[chest]] inside large houses in [[ice plains]] and [[cold taiga]] [[village]]s.}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|Potatoes can now be found in [[pillager outpost]]s and [[plains]] [[village]] houses.
|[[File:Potato JE3 BE2.png|32px]] The texture of potatoes has been changed.
|[[File:Potatoes Age 0-1 JE7.png|32px]] [[File:Potatoes Age 2-3 JE7.png|32px]] [[File:Potatoes Age 4-6 JE7.png|32px]] [[File:Potatoes Age 7 JE7.png|32px]]{{verify|Correct models?}} The textures of potato crops have been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Potatoes can now be used to fill up [[composter]]s.
|Potatoes can now be found in [[taiga]], [[snowy taiga]] and [[snowy tundra]] village house [[chest]]s.}}
{{History|||snap=beta 1.11.0.4|[[Trading]] has now been changed, farmer [[villager]]s now have a 25% chance to [[trading|buy]] 26 potatoes for an [[emerald]].}}
{{History||1.14.0|snap=beta 1.14.0.1|[[Bee]]s can now pollinate potato crops.}}
{{History||?|[[File:Potatoes Age 0-1 BE.png|32px]] [[File:Potatoes Age 2-3 BE.png|32px]] [[File:Potatoes Age 4-6 BE.png|32px]] [[File:Potatoes Age 7 BE.png|32px]] Potato crop planes use a mapping that results in very unnatural mirroring when viewed from certain angles, such as northwest.<ref>{{bug|MCPE-146936}}</ref>}}

{{History|console}}
{{History||xbox=TU14|xbone=CU1|ps=1.04|wiiu=Patch 1|switch=1.0.1|[[File:Potato JE1 BE1.png|32px]] Added potatoes.
|[[File:Potatoes Age 0-1 JE6 BE1.png|32px]] [[File:Potatoes Age 2-3 JE6 BE1.png|32px]] [[File:Potatoes Age 4-6 JE6 BE1.png|32px]] [[File:Potatoes Age 7 JE6 BE1.png|32px]]{{verify|Correct models?}} Added potato crops.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Potato JE3 BE2.png|32px]] The texture of potatoes has been changed.
|[[File:Potatoes Age 0-1 JE7.png|32px]] [[File:Potatoes Age 2-3 JE7.png|32px]] [[File:Potatoes Age 4-6 JE7.png|32px]] [[File:Potatoes Age 7 JE7.png|32px]]{{verify|Correct models?}} The textures of potato crops have been changed.}}

{{History|New 3DS}}
{{History||0.1.0|[[File:Potato JE1 BE1.png|32px]] Added potatoes.
|[[File:Potatoes Age 0-1 JE6 BE1.png|32px]] [[File:Potatoes Age 2-3 JE6 BE1.png|32px]] [[File:Potatoes Age 4-6 JE6 BE1.png|32px]] [[File:Potatoes Age 7 JE6 BE1.png|32px]]{{verify|Correct models?}} Added potato crops.}}
{{History|foot}}

=== Potatoes "item" ===
{{:Technical blocks/Potatoes}}

== Issues ==
{{issue list}}

== Gallery ==
<gallery>
AllSeeds.png|All the seeds that exist in the game (except [[Pitcher Plant|seeds fr]][[Torchflower Seeds|om 1.20,]] [[nether wart]] and [[cocoa beans]]).
VillageGrowingCarrotsAndPotatoes.png|[[Carrot]]s and potatoes found growing naturally in a [[village]].
File:Hot Potato.jpeg|Official render of a potato to celebrate National Potato Day.<ref> https://twitter.com/Minecraft/status/1692969488617029859?s=20| Hot potato! @ a friend to toss it.</ref>
</gallery>

== References ==
{{reflist}}

== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--potato Taking Inventory: Potato] – Minecraft.net on December 16, 2021

{{items}}
{{blocks|vegetation}}

[[Category:Plants]]
[[Category:Food]]
[[Category:Renewable resources]]
[[Category:Non-solid blocks]]
[[Category:Generated structure blocks]]

[[cs:Brambora]]
[[de:Kartoffel]]
[[es:Patata]]
[[fr:Pomme de terre]]
[[hu:Burgonya]]
[[it:Patata]]
[[ja:ジャガイモ]]
[[ko:감자]]
[[nl:Aardappel]]
[[pl:Ziemniak]]
[[pt:Batata]]
<br />
[[ru:Картофель]]
[[th:มันฝรั่ง]]
[[uk:Картопля]]
[[zh:马铃薯]]</li></ul>
19w35aNitwit villagers no longer have a leveling gemstone in their belt.
If a player tries to sleep in a bed that is occupied by a villager, that villager is now kicked out of the bed.
1.16
{{Extension DPL}}<ul><li>[[Cookie|Cookie]]<br/>{{Item
| title = Cookie
| image = Cookie.png
| heals = {{hunger|2}}
| renewable = Yes
| stackable = Yes (64)
}}
'''Cookies''' are [[food]] items that can be obtained in large quantities, but do not restore hunger or saturation significantly.

== Obtaining ==
=== Trading ===
Journeyman-level farmer [[villager]]s sell 18 cookies for 3 [[emerald]]s as part of their trades.

=== Crafting ===
{{Crafting
|A2= Wheat
|B2= Cocoa Beans
|C2= Wheat
|Output= Cookie,8
|type= Foodstuff
}}

=== Villager gifts ===
{{in|java}}, if the [[player]] has the [[Hero of the Village]] effect, a farmer villager may gift them a cookie.

== Usage ==
=== Food ===
To eat a cookie, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|2}} [[hunger]] and 0.4 hunger 
[[Hunger#Mechanics|saturation]].

=== Parrots ===
Feeding a cookie to a [[parrot]] kills the parrot instantly, and causes it to give off [[Poison]] [[particles]] as it dies due to chocolate being toxic to parrots.
{{IN|Bedrock}}, feeding a cookie to a parrot inflicts the parrot with [[Fatal Poison]] for 1,000 seconds.

=== Composting ===
Placing a cookie into a [[composter]] has an 85% chance of raising the compost level by 1.

Considering the high yield of cookies (8 cookies from 1 cocoa bean and 2 wheats) and the higher chance to successfully compost a cookie (85%), it is more efficient to craft cookies to compost rather than using separate ingredients. For example, 100 wheats and 50 cocoa beans, which in total could yield only 13.92 bone meal on average, could be crafted into 400 cookies to yield 48.57 bone meal on average.

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

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

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

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Cookie
|spritetype=item
|nameid=cookie
|id=271
|form=item
|foot=1}}

== History ==

{{History|java beta}}
{{History||1.4|[[File:Cookie JE1 BE1.png|32px]] Added cookies. 
|Cookies restore {{hp|1}} and are currently the only stackable [[food]], up to 8 cookies per stack.}}
{{History||1.8|snap=Pre-release|Cookies can now be stacked to 64.
|Cookies now restore {{hunger|1}}.}}
{{History|java}}
{{History||1.3.1|snap=12w18a|Cocoa beans have become farmable, making cookies [[renewable resource|renewable]] and ''much'' cheaper.}}
{{History|||snap=12w19a|Cookies now restore {{hunger|2}} instead of {{hunger|1}}.}}
{{History|||snap=12w21a|Farmer [[villager]]s now [[trading|sell]] 8–10 cookies for 1 [[emerald]].}}
{{History||1.8|snap=14w02a|Farmer villagers now sell 6 cookies for 1 emerald.}}
{{History||1.11|snap=16w33a|Farmer villagers now sell 6–10 cookies for 1 emerald.}}
{{History||1.12|snap=17w13a|Cookies can now be used to tame [[parrot]]s.}}
{{History|||snap=pre3|Cookies are no longer used to tame [[parrot]]s. Instead, a cookie now instantly kills a parrot.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 357.}}
{{History||1.14|snap=18w43a|[[File:Cookie JE2 BE2.png|32px]] The texture of cookies has been changed.}}
{{History|||snap=19w03a|Placing a cookie into the new [[composter]] has a 80% chance of raising the compost level by 1.}}
{{History|||snap=19w05a|Cookies now have an 85% chance of increasing the compost level in a composter by 1.}}
{{History|||snap=19w13a|Farmer villagers now give cookies to players under the [[Hero of the Village]] effect.}}

{{History|pocket alpha}}
{{History||v0.9.0|snap=build 1|[[File:Cookie JE1 BE1.png|32px]] Added cookies.}}
{{History||v0.12.1|snap=build 1|Cookies now restore [[hunger]] instead of [[health]].}}
{{History|pocket}}
{{History||1.0.4|snap=alpha 1.0.4.0|Farmer [[villager]]s now [[trading|sell]] 6-10 cookies for 1 [[emerald]].}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|Cookies can now be used to inflict a fatal [[Poison]] [[status effect]] to [[parrot]]s.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Cookie JE2 BE2.png|32px]] The texture of cookies has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Cookies can now be used to fill up [[composter]]s.}}
{{History|||snap=beta 1.11.0.4|Farmer [[villager]]s now [[trading|sell]] 18 cookies for 3 [[emerald]]s as part of their third tier [[trading|trades]].}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Cookie JE1 BE1.png|32px]] Added cookies.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Cookie JE2 BE2.png|32px]] The texture of cookies has been changed.}}

{{History|new 3ds}}
{{History||0.1.0|[[File:Cookie JE1 BE1.png|32px]] Added cookies.}}
{{History|foot}}

== Issues ==

{{issue list}}

== Gallery ==

<gallery>
File:12w21a CookiePurchase.png|Cookies being obtained by [[trading]] with a farmer [[villager]].
File:Eating Steve.png|[[Steve]] eating a cookie.
File:Eating Alex.png|Alex eating a cookie.
</gallery>

== References ==
{{reflist}}

== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--cookie Taking Inventory: Cookie] – Minecraft.net on August 22, 2019

{{Items}}

[[Category:Food]]
[[Category:Renewable resources]]

[[cs:Sušenka]]
[[de:Keks]]
[[es:Galleta]]
[[fr:Cookie]]
[[hu:Csokis süti]]
[[ja:クッキー]]
[[ko:쿠키]]
[[nl:Koekje]]
[[pl:Ciastko]]
[[pt:Biscoito]]
[[ru:Печенье]]
[[uk:Печиво]] 
[[zh:曲奇]]</li><li>[[Redstone Comparator|Redstone Comparator]]<br/>{{Block
| image = 
| image2 = 
| transparent = Yes
| light = No
| tool = any
| renewable = Yes
| stackable = Yes (64)
| flammable = No
| lavasusceptible = No
| group = Redstone Comparator
| group2 = Subtracting
| group3 = Powered
| group4 = Powered+Subtracting
| 1-1 = Redstone Comparator.png
| 2-1 = Subtracting Redstone Comparator.png
| 3-1 = Powered Redstone Comparator.png
| 4-1 = Powered Subtracting Redstone Comparator.png
}}
{{Many images}}
A '''redstone comparator''' is a [[block]] that can produce an [[Redstone Dust|output signal]] from its front by reading [[chest]]s, [[lectern]]s, [[beehive]]s and similar blocks, or repeat a signal without changing its strength. It can also be set to either stop outputting a signal when its side input recieves a stronger one (front torch off), or subtract its side input's signal strength from its output (front torch on).

== Obtaining ==
=== Natural generation ===
Redstone comparators generate in [[Ancient City|ancient cities]].

=== Breaking ===
A redstone comparator can be broken instantly with any [[tool]], or by hand, and drops itself as an item.

{{Breaking row|Redstone Comparator|horizontal=y}}

A redstone comparator is removed and dropped as an item if:
* its attachment block is moved, removed, or destroyed;
* [[water]] flows into its space;{{only|java}}
* a [[piston]] tries to push it or moves a block into its space.

If [[lava]] flows into a redstone comparator's space, the redstone comparator is destroyed without dropping as an item.

=== Crafting ===
{{Crafting
|B1=Redstone Torch
|A2=Redstone Torch
|B2=Nether Quartz
|C2=Redstone Torch
|A3=Stone
|B3=Stone
|C3=Stone
|Output= Redstone Comparator
|type=Redstone
}}

== Usage ==
A redstone comparator can be placed on the top of any [[opaque]] block with a solid full-height top surface (including upside-down [[slab]]s and upside-down [[stairs]]). {{IN|be}}, a comparator can also be placed on [[wall]]s and fences. For more information about placement on transparent blocks, see [[Opacity/Placement]].

The redstone comparator has a front and a back — the arrow on the top of the comparator points to the front. When placed, the comparator faces away from the player. The comparator has two miniature redstone torches at the back and one at the front. The back torches turn on when the comparator's output is greater than zero (the arrow on top also turns red). The front torch has two states that can be toggled by {{control|using}} the comparator:
* Down and unpowered (indicating the comparator is in "comparison mode")
* Up and powered (indicating the comparator is in "subtraction mode")

The redstone comparator can take a signal strength input from its rear as well as from both sides. Side inputs are accepted only from [[redstone dust]], [[block of redstone]], [[redstone repeater]]s, other comparators, and [[observer]]s in specific scenarios. The redstone comparator's front is its output.

It takes 1 [[redstone tick]] (2 game ticks, or 0.1 seconds barring lag) for signals to move through a redstone comparator, either from the rear or from the sides. This applies to changing signal strengths as well as simply to turning on and off. 

Redstone comparators check their power state before their scheduled ticks update. This results in redstone comparators not usually responding to 1-tick fluctuations of power or signal strength — for example, a [[clock circuit|1-clock]] input is treated as always off from the side, and always on from the rear. This happens because the signal changes back to its original state before the redstone comparator checks its input states. However, certain setups such as powering any input with two separate observer pulses at the same time will cause a redstone comparator to respond to 2 gametick pulses.

The redstone comparator has four functions: maintain signal strength, compare signal strength, subtract signal strength, and measure certain block states (primarily the fullness of containers).

=== Maintain signal strength ===
A redstone comparator with no powered sides outputs the same signal strength as its rear input.

=== Compare signal strength ===
[[File:Comparators Explained.png|Comparators in comparison mode.|thumb]]
A redstone comparator in comparison mode (front torch down and unpowered) compares its rear input to its two side inputs. If either side input is greater than the rear input, the comparator output turns off. If neither side input is greater than the rear input, the comparator outputs the same signal strength as its rear input.

The formula for calculating the output signal strength is as follows:

<code>output = rear × [[Wikipedia:Iverson bracket|[]]'''''left''''' ≤ '''''rear''''' AND '''''right''''' ≤ '''''rear'''''[[Wikipedia:Iverson bracket|<nowiki>]]]</code>
{{-}}

=== Subtract signal strength ===
[[File:Redstone comparator.png|thumb|The greatest of the side inputs A and C is subtracted from the rear input B, outputting 1. If either A or C were greater than B, it would output 0.]]
A redstone comparator in subtraction mode (front torch up and powered) subtracts the signal strength of the higher side input from the signal strength of the rear input.

<code>output = max('''''rear''''' − max('''''left''', '''right'''''), 0)</code>

For example: if the signal strength is 6 at the left input, 7 at the right input and 4 at the rear, the output signal has a strength of ''max(4 − max(6, 7), 0) = max(4−7, 0) = max(−3, 0) = 0''.

If the signal strength is 9 at the rear, 2 at the right input and 5 at the left input, the output signal has a strength of ''max(9 − max(2, 5), 0) = max(9−5, 0) = 4''.

=== Measure block state ===
{{Schematic | caption = A redstone comparator can measure the fullness of a chest, as well as other block states, even through an opaque block.
 |rd-ew!|rc-w!|ch|SB|rc-e!|rd-ew!
}}
A redstone comparator treats certain blocks behind it as power sources and outputs a signal strength proportional to the block's state. The comparator may be separated from the measured block by an opaque block. However, {{in|je}}, if the opaque block is powered to signal strength 15, then the comparator outputs 15 no matter the fullness of the container.<ref>{{bug|MC-64394}} (resolved as "Works As Intended")</ref>
[[Category:Java Edition specific information]]
{{-}}

==== Fullness of containers ====
{| class="wikitable floatright" style="margin-left: 0.5em; margin-right: 0; text-align: center;"
|+ Minimum Items for Container Signal Strength
|-
!Containers
!{{BlockSprite|Furnace|link=Furnace}}<br>{{BlockSprite|Blast Furnace|link=Blast Furnace}}<br>{{BlockSprite|Smoker|link=Smoker}}
!{{BlockSprite|Hopper|link=Hopper}}<br>{{EntitySprite|Minecart with Hopper|link=Minecart with Hopper}}<br>{{BlockSprite|Brewing Stand|link=Brewing Stand}}
!{{BlockSprite|Dispenser|link=Dispenser}}<br>{{BlockSprite|Dropper|link=Dropper}}
!{{BlockSprite|Chest|link=Chest}}<br>{{EntitySprite|Minecart with Chest|link=Minecart with Chest}}<br>{{BlockSprite|Shulker Box|link=Shulker Box}}<br>{{BlockSprite|Barrel|link=Barrel}}
![[Double Chest|{{Schematic|size=16|ch-s|-|ch-n}}
]]
!{{BlockSprite|Jukebox|link=Jukebox}}
|-
!Total Slots
!3!!5!!9!!27!!54!!1
|-
!Power Level
! colspan="5" |Number of Items
!Music Disc
|-
|0||0||0||0||0||0||No disc
|-
|1||1||1||1||1||1||"13"
|-
|2||14||23||42||1s 60||3s 55||"cat"
|-
|3||28||46||1s 19||3s 55||7s 46||"blocks"
|-
|4||42||1s 5||1s 60||5s 51||11s 37||"chirp"
|-
|5||55||1s 28||2s 37||7s 46||15s 28||"far"
|-
|6||1s 5||1s 51||3s 14||9s 42||19s 19||"mall"
|-
|7||1s 19||2s 10||3s 55||11s 37||23s 10||"mellohi"
|-
|8||1s 32||2s 32||4s 32||13s 32||27s||"stal"
|-
|9||1s 46||2s 55||5s 10||15s 28||30s 55||"strad"
|-
|10||1s 60||3s 14||5s 51||17s 23||34s 46||"ward"
|-
|11||2s 10||3s 37||6s 28||19s 19||38s 37||"11"
|-
|12||2s 23||3s 60||7s 5||21s 14||42s 28||"wait"
|-
|13||2s 37||4s 19||7s 46||23s 10||46s 19||"Pigstep"
|-
|14||2s 51||4s 42||8s 23||25s 5||50s 10||"Otherside"<br>"Relic"
|-
|15||3s||5s||9s||27s||54s||"5"
|}
A redstone comparator can output a signal indicating how full a container is. (0 for empty, 15 for full, etc.) The table on the right is described more in detail, later in this section.

Containers that can be measured by a comparator include:
* {{BlockLink|Furnace}}
* {{BlockLink|Blast Furnace}}
* {{BlockLink|Smoker}}
* {{BlockLink|Brewing Stand}}
* {{BlockLink|Hopper}}
* {{ItemLink|Minecart with Hopper}} on top of a [[detector rail]]
* {{BlockLink|Dispenser}}
* {{BlockLink|Dropper}}
* {{BlockLink|Chest}}
* {{BlockLink|Trapped Chest}}
* {{ItemLink|Minecart with Chest}} on top of a [[detector rail]]
* {{BlockLink|Barrel}}
* {{SchematicSprite|size=16|ch-e}}{{SchematicSprite|size=16|ch-w}} Large chest
* {{SchematicSprite|size=16|ch-e}}{{SchematicSprite|size=16|ch-w}} Large trapped chest
* {{BlockLink|Shulker Box}} (any color)

Generally speaking, the comparator output signal strength represents the average fullness of the slots, based on how many of that item form a full stack (64, 16, or 1 for non-stackable items).

The ''Minimum Items for Container Signal Strength'' table (right) shows the minimum '''''full-stack-equivalent (FSE)''''' to produce different signal strengths from common containers. A '''''full-stack-equivalent''''' quantifies how many normal 64-stackable items are needed to output a corresponding signal strength. The 's' is a constant 64, with the additional amount needed following after.

One may also consider the terms: '''c''umulative-weight''''' or '''''weighted-sum''''' instead of '''''full-stack-equivalent'''''.

Items that stack to a max of 16  ([[snowball]]s, [[sign]]s, [[ender pearl]]s, etc.), contribute +4 to the ''full-stack-equivalent'' for each unity (count of 1 item). Similarly, items that stack to 1 ([[minecart]], [[boat]], etc.) contribute +64, and items that stack to 64 contribute +1.

Example 1: 3 ender pearls will contribute a 3 x 4 = 12 ''full-stack-equivalent''.

Example 2: 16 ender pearls and 60 redstone dust contributes a 16x4 + 60x1 = 124 ''full-stack-equivalent''.

Example 3: 1 minecart and 60 redstone dust contributes a 1x64 + 60x1 = 124 ''full-stack-equivalent''.

Example 4: To produce a signal strength of 10 from a hopper, one requires a ''full-stack-equivalent'' of at least 3s + 14 = 206 but strictly less than than 3s + 37 = 229. This can be done with 3 minecarts, and 14 dirt.

When a comparator measures a large chest or large trapped chest, it measures the entire large chest (54 slots), not just the half directly behind the comparator. A chest or trapped chest that cannot be opened (either because it has an opaque block, [[ocelot]], or [[cat]] above it) always produces an output of 0 no matter how many items are in the container — shulker boxes can always be measured, even if they cannot open.

;Calculating signal strength from items

:When a container is empty, the output is off.

:When it is not empty, the output signal strength is calculated as follows:

:<code>'''''signal strength''''' = floor(1 + (('''''sum of all slots' fullnesses''''') / ('''''number of slots in container''''')) × 14)</code>

:<code>fullness of a slot = '''''number of items in slot''''' / '''''max stack size for this type of item'''''</code>

:''Example:'' 300 blocks in a dispenser (which has 9 slots), where each block stacks to a maximum of 64 has a 300 ''full-stack-equivalent.'' This produces an output with a signal strength of 8:
<blockquote>
1 + ((300 items / 64 items per slot) / 9 slots) × 14 = 8.292, floored is 8
</blockquote>

;Calculating items from signal strength

:It can be useful in redstone circuits to use containers with comparators to create signals of a specific strength. The number of items required in a container to produce a signal of desired strength is calculated as follows:

:<code>items required = max('''''desired signal strength''''', roundup(('''''total slots in container''''' × 64 / 14) × (desired signal strength − 1)))</code>

:''Example:'' To use a furnace (which has 3 slots) to create a strength 9 signal, players need 110 items:
<blockquote>
max(9, (3×64/14) × (9−1)) = 109.714, rounded up is 110
</blockquote>
{{-}}

==== Miscellaneous ====
[[File:Comparator storage.png|Comparators used to measure containers.|thumb]]
Some non-container blocks can also be measured by a redstone comparator:

;{{BlockLink|Beehive}} and {{BlockLink|Bee nest}}

: A hive or nest outputs a signal strength equal to the amount of honey in the hive/nest.

;{{BlockLink|Cake}}

: A cake outputs a signal strength relative to the amount of cake remaining.  Each slice is worth 2 signal strength, with 7 total slices, for an output of 14 for a full cake.

[[File:Cauldron Redstone Strength Values.png|Cauldron signal strength|thumb]]
;{{BlockLink|Cauldron}}

: A cauldron outputs different signal strengths depending on how much water or powdered snow is inside. From completely empty to completely full, the output values are 0, 1, 2, and 3. If lava or powder snow is inside, the strength is always 3.

[[File:Composter Redstone Strength Values.png|Composter signal strength|thumb]]
;{{BlockLink|Composter}}

: A composter outputs different signal strengths depending on the level inside. From completely empty to completely full, the output values are 0, 1, 2, 3, 4, 5, 6, 7 and 8.

;{{Anchor|CommandBlock}}{{BlockLink|Command Block}}

: A command block stores the "success count" of the last command executed, which represents the number of times the most recently used command of this command block succeeded. A "success" is defined by the [[command]]'s success conditions: if a red error message is returned in the chat, the command was not successful.

: Most commands can succeed once per execution, but certain commands (such as those that accept players as arguments) can succeed multiple times, and the comparator outputs the number of times it succeeded (maximum 15 when sent to redstone dust, but in the code it is able to go up to the 32-bit integer limit, and can be used in contraptions with no redstone dust with those values).

: A command block continues to store the success count of the last command executed until it executes its command again, thus the comparator continues to output the same signal strength even after the command block is no longer being activated (it doesn't turn off when the signal to the command block turns off).

;{{BlockLink|End Portal Frame}}

: An end portal frame outputs a full signal of 15 if it contains an [[eye of ender]] and zero otherwise.

[[File:Item frame and comparator.png|A comparator can measure the presence and rotation of an item frame's contents.|thumb]]

;{{EntityLink|Item Frame}}

: A comparator can measure the state of an [[item frame]]'s contents. An item frame comparator outputs 0 if the item frame is empty, or 1 to 8 for any item depending on its rotation: 1 at initial placement, plus 1 for each 45° of rotation for a maximum of 8.

: For an item frame that holds a map, a unit of rotation is 90° instead of 45°, but a comparator still outputs power levels 1 to 8. It takes two full rotations to cycle through all comparator outputs, and each orientation of the map corresponds to two output levels that differ by 4.

: The comparator must be placed behind the block the item frame is attached to, facing away from the item frame. The block must be a full block, and the item frame cannot be submerged in water. Having a sign in the same block as the item frame will prevent the frame from sending a signal as well.{{only|java}}

;{{BlockLink|Jukebox}}

: A jukebox outputs a signal strength indicating which music disc is currently playing. See the ''Minimum Items for Container Signal Strength'' table above.

;{{BlockLink|Lectern}}

: A lectern outputs a signal strength that depends on what page the player is currently on. The calculation used is:
:<code>'''''signal strength''''' = floor(1 + (('''''current page''''' - 1) / ('''''number of pages in book''''' - 1)) × 14)</code>
:This results in page 1 having a signal strength of 1, and the last page having a signal strength of 15. The exception is a single page book, which will output a signal strength of 15.
:For example, a book with 15 pages will output a signal equal to the current page number.  A book with 5 pages will output signal strengths of 1, 4, 8, 11 and 15 for the different pages. A book with 100 pages will have the signal strength increase to the next level on pages 1, 9, 16, 23, 30, 37, 44, 51, 58, 65, 72, 79, 86, 93 and 100.
:

;{{BlockLink|Respawn Anchor}}

: A respawn anchor outputs a signal strength of 0, 3, 7, 11, or 15, depending on the "charged" value.

;{{BlockLink|Sculk Sensor}}

: A sculk sensor outputs a signal strength depending on the type of vibration that is detected.

;{{BlockLink|Chiseled Bookshelf}}

: A chisled bookshelf outputs a signal strength between 1 and 6 indicating the last slot interacted with. When no slot has been interacted with yet, it outputs 0.
{{-}}

== Sounds ==
=== Generic ===
{{Edition|Java}}:
{{Sound table/Block/Stone/JE}}
{{Edition|Bedrock}}:
{{Sound table/Block/Wood/BE}}

=== Unique ===
{{edition|java}}:
{{Sound table
|rowspan=2
|sound=Click.ogg
|subtitle=Comparator clicks
|source=block
|description=When a comparator is set to subtraction mode
|id=block.comparator.click
|translationkey=subtitles.block.comparator.click
|volume=0.3
|pitch=0.55
|distance=16}}
{{Sound table
|subtitle=Comparator clicks
|source=block
|description=When a comparator is set to comparison mode
|id=block.comparator.click
|translationkey=subtitles.block.comparator.click
|volume=0.3
|pitch=0.5
|distance=16
|foot=1}}

{{edition|bedrock}}:
{{Sound table
|type=bedrock
|rowspan=2
|sound=Click.ogg
|source=block
|description=When a comparator is set to subtraction mode
|id=block.click
|volume=0.2
|pitch=0.55}}
{{Sound table
|source=block
|description=When a comparator is set to comparison mode
|id=block.click
|volume=0.2
|pitch=0.5
|foot=1}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Redstone Comparator
|spritetype=block
|nameid=comparator
|foot=1}}
{{ID table
|displayname=Block entity
|spritename=redstone-comparator
|spritetype=block
|nameid=comparator
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|firstcolumnname=Redstone Comparator
|shownumericids=y
|showforms=y
|generatetranslationkeys=y
|displayname=Unpowered block
|spritename=unpowered-comparator
|spritetype=block
|nameid=unpowered_comparator
|id=149
|form=block
|translationkey=-}}
{{ID table
|displayname=Powered block
|spritename=powered-comparator
|spritetype=block
|nameid=powered_comparator
|id=150
|form=block
|translationkey=-}}
{{ID table
|displayname=Item
|spritename=redstone-comparator
|spritetype=item
|nameid=comparator
|id=522
|form=item
|foot=1}}
{{ID table
|notnamespaced=y
|displayname=Block entity
|spritename=redstone-comparator
|spritetype=block
|nameid=Comparator
|foot=1}}

=== Block states ===
{{see also|Block states}}
{{/BS}}

=== Block data ===
A redstone comparator has a block entity associated with it that holds additional data about the block.

{{el|je}}:
{{see also|Block entity format}}
{{/BE}}

{{el|be}}:
: See [[Bedrock Edition level format/Block entity format]].

== Advancements ==
{{Load advancements|the power of books}}

== Video ==

<div style="text-align:center">{{yt|J7Z20Zzz3yU}}</div>

== History ==
{{info needed section|If {{bug|MC-50242}} also affected comparators?}}
''For a more in-depth breakdown of changes to repeater textures and models, including a set of renders for each state combination, see [[/Asset history]]''
{{History|java}}
{{History||November 24, 2012|link=https://youtube.com/watch?v=YG9RNyRhIow&t=6m56s|[[Jeb]] stated that there may be a "capacitor" in [[Minecraft]]. }}
{{History||December 27, 2012|link={{tweet|Dinnerbone|284388625595125760}}|[[Dinnerbone]] released [https://web.archive.org/web/20190710120115/https://imgur.com/a/FBKed pictures] of the first version of the "comparator", stating it was a replacement for the "capacitor" idea that has variable, alternate inputs.}}
{{History||January 2, 2013|link={{tweet|Dinnerbone|286428595423965184}}|Dinnerbone released one more [http://dinnerbone.com/media/uploads/2013-01/screenshots/2013-01-02_12.06.47.png picture] of the comparator. The picture itself showing a digital-to-analog converter, using the comparator as the main [[block]].}}
{{History||1.5|snap=13w01a|[[File:Redstone Comparator (S) JE1.png|32px]] [[File:Powered Redstone Comparator (S) JE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE1.png|32px]] [[File:Redstone Comparator (item) JE1 BE1.png|32px]] Added redstone comparators.
|Redstone comparators have 0 delay.
At this point, block ID 149 was used for unpowered comparators, and block ID 150 for powered comparators.}}
{{History|||snap=13w01b|A delay of 1 game tick ({{frac|1|2}} redstone tick) has now been added to redstone comparators to fix bugs.
|The ability to measure containers to redstone comparators has now been added.}}
{{History|||snap=13w02a|[[File:Redstone Comparator (S) JE2.png|32px]] [[File:Powered Redstone Comparator (S) JE2.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2.png|32px]] The appearance of redstone comparators has now been changed - the top texture has changed to show [[quartz]] in the middle and the sides now use the [[smooth stone]] texture rather than the smooth stone slab side texture.
|The algorithm for measuring containers has now been changed so that redstone comparators output a signal with as few as 1 [[item]] in the container.}}
{{History|||snap=13w02b|Redstone comparators now treat large [[chest]]s as a single container.}}
{{History|||snap=13w03a|Redstone comparators now output success count of [[command block]]s.
|Redstone comparators now measure container [[minecart]]s on [[detector rail]]s.}}
{{History|||snap=13w04a|Redstone comparators now measure [[jukebox]]es.}}
{{History|||snap=13w05a|Redstone comparators no longer cause constant [[block]] updates. The delay has now been made consistent, and side input no longer causes a pulse output.
|Block 150 (later <code>powered_comparator</code>) is no longer used; powered state is now represented by the 8s bit on block 149 (later <code>unpowered_comparator</code>).}}
{{History|||snap=13w05b|Redstone comparator delay has now been changed from 1 game tick (1/2 [[redstone]] tick) to 2 game ticks (1 redstone tick).}}
{{History|||snap=13w09c|The redstone signal strength from a redstone comparator next to a [[brewing stand]] with 3 [[water bottle]]s in it is now the same as one with 3 water bottles and 1 ingredient in it.}}
{{History||1.6.1|snap=13w18a|Redstone comparators now measure [[cauldron]]s and [[end portal frame]]s.}}
{{History||1.8|snap=14w04a|Redstone comparators now measure [[item frame]]s.}}
{{History|||snap=14w10a|The torches under redstone comparators have now been shortened, which has changed the underside appearance from [[File:Redstone Comparator UNKVER1 (facing NWU).png|32px]] [[File:Powered Redstone Comparator UNKVER1 (facing NWU).png|32px]] [[File:Subtracting Redstone Comparator UNKVER1 (facing NWU).png|32px]] [[File:Powered Subtracting Redstone Comparator UNKVER1 (facing NWU).png|32px]] to [[File:Redstone Comparator UNKVER2 (facing NWU).png|32px]].}}
{{History|||snap=14w25a|[[File:Redstone Comparator (S) JE3.png|32px]] [[File:Powered Redstone Comparator (S) JE3.png|32px]] [[File:Subtracting Redstone Comparator (S) JE3.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE3.png|32px]] The torches on comparators are now subject to ambient occlusion.
|Comparators set to subtract mode appear to be powered as well regardless of incoming power. The subtracting-only model still exists and can be achieved through {{cmd|setblock}}.}}
{{History|||snap=14w25b|[[File:Subtracting Redstone Comparator (S) JE4.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE4.png|32px]] The powered front torch when in subtraction mode is now lower.
|Comparators set to subtract by hand now appear normally again.}}
{{History|||snap=14w28a|Redstone comparators now measure [[cake]]s.}}
{{History||1.9|snap=15w42a|With the addition of the [[blaze powder]] fuel slot, [[brewing stand]]s now have 5 slots instead of 4. Their original comparative power values from redstone comparators are listed below:
{{{!}} class{{=}}"wikitable collapsible collapsed" data-description{{=}}"Original values"
! Original values
{{!}}-
{{!}}
*0: 0
*1: 1
*2: 19
*3: 37
*4: 55
*5: 1s 10
*6: 1s 28
*7: 1s 46
*8: 2s
*9: 2s 19
*10: 2s 37
*11: 2s 55
*12: 3s 10
*13: 3s 28
*14: 3s 46
*15: 4s
{{!}}}
}}
{{History|||snap=15w47a|Redstone comparators' side inputs now take power from [[redstone block]]s.}}
{{History||1.13|snap=17w47a|All 3 IDs for the redstone comparator have now been merged into one ID: <code>comparator</code>.
|Redstone comparators now render their underside, which has changed their undersides from [[File:Redstone Comparator UNKVER2 (facing NWU).png|32px]] to [[File:Redstone Comparator UNKVER3 (facing NWU).png|32px]].
|Prior to [[1.13/Flattening|''The Flattening'']], these blocks' numeral IDs were 149 and 150, and the [[item]]'s 404.
|As a result, the formerly unused comparator ID is now technically used again, due to both unpowered and powered versions being merged into a single comparator block ID.}}
{{History||1.14|snap=18w43a|[[File:Redstone Comparator (S) JE4.png|32px]] [[File:Powered Redstone Comparator (S) JE4.png|32px]] [[File:Subtracting Redstone Comparator (S) JE5.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE5.png|32px]] [[File:Redstone Comparator (item) JE2 BE2.png|32px]] The textures of redstone comparators have now been changed.}}
{{History|||snap=19w02a|Redstone comparators now measure [[lectern]]s.}}
{{History|||snap=19w03a|Redstone comparators now measure [[composter]]s.}}
{{History|||snap=19w12b|Redstone comparators can now be placed on [[glass]], [[ice]], [[glowstone]] and [[sea lantern]]s.}}
{{History||1.15|snap=19w34a|Redstone comparators now measure how much honey is inside [[beehive|bee hive]]s and [[bee nest]]s.}}
{{History||1.16|snap=20w06a|The way to calculate the input signals of redstone comparators has now been changed.}}
{{History|||snap=20w11a|The changes to the way of calculating the input signals of redstone comparators from [[Java Edition 20w06a|20w06a]] have now been reverted.}}
{{History|||snap=20w16a|Redstone comparators now measure [[Pigstep music disc]]s in [[jukebox]]es.}}
{{History||1.17|snap=20w45a|Redstone comparators now measure [[lava cauldron]]s.}}
{{History|||snap=20w46a|Redstone comparators now measure [[Cauldron#Holding powder snow|powder snow cauldron‌]]s.}}
{{History||1.18|snap=21w41a|[[File:Powered Redstone Comparator (S) JE5.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE6.png|32px]] The texture of powered redstone comparator have now been changed.}}
{{History||1.19|snap=22w13a|Redstone comparators now generate as part of [[ancient cities]].}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Redstone comparators now measure [[chiseled bookshelves]].}}
{{History||1.20.2|snap=23w33a|Redstone comparators now use stone sounds instead of wood sounds.<ref>{{bug|MC-182820|||Fixed}}</ref>}}

{{History|pocket alpha}}
{{History||v0.14.0|snap=build 1|[[File:Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2 BE1.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE1 BE1.png|32px]] Added redstone comparators.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Redstone comparators now measure [[end portal frame]]s.}}
{{History||1.0.5|snap=alpha 1.0.5.0|Redstone comparators now output success count of [[command block]]s.}}
{{History||1.1.0|snap=alpha 1.1.0.0|Redstone comparators now measure [[shulker box]]es.}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|Redstone comparators now measure [[jukebox]]es.
|Redstone comparators now render their underside, which has changed their undersides from [[File:Redstone Comparator UNKVER1 (facing NWU).png|32px]] to [[File:Redstone Comparator UNKVER3 (facing NWU).png|32px]]}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Redstone Comparator (S) BE.png|32px]] [[File:Powered Redstone Comparator (S) BE.png|32px]] [[File:Subtracting Redstone Comparator (S) BE.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) BE.png|32px]] [[File:Redstone Comparator (item) JE2 BE2.png|32px]] The textures of redstone comparators have now been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Redstone comparators now measure [[smoker]]s, [[blast furnace]]s, [[lectern]]s and [[composter]]s.}}
{{History||1.18.10|snap=beta 1.18.10.20|[[File:Powered Redstone Comparator (S) JE5.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE6.png|32px]] The texture of powered redstone comparator have now been changed.}}
{{History||1.20.30|snap=beta 1.20.30.20|Redstone comparators now use the <code>minecraft:cardinal_direction</code> [[block state]] instead of <code>direction</code>.}}

{{History|console}}
{{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|switch=1.0.1|[[File:Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2 BE1.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE1 BE1.png|32px]] Added redstone comparators.}}
{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|switch=1.0.1|Redstone comparators can now measure [[item frame]]s.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Redstone Comparator (S) BE.png|32px]] [[File:Powered Redstone Comparator (S) BE.png|32px]] [[File:Subtracting Redstone Comparator (S) BE.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) BE.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE2 BE2.png|32px]] The textures of redstone comparators have now been changed.}}

{{History|3ds}}
{{History||0.1.0|[[File:Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2 BE1.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE2 BE2.png|32px]] Added redstone comparators.}}
{{History|foot}}

=== Redstone comparator "items" ===
{{:Technical blocks/Redstone Comparator}}

== Issues ==
{{issue list}}

== Trivia ==
* Comparators do not emit redstone particles when powered, unlike redstone torches and repeaters.<ref>{{bug|MC-51692|||WAI}}</ref>

== Gallery ==
<gallery>
Dinnerbone Comparator 1.png|Dinnerbone showing how comparators work.
Dinnerbone Comparator 2.png|Dinnerbone showing how comparators work.
Dinnerbone Comparator 3.png|Dinnerbone showing how comparators work.
Dinnerbone Comparators 1.png|A contraption incorporating comparators.
Dinnerbone Comparators 2.png|Comparators in action.
Dinnerbone Comparators 3.png|Output specific signals.
Dinnerbone Comparator Thing.png|Another comparator in use.
Item Frame Comparator.png|Rotating the torch in the item frame adjusts the comparator's output.
</gallery>

== References ==
{{reflist}}

{{Redstone}}
{{Blocks|Utility}}
{{Items}}

[[Category:Mechanics]]
[[Category:Block entities]]
[[Category:Redstone mechanics]]
[[Category:Mechanisms]]
[[Category:Manufactured blocks]]
[[Category:Non-solid blocks]]

[[de:Redstone-Komparator]]
[[es:Comparador de redstone]]
[[fr:Comparateur de redstone]]
[[hu:Redstone-komparátor]]
[[ja:レッドストーンコンパレーター]]
[[ko:레드스톤 비교기]]
[[nl:Redstonevergelijker]]
[[pl:Komparator]]
[[pt:Comparador de redstone]]
[[ru:Компаратор]]
[[uk:Редстоуновий компаратор]]
[[zh:红石比较器]]</li></ul></nowiki>
20w19aVillagers can now spawn iron golems regardless of their profession status or latest working time.
20w22aVillagers no longer try to work at the same workstation.
When a workstation is placed, the most experienced nearby villager for that corresponding profession claims the workstation.
Villagers now have to walk to and reach the workstation before they can acquire the profession/work there.
Villagers can no longer claim workstations/professions during raids or night time.
Villagers now check that their workstation is valid at all times of day as long as they are within 16 blocks of their workstation.
1.16.2
{{Extension DPL}}<ul><li>[[Paper|Paper]]<br/>{{Item
| image = Paper.png
| renewable = Yes
| stackable = Yes (64)
}}
'''Paper''' is an item crafted from [[sugar cane]].

== Obtaining ==

=== Chest loot ===

{{LootChestItem|paper}}

=== Crafting ===

{{Crafting
|A2= Sugar Cane |B2= Sugar Cane |C2= Sugar Cane
|Output= Paper,3
|type= Miscellaneous
}}

=== Villagers ===
{{IN|java}}, cartographer [[Villager|villagers]] may give paper to players with the [[Hero of the Village]] effect.

== Usage ==

=== Crafting ingredient ===

{{crafting usage}}

=== Anvil usage ===

{{:Map/BE|zoom}}

=== Trading ===

{{IN|bedrock}}, novice-level librarian and cartographer villagers buy 24 paper for an [[emerald]] as part of their trades.

{{IN|java}}, novice-level cartographer villagers always offer to buy 24 paper for an emerald, while novice-level librarians have a {{frac|2|3}} chance of offering the same trade.

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

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Paper
|spritetype=item
|nameid=paper
|id=386
|form=item
|foot=1}}

==History==

{{History|java alpha}}
{{History||v1.0.11|[[File:Paper JE1 BE1.png|32px]] Added paper, which can be used to craft [[book]]s.}}
{{History|java beta}}
{{History||1.6|snap=Test Build 3|Paper can now be used to craft [[map]]s.}}
{{History||1.8|snap=Pre-release|Paper can now be found in the new [[stronghold]] library [[chest]]s.}}
{{History|java}}
{{History||1.3.1|snap=12w21a|Paper can now be [[trading|sold]] to librarian [[villager]]s, at 24–35 paper for 1 [[emerald]].}}
{{History||1.4.2|snap=12w34a|Paper can now be used to craft an empty [[map]].
|Maps start out at their closest zoom level and can be extended by adding more paper.}}
{{History||1.4.6|snap=12w49a|Paper can now be used to craft [[firework rocket]]s.}}
{{History||1.8|snap=14w02a|[[Trading]] has been changed: librarian [[villager]]s now [[trading|buy]] 24–46 paper for 1 [[emerald]].}}
{{History||1.9|snap=15w43a|The average yield of paper from [[stronghold]] library [[chest]]s has more than doubled.}}
{{History||1.11|snap=16w39a|Added cartographer [[villager]]s, which [[trading|buy]] paper as their tier 1 trade.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 339.}}
{{History|||snap=18w11a|Paper now generates in the [[chest]]s of some [[shipwreck]]s.}}
{{History||1.14|snap=18w43a|[[File:Paper JE2 BE2.png|32px]] The texture of paper has now been changed.
|Paper can now be used to craft [[banner pattern]]s.}}
{{History|||snap=18w48a|Paper can now be found in chests in [[village]] cartographer houses.}}
{{History|||snap=19w02a|Paper can now be used to craft a [[cartography table]].}}
{{History|||snap=19w13a|Cartographer villagers now give paper to players under the [[Hero of the Village]] effect.}}

{{History|pocket alpha}}
{{History||v0.2.0|[[File:Paper JE1 BE1.png|32px]] Added paper. It is currently unobtainable and serves no purpose.}}
{{History||v0.3.0|Paper is now [[craft]]able, and can be used to craft [[book]]s.}}
{{History||v0.14.0|snap=build 1|Paper can now be used to craft empty [[map]]s and empty locator maps.
|Paper can now be used to zoom in maps, using [[anvil]]s.}}
{{History|pocket}}
{{History||1.0.0|snap=?|The [[Windows 10 Edition]] can now use the [[anvil]], as well as the [[crafting table]], to zoom in [[map]]s, just as [[Pocket Edition]] in general can.}}
{{History||1.0.4|snap=alpha 1.0.4.0|Librarian [[villager]]s now [[trading|buy]] 24–36 paper for 1 [[emerald]].}}
{{History||1.1.0|snap=alpha 1.1.0.3|Added cartographer villagers, which [[trading|buy]] 24–36 paper as their tier 1 trade.}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|Paper can now be used to craft [[firework rocket]]s.}}
{{History||1.4.0|snap=beta 1.2.14.2|Paper can now be found inside [[chest]]s of some [[shipwreck]]s.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Paper JE2 BE2.png|32px]] The texture of paper has now been changed.
|Paper can now be found in cartographer house chests in [[village]]s.
|Paper can now be used to craft [[banner pattern]]s and [[cartography table]]s.}}
{{History||1.11.0|snap=beta 1.11.0.4|Librarian and cartographer villagers now buy 24 paper for an [[emerald]].}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|[[File:Paper JE1 BE1.png|32px]] Added paper.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Paper JE2 BE2.png|32px]] The texture of paper has now been changed.}}

{{History|New 3DS}}
{{History||0.1.0|[[File:Paper JE1 BE1.png|32px]] Added paper.}}
{{History|foot}}

== Issues ==
{{issue list}}

== References ==
{{Reflist}}

==External Links==
*[https://www.minecraft.net/en-us/article/paper Taking Inventory: Paper] – Minecraft.net on August 4, 2023

{{Items}}

[[cs:Papír]]
[[de:Papier]]
[[es:Papel]]
[[fr:Papier]]
[[hu:Papír]]
[[ja:紙]]
[[ko:종이]]
[[nl:Papier]]
[[pl:Papier]]
[[pt:Papel]]
[[ru:Бумага]]
[[th:กระดาษ]]
[[uk:Папір]]
[[zh:纸]]
[[Category:Renewable resources]]</li><li>[[Explorer Map|Explorer Map]]<br/>{{about|the map used to find rare structures|the craftable map|Map|others|Map (disambiguation)}}{{Needs updating|Add info on the new jungle, swamp, and village maps in Java 1.20.2 Pre-Release 1}}{{Item
| image = <gallery>
Ocean Explorer Map.png | Ocean
Woodland Explorer Map.png | Woodland
Buried Treasure Map.png | Buried Treasure
</gallery>
|image2 = <gallery>
Ocean Explorer Map BE.png | Ocean (BE)
Woodland Explorer Map BE.png | Woodland (BE)
Buried Treasure Map BE.png | Buried in Treasure (BE)
</gallery>
| renewable = 
* '''Buried Treasure''': No
* '''Woodland and Ocean''': Yes
| stackable = Yes (64)
}}
An '''explorer map''' is a special [[map]] used to aid in finding rare [[generated structures]], including [[woodland mansion]]s, [[ocean monument]]s, and [[buried treasure]]s.

== Obtaining ==
=== Trading ===
Apprentice-level [[cartographer]] villagers sell ocean explorer maps for 13 emeralds and a compass. Journeyman-level cartographer villagers sell woodland explorer maps for 14 emeralds and a compass.

{{IN|java}}, if the cartographer is in [[the Nether]] or [[the End]], either spawned or transported, the trades for the map do not unlock. However, {{in|bedrock}}, the cartographer trades for the map are unlocked, but the purchased map shows the same layout as in the corresponding dimension and shows no destination structure, but if cartographer trades are unlocked in an old world type (prior-1.11.0), the game stops ticking.

In ''Java Edition'', each cartographer sells its own unique explorer map that points to a different location than other cartographers. Purchasing another explorer map from the same cartographer results in the same explorer map. In Bedrock Edition, a cartographer sells an explorer map that points to the nearest location, regardless of whether it is explored or previously mapped by another cartographer.<!-- start to glitched out-->

=== Chest loot ===
Treasure maps, in contrast to explorer maps, generate in underwater ruins or in shipwrecks.
{{LootChestItem|buried-treasure-map}}

== Usage ==
[[File:Explorer Map Comparison.gif|thumb|217px|Unexplored and partially explored maps.]]

{{See also|Map#Mapping|Map#Map content}}

=== Locating structures ===
There are three types of explorer maps: woodland, [[ocean]], and buried treasure. The maps differ from a normal map, in that it shows the area's land-water outline, with an orange striated (striped) texture for water<ref>Specifically, biomes in the "water_on_map_outlines" [[Tag#Biomes|biome tag]].</ref>, and the blank map texture for land. The maps show a section of land that contains a [[woodland mansion]], [[monument]] or [[buried treasure]] respectively. This may not be the nearest such [[structure]] to the [[player]]. The structures are displayed as a small icon. If the player icon is smaller than it would be on a normal map, that means the player is a great distance away. When the player is less than 1027 blocks away from the map border, the icon returns to the proper size. When the player reaches the map's area of land (512×512), the [[map]] fills in like a normal map.

The basic functions of a buried treasure explorer map are similar to that of the other two. However, instead of showing the structure icon on the map, it shows a red X instead. The [[buried treasure]] structure is located on the same X and Z coordinates as the middle of the X (the player marker may need to be aligned with the bottom of the middle 2×2 pixel square of the X). To locate the [[chest]] spot, hold the treasure map with both hands, not in the offhand slot.

=== Cloning ===
{{Crafting
|showdescription=1
|shapeless=1
|name=[[Explorer Map]]<br>(cloned)
|;;;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map 
|;;;;Empty Map;Empty Map;Empty Map;Empty Map
|;;;;;Empty Map;Empty Map;Empty Map
|Ocean Explorer Map; Woodland Explorer Map; Buried Treasure Map; Ocean Explorer Map; Woodland Explorer Map; Buried Treasure Map; Ocean Explorer Map; Woodland Explorer Map
|Empty Map
|;;;;;;Empty Map;Empty Map 
|;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map 
|;;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map;Empty Map
|;;;;;;;Empty Map
|Output= Ocean Explorer Map,2; Woodland Explorer Map,3; Buried Treasure Map,4; Ocean Explorer Map,5; Woodland Explorer Map,6; Buried Treasure Map,7; Ocean Explorer Map,8; Woodland Explorer Map,9
|type= Miscellaneous
|description=The output has the same map center as the input map, and the same [[monument]], [[woodland mansion]] or [[buried treasure]] marker. Cloned maps are stackable.
}}

The parts of the world that have already been explored and mapped are copied, and newly explored areas appear on both instances. In Creative mode, cloned explorer maps can be obtained by pick blocking on the explorer map displayed on [[item frames]] (the map needs to be out of the [[player]]'s inventory when using pick block, or else that map moves into the active hotbar slot).

== Sounds ==
{{edition|java}}:
{{Sound table
|sound=Drawmap1.ogg
|sound2=Drawmap2.ogg
|sound3=Drawmap3.ogg
|subtitle=Map drawn
|source=block
|description=When an explorer map is edited using a cartography table
|id=ui.cartography_table.take_result
|translationkey=subtitles.ui.cartography_table.take_result
|volume=1.0
|pitch=1.0
|distance=16
|foot=1}}

{{edition|bedrock}}: ''None''

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Map
|spritetype=item
|nameid=filled_map
|form=item
|translationkey=filled_map.mansion,filled_map.ocean,filled_map.buried_treasure
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Map
|spritetype=item
|nameid=filled_map
|aliasid=map
|id=358
|form=item
|translationkey=item.map.exploration.monument.name,item.map.exploration.mansion.name,item.map.exploration.treasure.name
|foot=1}}

=== Metadata ===
{{see also|Bedrock Edition data values}}
{{IN|bedrock}}, the item [[Data value]] distinguishes explorer maps from one another:

{{:Map/DV}}

=== Item data ===
An explorer map differs from a map in that its <code>display</code> tag is set, which includes a <code>Mapcolor</code> and a <code>LocName</code>; also its <code>Decorations</code> list includes an entry for its target monument, mansion or buried treasure. Its [[Map item format#map_<#>.dat format|map item entry]] is identical to that of a normal map, except that by the time the player sees it, its <code>colors</code> byte array is pre-filled with explorer maps' characteristic land-water boundary lines and water shading.

<div class="treeview">
It should be noted that this additional data is stored in the Cartographer's NBT data and in the inventory item's NBT data, and not in the map file (e.g. <samp>map_0.dat</samp>). If the [[player]] were to use the {{cmd|give}} command to give themselves a map with the same map ID as an existing explorer map, it would still have the Ocean Monument or the Woodland Mansion icon on the map, but it would simply be named "Map" instead of, for example, "Ocean Explorer Map".
* {{nbt|compound}} Item data
** {{nbt|compound|tag}}: 
*** {{nbt|compound|display}}: How the map looks in an item slot. See also [[Player.dat_format#Display Properties]].
**** {{nbt|string|Name}}: The name the map is given. In this case, they are localized strings: either <code>{"translate":"filled_map.monument"}</code>,<code>{"translate":"filled_map.mansion"}</code> or <code>{"translate":"filled_map.buried_treasure"}</code>.
**** {{nbt|int|MapColor}}: Color codes are calculated from the Red, Green and Blue components using this formula:<br>'''<span style="color:red">Red</span>[[wikipedia:Logical shift|<<]]16 + <span style="color:green">Green</span><<8 + <span style="color:blue">Blue</span>'''.<ref group=note>For positive values larger than 0x00FFFFFF, the top byte is ignored. All negative values produce white.</ref> Monument maps use 3830373, which is {{color swatch|58|114|101}}. Mansion maps use 5393476, which is {{color swatch|82|76|68}}. Buried treasure explorer maps do not use a color code.
*** {{nbt|list|Decorations}}:
**** {{nbt|compound}}: One of these for each icon on the map. Explorer maps always have at least one representing their target.
***** {{nbt|string|id}}: An arbitrary unique string identifying the decoration. For explorer map target structures, this is "+".
***** {{nbt|double|rot}}: The rotation of the icon. For explorer map target structures, this is always 180.
***** {{nbt|byte|type}}: The ID of the [[Map#Map icons|map icon]]: 8 for a mansion map, 9 for a monument map, 26 for a treasure map.
***** {{nbt|double|x}}: The world x-coordinate of the target structure icon.
***** {{nbt|double|z}}: The world z-coordinate of the target structure icon.
</div>
; Notes
{{notelist}}

== Achievements ==
{{load achievements|Treasure Hunter}}

== History ==
{{History|java}}
{{History||1.11|snap=16w39a|[[File:Woodland Explorer Map JE1 BE1.png|32px]] [[File:Ocean Explorer Map JE1 BE1.png|32px]] Added woodland and ocean explorer maps.}}
{{History|||snap=16w41a|Explorer maps can now no longer be zoomed out.}}
{{History||1.13|snap=18w10a|[[File:Map (item) JE1 BE1.png|32px]] Added buried treasure explorer maps.}}
{{History|||snap=18w11a|Buried treasure explorer maps now generate in the [[chest]]s of [[shipwreck]]s.}}
{{History||1.14|snap=18w43a|[[File:Woodland Explorer Map JE2 BE2.png|32px]] [[File:Ocean Explorer Map JE2 BE2.png|32px]] [[File:Map (item) JE2 BE2.png|32px]] The textures for explorer maps have now been changed.}}
{{History||1.20.2|snap=1.20.2 Pre-release 1|Updated structure icons on explorer maps sold by cartographers.}}
{{History||Villager Trade Rebalance<br>(Experimental)|link=Java Edition 1.20.2|snap=1.20.2 Pre-release 1|Added seven new maps which cartographers can sell.}}

{{History|pocket}}
{{History||1.1.0|snap=alpha 1.1.0.0|[[File:Woodland Explorer Map JE1 BE1.png|32px]] [[File:Ocean Explorer Map JE1 BE1.png|32px]] Added explorer maps.<ref>{{Mcnet|discovery-update-pocket-and-win-10-soon|The Discovery Update: on Pocket and Win 10 soon|March 29, 2017}}</ref>
|Explorer maps are not yet obtainable in [[survival]] mode.}}
{{History|||snap=alpha 1.1.0.3|Explorer maps are now obtainable as [[trading|trades]] from [[cartographer]] [[villager]]s.}}
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.14.2|[[File:Map (item) JE1 BE1.png|32px]] Added buried treasure explorer maps.}}
{{History|||snap=beta 1.2.20.1|Treasure maps now generate in [[underwater ruins]] [[chest]]s.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Woodland Explorer Map JE2 BE2.png|32px]] [[File:Ocean Explorer Map JE2 BE2.png|32px]] [[File:Map (item) JE2 BE2.png|32px]] The textures for explorer maps have now been changed.}}
{{History||1.11.0|snap=beta 1.11.0.4|[[Trading]] has now been changed, woodland and ocean explorer maps now cost a [[compass]] and 12 [[emerald]]s.
|Journeyman-level [[cartographer]] [[villager]]s no longer [[trading|sell]] 2 type of explorer map as they now have {{frac|1|3}} chance to sell woodland explorer maps, {{frac|1|3}} chance to sell ocean explorer maps, or {{frac|1|3}} chance to sell other [[item]]s<!-- empty locator map--> as part of their [[trading|trades]].
|Woodland explorer maps can now be [[trading|bought]] from fletcher [[villager]]s.}}
{{History||1.12.0|snap=beta 1.12.0.3|Journeyman-level fletcher villagers no longer [[trading|sell]] woodland explorer maps.}}
{{History||1.13.0|snap=beta 1.13.0.1|[[File:Woodland Explorer Map BE3.png|32px]] [[File:Ocean Explorer Map BE3.png|32px]] [[File:Buried Treasure Map BE3.png|32px]] The textures of explorer maps have now been changed.}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of maps has been changed from <code>map</code> to <code>filled_map</code>.}}

{{History|console}}
{{History||xbox=TU54|xbone=CU44|ps=1.52|wiiu=Patch 24|switch=1.0.4|[[File:Woodland Explorer Map JE1 BE1.png|32px]] [[File:Ocean Explorer Map JE1 BE1.png|32px]] Added explorer maps.}}
{{History|PS4}}
{{History||1.90|[[File:Woodland Explorer Map JE2 BE2.png|32px]] [[File:Ocean Explorer Map JE2 BE2.png|32px]] The textures for explorer maps have now been changed.}}

{{History|new3ds}}
{{History||1.9.19|[[File:Woodland Explorer Map JE1 BE1.png|32px]] [[File:Ocean Explorer Map JE1 BE1.png|32px]] Added explorer maps.}}
{{History|foot}}

== Issues ==
{{Issue list}}

== Trivia ==
* When a [[cartographer]] generates the trade offers for the explorer maps, it chooses the location of one of the nearest structures of the respective type ([[monument]] or [[woodland mansion]]).
* For the reason above, explorer maps obtained from one cartographer are always the same. Also, if two cartographers unlock the explorer map trades approximately at the same place and at the same time, the map locations are usually identical. This sometimes also happens when finding multiple treasure maps from [[ocean ruins]].
* Explorer maps fill as the [[chunk]]s are generated, rather than when the [[player]] holds them while in the area; leaving an explorer map while exploring the area still fills the map.
* Buried treasure explorer maps are named ''Buried Treasure Map'' {{in|java}} while {{in|bedrock}}, they are named ''Treasure Map''.
* It is possible for a cartographer to give a monument or woodland mansion explorer map for areas where the [[generated structures|structures]] would have spawned in the world, but were unable to as a result of terrain generation. As a result, explorer maps, unfortunately, don't always guarantee that a structure exists at the purported location. This is most common with woodland mansion explorer maps, due to its generation algorithm.
* On [[Bedrock Edition]], inventory editors and add-ons can be used to create Explorer Maps that lead to any structure.

== Gallery ==
<gallery>
File:Explorer Maps.png|An ocean explorer map in the [[off-hand]], a woodland explorer map in the main hand, and a [[cartographer]] [[villager]] in between them.
File:Partial Explorer Map.png|A partially-explored explorer map.
File:ExplorerToNormal Map Comparison.png|Two fully-explored maps of the same place, one of which is a woodland explorer map.
File:Buried Treasure Explorer Map.png|An [[item frame]] holding a buried treasure explorer map. The player can see the red X on the left side of the map.
File:Purchase.png|Purchasing explorer maps from a cartographer.
</gallery>

== See also ==
* [[Map]]
* [[Woodland Mansion]]
* [[Ocean Monument]]
* [[Shipwreck]]
* [[Buried treasure]]

== References ==
{{reflist}}

== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--explorer-map Taking Inventory: Explorer Map] – Minecraft.net on November 13, 2019

{{Items}}

[[de:Schatzkarte]]
[[es:Mapa (localización de estructura)]]
[[fr:Carte d'exploration]]
[[ja:探検家の地図]]
[[ko:탐험 지도]]
[[pl:Mapa eksploracyjna]]
[[pt:Mapa de exploração]]
[[ru:Карта сокровищ]]
[[zh:探险家地图]]</li></ul>
20w28aVillagers now emit green particles when joining a village, setting a home bed, or acquiring a job site/profession to match Bedrock Edition.
Pre-release 1Villagers now lose their job sites when changing dimension.
1.17
{{Extension DPL}}<ul><li>[[:Category:Joke items|Category:Joke items]]<br/>[[Category:Joke features|Items]]
[[Category:Items]]</li><li>[[:Category:Minecraft Legends resources|Category:Minecraft Legends resources]]<br/>[[Category:Minecraft Legends]]
[[Category:Items]]
[[pt:Categoria:Recursos do Minecraft Legends]]</li></ul>
21w11aVillager Librarian change 21w11a The overlay texture of the librarian now have been changed.
21w13aCan now accept a filled cauldron as a valid workstation.
Mason villagers can now sell 4 dripstone blocks for an emerald.
1.18
{{Extension DPL}}<ul><li>[[Bleach|Bleach]]<br/>{{education feature}}
{{Item
| image = Bleach.png
| renewable = No
| stackable = Yes (64)
}}

'''Bleach''' is an [[item]] used to [[dye]] things white. It is a [[compound]], as it is made using a [[lab table]].

== Obtaining ==
=== Lab Table ===

Bleach is not obtainable in the [[creative inventory]] or {{cmd|give}}. The only way to obtain it is using a [[lab table]].

{| class="wikitable"
! Result
! Materials Needed
|-
!rowspan=2|{{slot|Bleach}}<br>[[Bleach]]
|{{slot|Water (compound)|link=Compound}}{{slot|Water (compound)|link=Compound}}{{slot|Water (compound)|link=Compound}}{{slot|Sodium Hypochlorite|link=Compound}}{{slot|Sodium Hypochlorite|link=Compound}}{{slot|Sodium Hypochlorite|link=Compound}}
|-
|<center>[[Water (compound)|Water]] x3, [[Compound|Sodium Hypochlorite]] x3</center>
|}

== Usage ==
=== Crafting ingredient ===

{{crafting usage}}

== Sounds ==
{{Sound table
|type=bedrock
|sound=Fire.ogg
|source=sound
|description=When bleach is created by a lab table
|id=lt.reaction.fire
|volume=6.0
|pitch=0.7/0.9
|foot=1}}

== Data values ==
=== ID ===
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Bleach
|spritetype=item
|nameid=bleach
|id=596
|form=item
|foot=1}}

== History ==
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.20.1|[[File:Bleach BE1.png|32px]] Added bleach.}}

{{History|education}}
{{History||1.0.27|[[File:Bleach BE1.png|32px]] Added bleach.}}
{{History|foot}}

== Trivia ==
*[[File:Bleach (compound).png|32px]] There is an [[History of textures/Unused textures#Unused compounds|unused bleach texture]] in the compounds folder of the chemistry resource pack, which is slightly different from the one used in the game.

== Issues ==

{{issue list}}

{{Items}}
{{Education Edition}}

[[Category:Dyes]]
[[Category:Non-renewable resources]]
[[Category:Education Edition items]]

[[de:Bleichmittel]]
[[es:Lejía]]
[[ja:漂白剤]]
[[ko:표백제]]
[[pl:Wybielacz]]
[[pt:Alvejante]]
[[zh:漂白剂]]
[[lzh:素精]]</li><li>[[Raw Cod|Raw Cod]]<br/>{{about|the item|the mob|Cod}}
{{redirect|Raw Fish|raw salmon|Raw Salmon|pufferfish|Pufferfish (item)|tropical fish/clownfish|Tropical fish (item)}}
{{Item
| image = Raw Cod.png
| renewable = Yes
| heals = {{hunger|2}}
| stackable = Yes (64)
}}

'''Raw cod''' is a [[food]] item that can be eaten by the player or cooked to make [[cooked cod]].

== Obtaining ==

=== Mob loot ===

==== Cod ====
[[Cod]] always drops 1 raw cod when killed, unaffected by Looting.<ref>{{bug|MC-212795||Salmon & Fish mobs are not affected by Looting}}</ref> If it is killed while on [[fire]], it drops 1 [[cooked cod]] instead.

==== Dolphins ====
When killed, [[Dolphin|dolphins]] drop 0–1 raw cod. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 0-4 with Looting III. If killed while on fire, they drop cooked cod instead.

==== Guardians and elder guardians ====

[[Guardian]]s and [[elder guardian]]s have a 40% and 50% chance, respectively, to drop raw cod when killed. {{IN|java}}, cooked cod is dropped if a guardian is on fire when killed.

Guardians and elder guardians also have a 2.5% chance to drop a random fish, with 60% of them being raw cod, which drops as cooked if the guardian was on fire. The chance of getting the fish drop is increased by 1% per level with [[Looting]] (for a maximum of 5.5% with Looting III), but the type of fish is not affected.

==== Polar bears ====

[[Polar bear]]s have a 75% chance of dropping 0–2 raw cod when killed. The maximum amount can be increased by 1 per level of Looting, for a maximum of 0-5 with Looting III. If killed while on fire, they drop cooked cod instead.

=== Fishing ===
{{main|Fishing}}

Raw cod can be obtained from fishing. The wait time of one being caught is decreased with the [[Lure]] enchantment and the chance of one being caught is slightly decreased with the [[Luck of the Sea]] enchantment (named as such because it increases treasure, not fish).

Catching cod awards 1-6 experience.

=== Natural generation ===
{{el|java}}{{LootChestItem|raw-cod}}

=== Villager gifts ===
{{in|java}}, fisherman [[villager]]<nowiki/>s throw raw cod at [[player]]s under the [[Hero of the Village]] effect.

== Usage ==

=== Smelting ingredient ===

{{smelting
|Raw Cod
|Cooked Cod
|0.35
}}

=== Food ===

Raw cod restores {{hunger|2}} [[hunger]] and 0.4 [[Hunger#Mechanics|saturation]].

=== Cats ===

Raw cod can be used to tame [[cat]]s with {{frac|1|3}} chance of success, get cats off of [[chest]]s, and [[bed]]s, [[breed]] cats, and make baby cats grow up faster by 10% of the remaining time. Additionally, raw cod can be used to heal cats by {{hp|2|mob=1}}.

Raw cod can be used to gain [[ocelot]] trust, breed ocelots, and make baby ocelots grow up by 10%. 

=== Dolphins ===

[[Dolphin]]s can be fed raw cod. Doing this improves their trust and interaction with the player. However, unlike most animals, feeding dolphins does not allow them to breed.

When a player feeds raw cod to a dolphin, it swims toward the nearest chest in an [[underwater ruins]] or [[shipwreck]]. If the chest in the nearest structure is broken, they swim to the next nearest structure that has a chest.

===Trading===

Fisherman villagers have 50% chance to sell 6 cooked cod for 6 raw cod and 1 [[emerald]] as part of their first tier trade.

Apprentice-level fisherman villagers have a {{frac|2|3}} chance to buy 15 raw cod for an emerald in Java Edition, and always offer the same trade in Bedrock Edition.

=== Wolves ===
{{IN|bedrock}}, raw cod can be used to feed [[wolves]], to heal them by {{hp|2|mob=1}}. However, unlike other meat items, raw cod cannot be used to speed up the growth of baby wolves nor used to breed them, thus making it only feedable when wolves are not at full health.

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

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

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|showaliasids=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Raw Cod
|spritetype=item
|nameid=cod
|aliasid=fish
|id=264
|form=item
|translationkey=item.fish.name
|foot=1}}

== Achievements ==

{{load achievements|Delicious Fish;Lion Tamer;Echolocation}}

== Advancements ==
{{load advancements|Husbandry;A Balanced Diet;Fishy Business;A Complete Catalogue}}

== History ==
{{History|java alpha}}
{{History||v1.2.0|snap=<nowiki>?|slink=:Category:Information needed requiring unarchived version|[[File:Raw Cod JE1 BE1.png|32px]] Added raw fish, which restores {{hp|2}}.}}
{{History|java beta}}
{{History||1.5|Cooking raw fish now gives the '''Delicious Fish''' [[achievement]].}}
{{History||1.8|snap=Pre-release|Raw fish is now stackable to 64 and fills {{hunger|2}} instead of {{hp|2}}.}}
{{History|java}}
{{History||1.2.1|snap=12w04a|Raw fish can now be fed to [[ocelot]]s to tame them into cats.}}
{{History||1.8|snap=14w02a|Fisherman [[villager]]s now [[trading|sell]] 6 cooked fish for 1 [[emerald]] plus 6 raw fish.}}
{{History|||snap=14w25a|Raw fish is now obtainable as a rare [[drops|drop]] from [[guardian]]s and [[elder guardian]]s.}}
{{History||1.10|snap=16w20a|Raw fish is now dropped from [[polar bear]]s.}}
{{History||1.13|snap=17w47a|The different data values for the <code>fish</code> and <code>cooked_fish</code> IDs have been split up into their own IDs.
|"Raw Fish" has been renamed to "Raw Cod".
|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 349.}}
{{History|||snap=18w07a|Raw cod is now used to breed [[turtle]]s.}}
{{History|||snap=18w07b|Raw cod is no longer used to [[breeding|breed]] turtles. [[Seagrass]] is used instead.}}
{{History|||snap=18w08b|Cod, and other [[fish]], have been added as [[mob]]s, which drop their (raw) item form when killed.
|[[File:Raw Cod JE2 BE2.png|32px]] The texture of raw cod has been changed.}}
{{History|||snap=18w15a|Raw cod can now be used to feed [[dolphin]]s.
|Raw cod can now be obtained as a [[drops|drop]] from [[dolphin]]s.}}
{{History||1.14|snap=18w43a|[[File:Raw Cod JE3.png|32px]] The texture of raw cod has been changed.}}
{{History|||snap=18w47b|[[File:Raw Cod JE4 BE2.png|32px]] The previous texture change to raw cod has been reverted.}}
{{History|||snap=18w48a|Raw cod can now be found in chests in [[village]] fisher cottages.}}
{{History|||snap=19w11a|Fisherman [[villager]]s now [[trading|buy]] raw cod.}}
{{History|||snap=19w13a|Fisherman villagers now give raw cod to players under the [[Hero of the Village]] effect.}}

{{History|pocket alpha}}
{{History||v0.11.0|snap=build 1|[[File:Raw Cod JE1 BE1.png|32px]] Added raw fish.}}
{{History||v0.12.1|snap=build 1|Raw fish now restore [[hunger]] instead of [[health]].
|Raw fish can now be used to feed [[ocelot]]s to tame them into [[cat]]s.}}
{{History||v0.16.0|snap=build 1|Raw fish is now [[drops|dropped]] by [[guardian]]s and [[elder guardian]]s.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Added [[polar bear]]s, which [[drops|drop]] raw fish.}}
{{History||1.0.4|snap=alpha 1.0.4.0|Fisherman [[villager]]s now [[trading|sell]] 6 cooked fish for 1 [[emerald]] plus 6 raw fish.}}
{{History|bedrock}}
{{History||1.4.0|snap=beta 1.2.14.2|[[Cod]] and other [[fish]] have been added as [[mob]]s, which [[drops|drop]] their (raw) [[item]] form when killed.
|[[File:Raw Cod JE4 BE2.png|32px]] The texture of raw cod has been changed.}}
{{History|||snap=beta 1.2.20.2|Raw cod is now [[drops|dropped]] by [[dolphin]]s and can be used to feed them.}}
{{History||1.5.0|snap=beta 1.5.0.0|Giving raw cod to [[dolphin]]s lead the [[player]] to the nearest [[underwater ruins]] or [[shipwreck]].}}
{{History||1.7.0|snap=beta 1.7.0.2|"Raw Fish" has been renamed to "Raw Cod".}}
{{History||1.8.0|snap=beta 1.8.0.8|Raw cod can no longer can be used to tame [[ocelot]]s.
|Raw cod can now be used to [[breeding|breed]] ocelots and increase baby ocelot growth speed.
|Added [[stray cat]]s, which can be tamed using raw cod.}}
{{History||1.11.0|snap=beta 1.11.0.4|Raw cod can be [[trading|sold]] to fisherman [[villager]]s.
|Fisherman villagers now have 50% chance to [[trading|sell]] 6 cooked cod for 6 raw cod and an [[emerald]] as part of their first tier [[trading|trade]].}} 

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Raw Cod JE1 BE1.png|32px]] Added raw fish.}}
{{History||xbox=TU5|Raw fish is now stackable to 64.
|Raw fish now fills [[hunger]] instead of [[health]].}}
{{History||xbox=TU12|Raw fish can now be fed to [[ocelot]]s to tame them into [[cat]]s.}}
{{History||xbox=TU13|ps=1.0|Raw fish is no longer removed from the [[player]]'s [[inventory]] when trying to tame an [[ocelot]] in [[creative]] mode.}}
{{History||xbox=TU69|xbone=none|ps=1.76|wiiu=Patch 38|switch=none|"Raw Fish" has been renamed to "Raw Cod".
|[[File:Raw Cod JE4 BE2.png|32px]] The texture of raw cod has been changed.}}

{{History|new 3ds}}
{{History||0.1.0|[[File:Raw Cod JE1 BE1.png|32px]] Added raw fish.}}
{{History|foot}}

== Issues ==

{{issue list}}
== Trivia ==
[[File:Steve wearing Raw Cod.png|75px]] [[File:Alex wearing Raw Cod.png|75px]]

* While a raw cod cannot be equipped in the head slot in Survival mode, equipping it using the {{cmd|item}} command causes it to appear at the side of the player's head.

== See also ==
* [[Fishing]]

== References ==
{{reflist}}

{{items}}

[[de:Roher Kabeljau]]
[[es:Bacalao crudo]]
[[ja:生鱈]]
[[ko:생대구]]
[[pt:Bacalhau cru]]
[[ru:Сырая треска]]
[[zh:生鳕鱼]]
[[Category:Food]]
[[Category:Renewable resources]]</li></ul></nowiki>
21w37aBaby villagers are no longer attacked by illagers.
21w41aTweaked the armorer zombie villager's and weaponsmith zombie villager's textures to remove stray villager pixels.
Upcoming Java Edition
1.19
{{Extension DPL}}<ul><li>[[Brown Dye|Brown Dye]]<br/>{{Item
| image = Brown Dye.png
| renewable = Yes
| stackable = Yes (64)
}}

'''Brown dye''' is a [[Dye#Primary|primary color dye]] derived from [[cocoa beans]].

== Obtaining ==
=== Crafting ===
{{Crafting
 |Cocoa Beans
 |Output=Brown Dye
 |type=Material
 |head=
}}

== Usage  ==

{{dye usage}}

=== Crafting ingredient ===

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

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

=== Trading ===

Apprentice-level Shepherd villagers have a 20% chance to buy 12 brown dye for an emerald.‌{{only|bedrock}}

Expert-level Shepherd villagers have a {{frac|2|7}} chance to buy 12 brown dye for an emerald.{{only|java}}

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

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Brown Dye
|spritetype=item
|nameid=brown_dye
|aliasid=dye / 17
|id=398
|form=item
|translationkey=item.dye.brown_new.name
|foot=1}}

== History ==
{{expand section|Item textures and more from a development video on twitter by bartek.}}
{{History|java}}
{{History||1.14|snap=18w43a|[[File:Brown Dye JE1 BE1.png|32px]] Added brown dye.}}
{{History|||snap=18w44a|Brown dye now can change the text color on [[sign]]s to brown.}}
{{History|||snap=19w05a|Added the [[wandering trader]], which sell brown dyes.}}
{{History|||snap=19w11a|Brown dye can now be [[trading|bought]] by shepherd villagers.}}
{{History||1.17|snap=20w45a|Brown dye can now used to craft newly added [[brown candle]]s.}}
{{History|||snap=21w19a|Brown dye can no longer used to craft brown candles.}}
{{History|||snap=Pre-release 1|Brown dye can once again used to craft brown candles.}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Brown dye now can change the text color on [[hanging sign]]s to brown.}}

{{History|bedrock}}
{{History||1.8.0|snap=beta 1.8.0.10|[[File:Brown Dye JE1 BE1.png|32px]] Added brown dye.}}
{{History||1.11.0|snap=beta 1.11.0.4|Brown dye can now be [[trading|sold]] to shepherd [[villager]]s.}}
{{History||1.16.100|snap=beta 1.16.100.56|The ID of brown dye has been changed from <code>dye/17</code> to <code>brown_dye</code>.}}

{{History|ps4}}
{{History||1.83|[[File:Brown Dye JE1 BE1.png|32px]] Added brown dye.}}
{{History|foot}}

== Issues ==

{{issue list}}

{{Items}}

[[Category:Dyes]]
[[Category:Renewable resources]]

[[de:Brauner Farbstoff]]
[[es:Tinte marrón]]
[[fr:Teinture marron]]
[[ja:茶色の染料]]
[[ko:갈색 염료]]
[[pl:Brązowy barwnik]]
[[pt:Corante marrom]]
[[th:สีย้อมสีน้ำตาล]]
[[zh:棕色染料]]</li><li>[[Redstone Comparator|Redstone Comparator]]<br/>{{Block
| image = 
| image2 = 
| transparent = Yes
| light = No
| tool = any
| renewable = Yes
| stackable = Yes (64)
| flammable = No
| lavasusceptible = No
| group = Redstone Comparator
| group2 = Subtracting
| group3 = Powered
| group4 = Powered+Subtracting
| 1-1 = Redstone Comparator.png
| 2-1 = Subtracting Redstone Comparator.png
| 3-1 = Powered Redstone Comparator.png
| 4-1 = Powered Subtracting Redstone Comparator.png
}}
{{Many images}}
A '''redstone comparator''' is a [[block]] that can produce an [[Redstone Dust|output signal]] from its front by reading [[chest]]s, [[lectern]]s, [[beehive]]s and similar blocks, or repeat a signal without changing its strength. It can also be set to either stop outputting a signal when its side input recieves a stronger one (front torch off), or subtract its side input's signal strength from its output (front torch on).

== Obtaining ==
=== Natural generation ===
Redstone comparators generate in [[Ancient City|ancient cities]].

=== Breaking ===
A redstone comparator can be broken instantly with any [[tool]], or by hand, and drops itself as an item.

{{Breaking row|Redstone Comparator|horizontal=y}}

A redstone comparator is removed and dropped as an item if:
* its attachment block is moved, removed, or destroyed;
* [[water]] flows into its space;{{only|java}}
* a [[piston]] tries to push it or moves a block into its space.

If [[lava]] flows into a redstone comparator's space, the redstone comparator is destroyed without dropping as an item.

=== Crafting ===
{{Crafting
|B1=Redstone Torch
|A2=Redstone Torch
|B2=Nether Quartz
|C2=Redstone Torch
|A3=Stone
|B3=Stone
|C3=Stone
|Output= Redstone Comparator
|type=Redstone
}}

== Usage ==
A redstone comparator can be placed on the top of any [[opaque]] block with a solid full-height top surface (including upside-down [[slab]]s and upside-down [[stairs]]). {{IN|be}}, a comparator can also be placed on [[wall]]s and fences. For more information about placement on transparent blocks, see [[Opacity/Placement]].

The redstone comparator has a front and a back — the arrow on the top of the comparator points to the front. When placed, the comparator faces away from the player. The comparator has two miniature redstone torches at the back and one at the front. The back torches turn on when the comparator's output is greater than zero (the arrow on top also turns red). The front torch has two states that can be toggled by {{control|using}} the comparator:
* Down and unpowered (indicating the comparator is in "comparison mode")
* Up and powered (indicating the comparator is in "subtraction mode")

The redstone comparator can take a signal strength input from its rear as well as from both sides. Side inputs are accepted only from [[redstone dust]], [[block of redstone]], [[redstone repeater]]s, other comparators, and [[observer]]s in specific scenarios. The redstone comparator's front is its output.

It takes 1 [[redstone tick]] (2 game ticks, or 0.1 seconds barring lag) for signals to move through a redstone comparator, either from the rear or from the sides. This applies to changing signal strengths as well as simply to turning on and off. 

Redstone comparators check their power state before their scheduled ticks update. This results in redstone comparators not usually responding to 1-tick fluctuations of power or signal strength — for example, a [[clock circuit|1-clock]] input is treated as always off from the side, and always on from the rear. This happens because the signal changes back to its original state before the redstone comparator checks its input states. However, certain setups such as powering any input with two separate observer pulses at the same time will cause a redstone comparator to respond to 2 gametick pulses.

The redstone comparator has four functions: maintain signal strength, compare signal strength, subtract signal strength, and measure certain block states (primarily the fullness of containers).

=== Maintain signal strength ===
A redstone comparator with no powered sides outputs the same signal strength as its rear input.

=== Compare signal strength ===
[[File:Comparators Explained.png|Comparators in comparison mode.|thumb]]
A redstone comparator in comparison mode (front torch down and unpowered) compares its rear input to its two side inputs. If either side input is greater than the rear input, the comparator output turns off. If neither side input is greater than the rear input, the comparator outputs the same signal strength as its rear input.

The formula for calculating the output signal strength is as follows:

<code>output = rear × [[Wikipedia:Iverson bracket|[]]'''''left''''' ≤ '''''rear''''' AND '''''right''''' ≤ '''''rear'''''[[Wikipedia:Iverson bracket|<nowiki>]]]</code>
{{-}}

=== Subtract signal strength ===
[[File:Redstone comparator.png|thumb|The greatest of the side inputs A and C is subtracted from the rear input B, outputting 1. If either A or C were greater than B, it would output 0.]]
A redstone comparator in subtraction mode (front torch up and powered) subtracts the signal strength of the higher side input from the signal strength of the rear input.

<code>output = max('''''rear''''' − max('''''left''', '''right'''''), 0)</code>

For example: if the signal strength is 6 at the left input, 7 at the right input and 4 at the rear, the output signal has a strength of ''max(4 − max(6, 7), 0) = max(4−7, 0) = max(−3, 0) = 0''.

If the signal strength is 9 at the rear, 2 at the right input and 5 at the left input, the output signal has a strength of ''max(9 − max(2, 5), 0) = max(9−5, 0) = 4''.

=== Measure block state ===
{{Schematic | caption = A redstone comparator can measure the fullness of a chest, as well as other block states, even through an opaque block.
 |rd-ew!|rc-w!|ch|SB|rc-e!|rd-ew!
}}
A redstone comparator treats certain blocks behind it as power sources and outputs a signal strength proportional to the block's state. The comparator may be separated from the measured block by an opaque block. However, {{in|je}}, if the opaque block is powered to signal strength 15, then the comparator outputs 15 no matter the fullness of the container.<ref>{{bug|MC-64394}} (resolved as "Works As Intended")</ref>
[[Category:Java Edition specific information]]
{{-}}

==== Fullness of containers ====
{| class="wikitable floatright" style="margin-left: 0.5em; margin-right: 0; text-align: center;"
|+ Minimum Items for Container Signal Strength
|-
!Containers
!{{BlockSprite|Furnace|link=Furnace}}<br>{{BlockSprite|Blast Furnace|link=Blast Furnace}}<br>{{BlockSprite|Smoker|link=Smoker}}
!{{BlockSprite|Hopper|link=Hopper}}<br>{{EntitySprite|Minecart with Hopper|link=Minecart with Hopper}}<br>{{BlockSprite|Brewing Stand|link=Brewing Stand}}
!{{BlockSprite|Dispenser|link=Dispenser}}<br>{{BlockSprite|Dropper|link=Dropper}}
!{{BlockSprite|Chest|link=Chest}}<br>{{EntitySprite|Minecart with Chest|link=Minecart with Chest}}<br>{{BlockSprite|Shulker Box|link=Shulker Box}}<br>{{BlockSprite|Barrel|link=Barrel}}
![[Double Chest|{{Schematic|size=16|ch-s|-|ch-n}}
]]
!{{BlockSprite|Jukebox|link=Jukebox}}
|-
!Total Slots
!3!!5!!9!!27!!54!!1
|-
!Power Level
! colspan="5" |Number of Items
!Music Disc
|-
|0||0||0||0||0||0||No disc
|-
|1||1||1||1||1||1||"13"
|-
|2||14||23||42||1s 60||3s 55||"cat"
|-
|3||28||46||1s 19||3s 55||7s 46||"blocks"
|-
|4||42||1s 5||1s 60||5s 51||11s 37||"chirp"
|-
|5||55||1s 28||2s 37||7s 46||15s 28||"far"
|-
|6||1s 5||1s 51||3s 14||9s 42||19s 19||"mall"
|-
|7||1s 19||2s 10||3s 55||11s 37||23s 10||"mellohi"
|-
|8||1s 32||2s 32||4s 32||13s 32||27s||"stal"
|-
|9||1s 46||2s 55||5s 10||15s 28||30s 55||"strad"
|-
|10||1s 60||3s 14||5s 51||17s 23||34s 46||"ward"
|-
|11||2s 10||3s 37||6s 28||19s 19||38s 37||"11"
|-
|12||2s 23||3s 60||7s 5||21s 14||42s 28||"wait"
|-
|13||2s 37||4s 19||7s 46||23s 10||46s 19||"Pigstep"
|-
|14||2s 51||4s 42||8s 23||25s 5||50s 10||"Otherside"<br>"Relic"
|-
|15||3s||5s||9s||27s||54s||"5"
|}
A redstone comparator can output a signal indicating how full a container is. (0 for empty, 15 for full, etc.) The table on the right is described more in detail, later in this section.

Containers that can be measured by a comparator include:
* {{BlockLink|Furnace}}
* {{BlockLink|Blast Furnace}}
* {{BlockLink|Smoker}}
* {{BlockLink|Brewing Stand}}
* {{BlockLink|Hopper}}
* {{ItemLink|Minecart with Hopper}} on top of a [[detector rail]]
* {{BlockLink|Dispenser}}
* {{BlockLink|Dropper}}
* {{BlockLink|Chest}}
* {{BlockLink|Trapped Chest}}
* {{ItemLink|Minecart with Chest}} on top of a [[detector rail]]
* {{BlockLink|Barrel}}
* {{SchematicSprite|size=16|ch-e}}{{SchematicSprite|size=16|ch-w}} Large chest
* {{SchematicSprite|size=16|ch-e}}{{SchematicSprite|size=16|ch-w}} Large trapped chest
* {{BlockLink|Shulker Box}} (any color)

Generally speaking, the comparator output signal strength represents the average fullness of the slots, based on how many of that item form a full stack (64, 16, or 1 for non-stackable items).

The ''Minimum Items for Container Signal Strength'' table (right) shows the minimum '''''full-stack-equivalent (FSE)''''' to produce different signal strengths from common containers. A '''''full-stack-equivalent''''' quantifies how many normal 64-stackable items are needed to output a corresponding signal strength. The 's' is a constant 64, with the additional amount needed following after.

One may also consider the terms: '''c''umulative-weight''''' or '''''weighted-sum''''' instead of '''''full-stack-equivalent'''''.

Items that stack to a max of 16  ([[snowball]]s, [[sign]]s, [[ender pearl]]s, etc.), contribute +4 to the ''full-stack-equivalent'' for each unity (count of 1 item). Similarly, items that stack to 1 ([[minecart]], [[boat]], etc.) contribute +64, and items that stack to 64 contribute +1.

Example 1: 3 ender pearls will contribute a 3 x 4 = 12 ''full-stack-equivalent''.

Example 2: 16 ender pearls and 60 redstone dust contributes a 16x4 + 60x1 = 124 ''full-stack-equivalent''.

Example 3: 1 minecart and 60 redstone dust contributes a 1x64 + 60x1 = 124 ''full-stack-equivalent''.

Example 4: To produce a signal strength of 10 from a hopper, one requires a ''full-stack-equivalent'' of at least 3s + 14 = 206 but strictly less than than 3s + 37 = 229. This can be done with 3 minecarts, and 14 dirt.

When a comparator measures a large chest or large trapped chest, it measures the entire large chest (54 slots), not just the half directly behind the comparator. A chest or trapped chest that cannot be opened (either because it has an opaque block, [[ocelot]], or [[cat]] above it) always produces an output of 0 no matter how many items are in the container — shulker boxes can always be measured, even if they cannot open.

;Calculating signal strength from items

:When a container is empty, the output is off.

:When it is not empty, the output signal strength is calculated as follows:

:<code>'''''signal strength''''' = floor(1 + (('''''sum of all slots' fullnesses''''') / ('''''number of slots in container''''')) × 14)</code>

:<code>fullness of a slot = '''''number of items in slot''''' / '''''max stack size for this type of item'''''</code>

:''Example:'' 300 blocks in a dispenser (which has 9 slots), where each block stacks to a maximum of 64 has a 300 ''full-stack-equivalent.'' This produces an output with a signal strength of 8:
<blockquote>
1 + ((300 items / 64 items per slot) / 9 slots) × 14 = 8.292, floored is 8
</blockquote>

;Calculating items from signal strength

:It can be useful in redstone circuits to use containers with comparators to create signals of a specific strength. The number of items required in a container to produce a signal of desired strength is calculated as follows:

:<code>items required = max('''''desired signal strength''''', roundup(('''''total slots in container''''' × 64 / 14) × (desired signal strength − 1)))</code>

:''Example:'' To use a furnace (which has 3 slots) to create a strength 9 signal, players need 110 items:
<blockquote>
max(9, (3×64/14) × (9−1)) = 109.714, rounded up is 110
</blockquote>
{{-}}

==== Miscellaneous ====
[[File:Comparator storage.png|Comparators used to measure containers.|thumb]]
Some non-container blocks can also be measured by a redstone comparator:

;{{BlockLink|Beehive}} and {{BlockLink|Bee nest}}

: A hive or nest outputs a signal strength equal to the amount of honey in the hive/nest.

;{{BlockLink|Cake}}

: A cake outputs a signal strength relative to the amount of cake remaining.  Each slice is worth 2 signal strength, with 7 total slices, for an output of 14 for a full cake.

[[File:Cauldron Redstone Strength Values.png|Cauldron signal strength|thumb]]
;{{BlockLink|Cauldron}}

: A cauldron outputs different signal strengths depending on how much water or powdered snow is inside. From completely empty to completely full, the output values are 0, 1, 2, and 3. If lava or powder snow is inside, the strength is always 3.

[[File:Composter Redstone Strength Values.png|Composter signal strength|thumb]]
;{{BlockLink|Composter}}

: A composter outputs different signal strengths depending on the level inside. From completely empty to completely full, the output values are 0, 1, 2, 3, 4, 5, 6, 7 and 8.

;{{Anchor|CommandBlock}}{{BlockLink|Command Block}}

: A command block stores the "success count" of the last command executed, which represents the number of times the most recently used command of this command block succeeded. A "success" is defined by the [[command]]'s success conditions: if a red error message is returned in the chat, the command was not successful.

: Most commands can succeed once per execution, but certain commands (such as those that accept players as arguments) can succeed multiple times, and the comparator outputs the number of times it succeeded (maximum 15 when sent to redstone dust, but in the code it is able to go up to the 32-bit integer limit, and can be used in contraptions with no redstone dust with those values).

: A command block continues to store the success count of the last command executed until it executes its command again, thus the comparator continues to output the same signal strength even after the command block is no longer being activated (it doesn't turn off when the signal to the command block turns off).

;{{BlockLink|End Portal Frame}}

: An end portal frame outputs a full signal of 15 if it contains an [[eye of ender]] and zero otherwise.

[[File:Item frame and comparator.png|A comparator can measure the presence and rotation of an item frame's contents.|thumb]]

;{{EntityLink|Item Frame}}

: A comparator can measure the state of an [[item frame]]'s contents. An item frame comparator outputs 0 if the item frame is empty, or 1 to 8 for any item depending on its rotation: 1 at initial placement, plus 1 for each 45° of rotation for a maximum of 8.

: For an item frame that holds a map, a unit of rotation is 90° instead of 45°, but a comparator still outputs power levels 1 to 8. It takes two full rotations to cycle through all comparator outputs, and each orientation of the map corresponds to two output levels that differ by 4.

: The comparator must be placed behind the block the item frame is attached to, facing away from the item frame. The block must be a full block, and the item frame cannot be submerged in water. Having a sign in the same block as the item frame will prevent the frame from sending a signal as well.{{only|java}}

;{{BlockLink|Jukebox}}

: A jukebox outputs a signal strength indicating which music disc is currently playing. See the ''Minimum Items for Container Signal Strength'' table above.

;{{BlockLink|Lectern}}

: A lectern outputs a signal strength that depends on what page the player is currently on. The calculation used is:
:<code>'''''signal strength''''' = floor(1 + (('''''current page''''' - 1) / ('''''number of pages in book''''' - 1)) × 14)</code>
:This results in page 1 having a signal strength of 1, and the last page having a signal strength of 15. The exception is a single page book, which will output a signal strength of 15.
:For example, a book with 15 pages will output a signal equal to the current page number.  A book with 5 pages will output signal strengths of 1, 4, 8, 11 and 15 for the different pages. A book with 100 pages will have the signal strength increase to the next level on pages 1, 9, 16, 23, 30, 37, 44, 51, 58, 65, 72, 79, 86, 93 and 100.
:

;{{BlockLink|Respawn Anchor}}

: A respawn anchor outputs a signal strength of 0, 3, 7, 11, or 15, depending on the "charged" value.

;{{BlockLink|Sculk Sensor}}

: A sculk sensor outputs a signal strength depending on the type of vibration that is detected.

;{{BlockLink|Chiseled Bookshelf}}

: A chisled bookshelf outputs a signal strength between 1 and 6 indicating the last slot interacted with. When no slot has been interacted with yet, it outputs 0.
{{-}}

== Sounds ==
=== Generic ===
{{Edition|Java}}:
{{Sound table/Block/Stone/JE}}
{{Edition|Bedrock}}:
{{Sound table/Block/Wood/BE}}

=== Unique ===
{{edition|java}}:
{{Sound table
|rowspan=2
|sound=Click.ogg
|subtitle=Comparator clicks
|source=block
|description=When a comparator is set to subtraction mode
|id=block.comparator.click
|translationkey=subtitles.block.comparator.click
|volume=0.3
|pitch=0.55
|distance=16}}
{{Sound table
|subtitle=Comparator clicks
|source=block
|description=When a comparator is set to comparison mode
|id=block.comparator.click
|translationkey=subtitles.block.comparator.click
|volume=0.3
|pitch=0.5
|distance=16
|foot=1}}

{{edition|bedrock}}:
{{Sound table
|type=bedrock
|rowspan=2
|sound=Click.ogg
|source=block
|description=When a comparator is set to subtraction mode
|id=block.click
|volume=0.2
|pitch=0.55}}
{{Sound table
|source=block
|description=When a comparator is set to comparison mode
|id=block.click
|volume=0.2
|pitch=0.5
|foot=1}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Redstone Comparator
|spritetype=block
|nameid=comparator
|foot=1}}
{{ID table
|displayname=Block entity
|spritename=redstone-comparator
|spritetype=block
|nameid=comparator
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|firstcolumnname=Redstone Comparator
|shownumericids=y
|showforms=y
|generatetranslationkeys=y
|displayname=Unpowered block
|spritename=unpowered-comparator
|spritetype=block
|nameid=unpowered_comparator
|id=149
|form=block
|translationkey=-}}
{{ID table
|displayname=Powered block
|spritename=powered-comparator
|spritetype=block
|nameid=powered_comparator
|id=150
|form=block
|translationkey=-}}
{{ID table
|displayname=Item
|spritename=redstone-comparator
|spritetype=item
|nameid=comparator
|id=522
|form=item
|foot=1}}
{{ID table
|notnamespaced=y
|displayname=Block entity
|spritename=redstone-comparator
|spritetype=block
|nameid=Comparator
|foot=1}}

=== Block states ===
{{see also|Block states}}
{{/BS}}

=== Block data ===
A redstone comparator has a block entity associated with it that holds additional data about the block.

{{el|je}}:
{{see also|Block entity format}}
{{/BE}}

{{el|be}}:
: See [[Bedrock Edition level format/Block entity format]].

== Advancements ==
{{Load advancements|the power of books}}

== Video ==

<div style="text-align:center">{{yt|J7Z20Zzz3yU}}</div>

== History ==
{{info needed section|If {{bug|MC-50242}} also affected comparators?}}
''For a more in-depth breakdown of changes to repeater textures and models, including a set of renders for each state combination, see [[/Asset history]]''
{{History|java}}
{{History||November 24, 2012|link=https://youtube.com/watch?v=YG9RNyRhIow&t=6m56s|[[Jeb]] stated that there may be a "capacitor" in [[Minecraft]]. }}
{{History||December 27, 2012|link={{tweet|Dinnerbone|284388625595125760}}|[[Dinnerbone]] released [https://web.archive.org/web/20190710120115/https://imgur.com/a/FBKed pictures] of the first version of the "comparator", stating it was a replacement for the "capacitor" idea that has variable, alternate inputs.}}
{{History||January 2, 2013|link={{tweet|Dinnerbone|286428595423965184}}|Dinnerbone released one more [http://dinnerbone.com/media/uploads/2013-01/screenshots/2013-01-02_12.06.47.png picture] of the comparator. The picture itself showing a digital-to-analog converter, using the comparator as the main [[block]].}}
{{History||1.5|snap=13w01a|[[File:Redstone Comparator (S) JE1.png|32px]] [[File:Powered Redstone Comparator (S) JE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE1.png|32px]] [[File:Redstone Comparator (item) JE1 BE1.png|32px]] Added redstone comparators.
|Redstone comparators have 0 delay.
At this point, block ID 149 was used for unpowered comparators, and block ID 150 for powered comparators.}}
{{History|||snap=13w01b|A delay of 1 game tick ({{frac|1|2}} redstone tick) has now been added to redstone comparators to fix bugs.
|The ability to measure containers to redstone comparators has now been added.}}
{{History|||snap=13w02a|[[File:Redstone Comparator (S) JE2.png|32px]] [[File:Powered Redstone Comparator (S) JE2.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2.png|32px]] The appearance of redstone comparators has now been changed - the top texture has changed to show [[quartz]] in the middle and the sides now use the [[smooth stone]] texture rather than the smooth stone slab side texture.
|The algorithm for measuring containers has now been changed so that redstone comparators output a signal with as few as 1 [[item]] in the container.}}
{{History|||snap=13w02b|Redstone comparators now treat large [[chest]]s as a single container.}}
{{History|||snap=13w03a|Redstone comparators now output success count of [[command block]]s.
|Redstone comparators now measure container [[minecart]]s on [[detector rail]]s.}}
{{History|||snap=13w04a|Redstone comparators now measure [[jukebox]]es.}}
{{History|||snap=13w05a|Redstone comparators no longer cause constant [[block]] updates. The delay has now been made consistent, and side input no longer causes a pulse output.
|Block 150 (later <code>powered_comparator</code>) is no longer used; powered state is now represented by the 8s bit on block 149 (later <code>unpowered_comparator</code>).}}
{{History|||snap=13w05b|Redstone comparator delay has now been changed from 1 game tick (1/2 [[redstone]] tick) to 2 game ticks (1 redstone tick).}}
{{History|||snap=13w09c|The redstone signal strength from a redstone comparator next to a [[brewing stand]] with 3 [[water bottle]]s in it is now the same as one with 3 water bottles and 1 ingredient in it.}}
{{History||1.6.1|snap=13w18a|Redstone comparators now measure [[cauldron]]s and [[end portal frame]]s.}}
{{History||1.8|snap=14w04a|Redstone comparators now measure [[item frame]]s.}}
{{History|||snap=14w10a|The torches under redstone comparators have now been shortened, which has changed the underside appearance from [[File:Redstone Comparator UNKVER1 (facing NWU).png|32px]] [[File:Powered Redstone Comparator UNKVER1 (facing NWU).png|32px]] [[File:Subtracting Redstone Comparator UNKVER1 (facing NWU).png|32px]] [[File:Powered Subtracting Redstone Comparator UNKVER1 (facing NWU).png|32px]] to [[File:Redstone Comparator UNKVER2 (facing NWU).png|32px]].}}
{{History|||snap=14w25a|[[File:Redstone Comparator (S) JE3.png|32px]] [[File:Powered Redstone Comparator (S) JE3.png|32px]] [[File:Subtracting Redstone Comparator (S) JE3.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE3.png|32px]] The torches on comparators are now subject to ambient occlusion.
|Comparators set to subtract mode appear to be powered as well regardless of incoming power. The subtracting-only model still exists and can be achieved through {{cmd|setblock}}.}}
{{History|||snap=14w25b|[[File:Subtracting Redstone Comparator (S) JE4.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE4.png|32px]] The powered front torch when in subtraction mode is now lower.
|Comparators set to subtract by hand now appear normally again.}}
{{History|||snap=14w28a|Redstone comparators now measure [[cake]]s.}}
{{History||1.9|snap=15w42a|With the addition of the [[blaze powder]] fuel slot, [[brewing stand]]s now have 5 slots instead of 4. Their original comparative power values from redstone comparators are listed below:
{{{!}} class{{=}}"wikitable collapsible collapsed" data-description{{=}}"Original values"
! Original values
{{!}}-
{{!}}
*0: 0
*1: 1
*2: 19
*3: 37
*4: 55
*5: 1s 10
*6: 1s 28
*7: 1s 46
*8: 2s
*9: 2s 19
*10: 2s 37
*11: 2s 55
*12: 3s 10
*13: 3s 28
*14: 3s 46
*15: 4s
{{!}}}
}}
{{History|||snap=15w47a|Redstone comparators' side inputs now take power from [[redstone block]]s.}}
{{History||1.13|snap=17w47a|All 3 IDs for the redstone comparator have now been merged into one ID: <code>comparator</code>.
|Redstone comparators now render their underside, which has changed their undersides from [[File:Redstone Comparator UNKVER2 (facing NWU).png|32px]] to [[File:Redstone Comparator UNKVER3 (facing NWU).png|32px]].
|Prior to [[1.13/Flattening|''The Flattening'']], these blocks' numeral IDs were 149 and 150, and the [[item]]'s 404.
|As a result, the formerly unused comparator ID is now technically used again, due to both unpowered and powered versions being merged into a single comparator block ID.}}
{{History||1.14|snap=18w43a|[[File:Redstone Comparator (S) JE4.png|32px]] [[File:Powered Redstone Comparator (S) JE4.png|32px]] [[File:Subtracting Redstone Comparator (S) JE5.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE5.png|32px]] [[File:Redstone Comparator (item) JE2 BE2.png|32px]] The textures of redstone comparators have now been changed.}}
{{History|||snap=19w02a|Redstone comparators now measure [[lectern]]s.}}
{{History|||snap=19w03a|Redstone comparators now measure [[composter]]s.}}
{{History|||snap=19w12b|Redstone comparators can now be placed on [[glass]], [[ice]], [[glowstone]] and [[sea lantern]]s.}}
{{History||1.15|snap=19w34a|Redstone comparators now measure how much honey is inside [[beehive|bee hive]]s and [[bee nest]]s.}}
{{History||1.16|snap=20w06a|The way to calculate the input signals of redstone comparators has now been changed.}}
{{History|||snap=20w11a|The changes to the way of calculating the input signals of redstone comparators from [[Java Edition 20w06a|20w06a]] have now been reverted.}}
{{History|||snap=20w16a|Redstone comparators now measure [[Pigstep music disc]]s in [[jukebox]]es.}}
{{History||1.17|snap=20w45a|Redstone comparators now measure [[lava cauldron]]s.}}
{{History|||snap=20w46a|Redstone comparators now measure [[Cauldron#Holding powder snow|powder snow cauldron‌]]s.}}
{{History||1.18|snap=21w41a|[[File:Powered Redstone Comparator (S) JE5.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE6.png|32px]] The texture of powered redstone comparator have now been changed.}}
{{History||1.19|snap=22w13a|Redstone comparators now generate as part of [[ancient cities]].}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|Redstone comparators now measure [[chiseled bookshelves]].}}
{{History||1.20.2|snap=23w33a|Redstone comparators now use stone sounds instead of wood sounds.<ref>{{bug|MC-182820|||Fixed}}</ref>}}

{{History|pocket alpha}}
{{History||v0.14.0|snap=build 1|[[File:Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2 BE1.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE1 BE1.png|32px]] Added redstone comparators.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Redstone comparators now measure [[end portal frame]]s.}}
{{History||1.0.5|snap=alpha 1.0.5.0|Redstone comparators now output success count of [[command block]]s.}}
{{History||1.1.0|snap=alpha 1.1.0.0|Redstone comparators now measure [[shulker box]]es.}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|Redstone comparators now measure [[jukebox]]es.
|Redstone comparators now render their underside, which has changed their undersides from [[File:Redstone Comparator UNKVER1 (facing NWU).png|32px]] to [[File:Redstone Comparator UNKVER3 (facing NWU).png|32px]]}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Redstone Comparator (S) BE.png|32px]] [[File:Powered Redstone Comparator (S) BE.png|32px]] [[File:Subtracting Redstone Comparator (S) BE.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) BE.png|32px]] [[File:Redstone Comparator (item) JE2 BE2.png|32px]] The textures of redstone comparators have now been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Redstone comparators now measure [[smoker]]s, [[blast furnace]]s, [[lectern]]s and [[composter]]s.}}
{{History||1.18.10|snap=beta 1.18.10.20|[[File:Powered Redstone Comparator (S) JE5.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE6.png|32px]] The texture of powered redstone comparator have now been changed.}}
{{History||1.20.30|snap=beta 1.20.30.20|Redstone comparators now use the <code>minecraft:cardinal_direction</code> [[block state]] instead of <code>direction</code>.}}

{{History|console}}
{{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|switch=1.0.1|[[File:Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2 BE1.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE1 BE1.png|32px]] Added redstone comparators.}}
{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|switch=1.0.1|Redstone comparators can now measure [[item frame]]s.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Redstone Comparator (S) BE.png|32px]] [[File:Powered Redstone Comparator (S) BE.png|32px]] [[File:Subtracting Redstone Comparator (S) BE.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) BE.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE2 BE2.png|32px]] The textures of redstone comparators have now been changed.}}

{{History|3ds}}
{{History||0.1.0|[[File:Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Subtracting Redstone Comparator (S) JE2 BE1.png|32px]] [[File:Powered Subtracting Redstone Comparator (S) JE2 BE1.png|32px]]{{verify|Was this the model used?}} [[File:Redstone Comparator (item) JE2 BE2.png|32px]] Added redstone comparators.}}
{{History|foot}}

=== Redstone comparator "items" ===
{{:Technical blocks/Redstone Comparator}}

== Issues ==
{{issue list}}

== Trivia ==
* Comparators do not emit redstone particles when powered, unlike redstone torches and repeaters.<ref>{{bug|MC-51692|||WAI}}</ref>

== Gallery ==
<gallery>
Dinnerbone Comparator 1.png|Dinnerbone showing how comparators work.
Dinnerbone Comparator 2.png|Dinnerbone showing how comparators work.
Dinnerbone Comparator 3.png|Dinnerbone showing how comparators work.
Dinnerbone Comparators 1.png|A contraption incorporating comparators.
Dinnerbone Comparators 2.png|Comparators in action.
Dinnerbone Comparators 3.png|Output specific signals.
Dinnerbone Comparator Thing.png|Another comparator in use.
Item Frame Comparator.png|Rotating the torch in the item frame adjusts the comparator's output.
</gallery>

== References ==
{{reflist}}

{{Redstone}}
{{Blocks|Utility}}
{{Items}}

[[Category:Mechanics]]
[[Category:Block entities]]
[[Category:Redstone mechanics]]
[[Category:Mechanisms]]
[[Category:Manufactured blocks]]
[[Category:Non-solid blocks]]

[[de:Redstone-Komparator]]
[[es:Comparador de redstone]]
[[fr:Comparateur de redstone]]
[[hu:Redstone-komparátor]]
[[ja:レッドストーンコンパレーター]]
[[ko:레드스톤 비교기]]
[[nl:Redstonevergelijker]]
[[pl:Komparator]]
[[pt:Comparador de redstone]]
[[ru:Компаратор]]
[[uk:Редстоуновий компаратор]]
[[zh:红石比较器]]</li></ul></nowiki>
22w17aChanged model and textures.[more information needed]
Bedrock Edition
1.9.0
{{Extension DPL}}<ul><li>[[Minecart with Furnace|Minecart with Furnace]]<br/>{{ItemEntity
|image=Minecart with Furnace.png
|renewable=Yes
|stackable=No
|size=Height: 0.7 Blocks<br>Width: 0.98 Blocks
|networkid=10
|drops= 1 {{ItemLink|Minecart with Furnace}}
|health={{Hp|6}}
}}

A '''minecart with furnace''' is a [[furnace]] inside a [[minecart]]. It can be powered with [[coal]] or [[charcoal]] to propel it across a [[rail]] line for a limited time, which can be used to move other minecarts.

==Obtaining==
Minecarts with furnace can be retrieved by attacking them, and by doing so it drops as an [[item]].

===Crafting===
{{Crafting
|Output= Minecart with Furnace
|type= Transportation
|Furnace|Minecart}}

==Usage==
Minecarts with furnaces are placed in the same way as other minecarts. It does not have a graphical user interface, unlike a [[furnace]].

Minecarts with furnaces can be powered, done by feeding fuel ([[coal]] or [[charcoal]]) into the furnace minecart with the {{Control|use}} button. The fuel is consumed immediately and it starts to move in the same direction the player clicked toward. Pressing {{Control|use}} always turns it to that direction, even when not holding coal.

Any piece of fuel, added at any time, increases the total range by an additional 3600 ticks (equal to 180 seconds or 3 minutes).  The upper limit is 32767 ticks, approximately 27 minutes.

When powered, minecarts with furnaces cover 240m per minute (about 4 m/s, slightly slower than walking speed) or 720m per piece of coal. They do not accelerate beyond this speed when going downhill or on active [[powered rail]]s, and as long as they remain powered, they do not slow down when going uphill, on inactive powered rails, or when pushing or pulling other minecarts.

If a powered furnace minecart is derailed and then pushed back onto a rail, it starts moving again in the direction it came from, so they are not easily turned around in this state unless a player is nearby to redirect it with {{Control|use}}.

Minecarts with furnaces can climb up steep inclines while pushing other minecarts as long as they have fuel. If a minecart with furnace reaches a slope while pulling another minecart, the pulled minecart is switched to the forward position so that it can be pushed along the slope instead of pulled.

When a minecart with furnace bumps into another minecart or multiple minecarts, the other minecarts are pushed forward with great speed. The furnace minecart continues on with its own speed. Because of this speed difference, some of the minecarts may end up inside unloaded chunks on straight tracks.

===Train mechanics===
{{Schematic
|caption=weakly-shunted 1-cart train, one cart was used only to push the train together and is left behind
|AB|mc-$ew|mc-$ew|mc/Fu-$ew|-
|AB|ra-$wu|ra-$ew|ra-$ew|ra-$ew|ellipsis-ew
}}
{{Schematic
|caption=Creating a strongly-shunted 1-cart train.  The sloped rail must be replaced with a horizontal rail before powering.
|AB|mc-$ew||mc/Fu-$ew|-
|AB|ra-$ew|ra-$ew|ra-$eu|ra-$ew|ra-$ew|ellipsis-ew
}}

[[File:FurnaceMinecartTrain.png|thumb|right|A Minecart train powered by furnace [[Minecart|minecarts.]]|alt=]]
A furnace minecart can be made to pull up to four other minecarts. All minecarts in this train move at the constant speed of the furnace minecart.  Trains are formed when a minecart is pushed into the back of a powered furnace minecart or a short-enough train.  These shunts are fragile at best and easily come undone, but some methods are stronger than others.  For example, pushing a minecart into a furnace minecart and then powering the furnace gives a weaker shunt than pushing the furnace minecart into the other minecart against a wall, and then powering the furnace in the other direction.

A high-speed minecart running into the back of a furnace minecart going in the same direction automatically creates a weak shunt with it, pulling it along.

Pulling a minecart with TNT causes it to explode.

{| class="wikitable"
|+Pulled minecart/Shunt behavior
!Condition
!Result
|-
|Furnace loses power/speed||Shunt comes undone
|-
|Entity bumping besides those part of the train||Jettisoned forward
|-
|Upward sloped track||Jettisoned forward
|-
|Downward sloped track||Jettisoned forward (strong shunt) or shunt comes undone (weak shunt)
|-
|90° turn in track||Jettisoned backward
|-
|Turn toward north/south or east/west that is not the direction the train was shunted in||Train derails
|}

When a train comes to a turn, the shunt comes undone with the pulled minecart jettisoned backward. The correct way to make such a turn is having the shunt undone before a turn, and then make the two rejoin on a straight rail later by having the pulled cart catch up with the minecart with furnace.<ref name=mango/>

Since the train runs slower on a fully powered track than a normal minecart (~5 m/s compared to 8m/s), a train pulled by an unpowered furnace minecart is ideal for AFK farms involving breaking or placing blocks like [[nether wart]].<ref name=mango>{{YouTubeLink|1=pRLiAQfhTG8|2=Why The Furnace Minecart Isn't As Useless As You Think|3=ilmango}}</ref>

==Properties==
The coal is not stored as an item in the entity, but in the object data in the fuel property as a time in ticks. ''Fuel'' is a short value, i.e. a maximum of 32767 ticks, which is about 27 minutes. However, {{cmd|/summon furnace_minecart ~ ~ ~ {Fuel:32000} }} alone doesn't make it go since it doesn't have a direction. It can be right-clicked on a track to give it a direction, or it can be summoned with the properties ''PushX'' and ''PushZ'' set, which are responsible for the direction. The <code>Motion</code> property of every entity allows for movement of the minecart, but it does not direct the minecart to move on its own.

==Sounds==
{{Edition|Java}}:<br>
Minecarts with furnaces use the Friendly Creatures sound category for entity-dependent sound events.<ref group=sound name=rollsource>{{bug|MC-42132}}</ref>
{{Sound table
|sound=Minecart rolling.ogg
|subtitle=Minecart rolls
|source=Friendly Creatures <ref group=sound name=rollsource/>
|overridesource=1
|description=While a minecart with furnace is moving
|id=entity.minecart.riding
|translationkey=subtitles.entity.minecart.riding
|volume=0.0-0.35 <ref group=sound>Relates linearly with horizontal velocity (max 0.5)</ref>
|pitch=0.0-1.0 <ref group=sound>Will increase by 0.0025 per tick if the minecart's horizontal velocity is more than 0.01</ref>
|distance=16
|foot=1}}

{{Edition|Bedrock}}:
{{Sound table
|type=bedrock
|sound=Minecart rolling.ogg
|source=neutral
|description=While a minecart with furnace is moving
|id=minecart.base
|foot=1}}

==Data values==
===ID===
{{ID table
|edition=java
|firstcolumnname=Item
|showforms=y
|generatetranslationkeys=y
|displayname=Minecart with Furnace
|spritetype=item
|nameid=furnace_minecart
|form=item
|foot=1}}
{{ID table
|edition=java
|firstcolumnname=Entity
|generatetranslationkeys=y
|displayname=Minecart with Furnace
|spritetype=entity
|nameid=furnace_minecart
|foot=1}}

===Entity data===
Minecarts with furnace have entity data associated with them that contain various properties of the entity.

{{el|java}}:
{{main|Entity format}}
{{/ED}}

{{el|bedrock}}:
: See [[Bedrock Edition level format/Entity format]].

==History==
{{History|java alpha}}
{{History||v1.0.14|[[File:Minecart with Furnace JE1.png|32px]] [[File:Minecart with Furnace (item) JE1.png|32px]] Minecarts with furnace were added.
|Since no in-game name was indicated, they were referred to by names such as "powered minecart" or "furnace minecart".
|No matter how much fuel was added to the minecart, it would never move for more than 3 minutes after the last fuel.}}
{{History|java beta}}
{{History||1.0|When tooltips were added to items in inventory, this was named "Minecart with Furnace".}}
{{History||1.2|[[File:Minecart with Furnace JE2.png|32px]] The texture of the minecart with furnace has been changed.}}
{{History|java}}
{{History||1.0.0|snap=?|Each piece of [[coal]] now powers a [[minecart]] with furnace for {{convert|3|minutes|ticks}}, so that adding another piece of coal at any time increases the total range by another 3 minutes.  A full stack of 64 coal now powers it for {{convert|192|minutes|ticks}}.
|Minecarts with furnace on a level track cover 204 meters per minute.}}
{{History||1.8|snap=14w11a|Minecarts with furnace now give a much greater boost to other minecarts.
|When powered, minecarts with furnace now move on non-powered rails without decelerating.}}
{{History|||snap=14w17a|Minecarts with furnace's behavior has been reverted, so that no change was released in [[Java Edition 1.8]].}}
{{History||1.11|snap=16w32a|The entity ID of the minecart with furnace has been changed from <code>MinecartFurnace</code> to <code>furnace_minecart</code>.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 343.}}
{{History||1.14|snap=18w43a|[[File:Minecart with Furnace JE3.png|32px]] [[File:Minecart with Furnace (item) JE2.png|32px]] The texture of the minecart with furnace has been changed.}}
{{History||1.15|snap=19w38a|[[File:Minecart with Furnace 19w38a.png|32px]] The furnace now appears dark, like suffocating mobs.}}
{{History|||snap=19w39a|The furnace texture is now colored correctly.}}
{{History||1.15.2|snap=Pre-Release 1|Furnace minecarts can now navigate around any corner.}}
{{History||1.19|snap=22w13a|The crafting recipe for a minecart with furnace is now shapeless.
|Breaking a minecart with furnace will now drop the item instead of the minecart and furnace separately.<ref>{{bug|MC-249493|||Fixed}}</ref>}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Minecart with Furnace JE2.png|32px]] [[File:Minecart with Furnace (item) JE1.png|32px]] Added minecart with furnace.}}
{{History|Ps4}}
{{History||1.90|[[File:Minecart with Furnace JE3.png|32px]] [[File:Minecart with Furnace (item) JE2.png|32px]] The texture of the minecart with furnace has been changed.}}
{{History|foot}}

==Issues==
{{issue list}}

==Trivia==
*The minecart with furnace is excluded from {{els|be|3ds}} on purpose. In a tweet, [[Jeb]] considered removing it from {{el|je}}.<ref>{{tweet|jeb|699241247391772672|I think we will phase out the furnace minecraft ''(sic)''|15 Feb 2016}}</ref>
**When converting a [[Legacy Console Edition]] world to a [[Bedrock Edition]] world, any present minecarts with furnaces are converted into a normal minecart.
**Despite the above-described poor standing of the minecart, it was most recently briefly featured in an animation in the [[Minecraft Live 2022]], where one was depicted as moving a train of about 20 minecarts at a higher than normal speed.

==Gallery==
<gallery>
Running Powered Minecart.png|A powered minecart in action.
</gallery>

==References==
{{reflist}}

{{Items}}
{{Entities}}

[[Category:Mechanics]]

[[cs:Parní vozík]]
[[de:Antriebslore]]
[[es:Vagoneta con horno]]
[[fr:Wagonnet motorisé]]
[[hu:Gőzmeghajtású csille]]
[[ja:かまど付きのトロッコ]]
[[ko:화로가 실린 광산 수레]]
[[nl:Mijnkar met oven]]
[[pl:Wagonik z piecem]]
[[ru:Вагонетка с печью]]
[[uk:Вагонетка з піччю]]
[[zh:动力矿车]]</li><li>[[Cauldron|Cauldron]]<br/>{{For|the boss in ''Minecraft Dungeons''|MCD:Corrupted Cauldron}}
{{Block
| extratext = View [[#Renders|all renders]]
| transparent = Yes
| light = Depends on contained liquid
| tool = wooden pickaxe
| renewable = Yes
| stackable = Yes (64)
| flammable = No
| lavasusceptible = No
}}

A '''cauldron''' is a [[block]] that can contain [[water]], [[lava]] or [[powder snow]] and, in certain situations, collect it from the environment. {{IN|bedrock}}, it can also hold [[potion]]s or dyed water. It also serves as a [[leatherworker]]'s [[job site block]].

== Obtaining ==
=== Breaking ===

A cauldron can be obtained using any [[pickaxe]]. If mined without a pickaxe, it drops nothing. Regardless of the tool, when a cauldron is destroyed, its contents are lost.
{{breaking row|horizontal=1|Cauldron|Pickaxe|Wood}}

=== Natural generation ===

[[File:Natural Cauldron Table.png|A naturally occurring cauldron inside of a [[witch hut]].|thumb]]

A single empty cauldron is generated in each [[swamp hut]]. {{IN|be}}, the cauldrons generated there are {{frac|1|3}} to {{frac|2|3}} full of a random [[potion]].

A cauldron {{frac|2|3}} full of water is generated in each [[igloo]] basement.
[[File:MansionJailInner.png|thumb|Cauldron in [[woodland mansion]] jail.]]
Cauldrons can be found in a few rooms inside of [[woodland mansion]]s.

Two filled cauldrons can be found inside savanna, taiga, snowy taiga, and snowy tundra [[village]] tannery houses.

A single filled cauldron can be found in plains village and desert village tannery houses.

{{IN|java}}, three filled cauldrons can be found in plains village tannery houses.

Cauldrons can also spawn in [[trail ruins]].

=== Crafting ===

A cauldron can be crafted from [[iron ingot]]s.
{{Crafting
|A1= Iron Ingot
|C1= Iron Ingot
|A2= Iron Ingot
|C2= Iron Ingot
|A3= Iron Ingot
|B3= Iron Ingot
|C3= Iron Ingot
|Output= Cauldron
|type= Brewing
}}

== Usage ==

=== Storage for substances ===
Cauldrons can hold a variety of substances. Fluids they cannot hold include [[milk]], [[Honey Bottle|honey]] and any food items that exist in [[bowl]]s; namely [[mushroom stew]], [[beetroot soup]], [[rabbit stew]] and [[suspicious stew]]. {{IN|java}}, cauldrons containing fluids are considered by the game to be separate blocks from each other and from empty cauldrons, which does not affect gameplay but does affect the commands needed to place them.

==== Holding water ====
A cauldron can be filled with [[water]] by {{control|using}} a [[water bucket]] on the cauldron. Once completely filled, a cauldron can be used to fill a water bucket by {{control|using}} an empty [[bucket]] on the cauldron; this empties the cauldron. Despite containing water, using a [[fish bucket]] on a cauldron does not fill it with water, but places water against it, meaning it does nothing to the cauldron.<ref>{{bug|MC-129109|||WAI}}</ref>

A cauldron can also be filled by dumping a water bucket on the block above the cauldron. Once the water block is removed, the cauldron is filled to the full level with water.{{only|be}}

It can contain three levels of water. One level of water can be added to a cauldron by {{control|using}} a [[water bottle]] on it. One level of water can be removed from a cauldron, filling a water bottle, by {{control|using}} a [[glass bottle]] on it.

A cauldron slowly fills with [[water]] when [[rain]]ed upon, if starting empty or with some water. This happens randomly, at 5% of the rate in which snow accumulates on the ground during [[snowfall]].

Water can be stored in a cauldron even in [[the Nether]]. Water in a cauldron does not freeze in cold biomes.

Water in a cauldron does ''not'' absorb [[explosion]] damage; make [[sound]]s and [[particle]]s; absorb fall damage;<ref>{{bug|MC-176867|||WF}}</ref><ref>{{bug|MCPE-104572|||WF}}</ref> allow [[Riptide]] [[trident]]s to activate;<ref>{{bug|MC-145311|||WF}}</ref><ref>{{bug|MCPE-93111}}</ref> or damage [[endermen]], [[strider]]s, or [[blaze]]s.<ref>{{bug|MC-106813|||WF}}</ref> Cauldrons do ''not'' deal drowning damage to mobs inside of them<ref>{{bug|MC-152680}}</ref> and [[fish]] act as if there is no water inside it.<ref>{{bug|MC-126819|||WF}}</ref> The player ''cannot'' float or [[swim]] in it, as the water is about level with the player's waist. Jumping in a cauldron does ''not'' produce any bubble or water particles.

A cauldron placed below a down-facing [[pointed dripstone]] that has water placed a block above it slowly fills with water. The same works with [[lava]], allowing for infinite lava generation.

Attempting to add lava or potion to water empties the cauldron.{{only|be}} 


The water in a cauldron cannot be sucked up by a [[sponge]], whether the sponge is touching the cauldron or not. 

===== Applying dye to cauldron water =====
{{exclusive|bedrock|section=yes}}

{{IN|bedrock}}, leather armor is dyed through a cauldron, so a cauldron can hold dyed [[water]]. {{control|Using}} a dye on a cauldron filled with water colors the water, consuming the dye. Different dyes may be added to produce mixed colors. {{control|Using}} [[leather armor]] or [[leather horse armor]] on the cauldron dyes that item the color of the water, reducing the water in the cauldron by one level for each item dyed.

Attempting to add water, lava or potion to dyed water empties the cauldron.

==== Holding lava ====
[[File:Lava Cauldron.png|150px|thumb|Cauldron filled with lava]]

Cauldrons can be used to hold lava. {{IN|be|ee}}, when a cauldron is already filled with water, it empties the cauldron and makes an extinguishing sound. A cauldron filled with lava emits a light level of 15, similar to lava, and burns any [[entity]] inside of it; {{in|be|ee|short=1}}, this includes mobs that do not take damage from lava like [[zombified piglin]]s.

Lava inside a cauldron does not interact with water outside of the cauldron. The lava disappears upon putting water in the cauldron.

A [[redstone comparator]] with a lava cauldron behind it outputs redstone signal strength of 3.<ref name=JavaLava>{{bug|MC-204393}}</ref><ref>{{bug|MCPE-104824}}</ref>

A cauldron placed below a down-facing [[pointed dripstone]] that has lava placed a block above it slowly fills with lava.

If a cauldron is filled by lava, using glass bottles on the cauldron does nothing.

==== Holding powder snow ====
[[Powder snow]] is currently the only solid material that can be stored in a cauldron. A cauldron slowly fills with powder snow during [[snowfall]], if starting empty or with any layer of powder snow already inside. Up to three layers can be filled. When the cauldron is full, {{ctrl|interacting}} using a [[bucket]], creates a [[powder snow bucket]] and empties the cauldron. Entities standing in the cauldron do not take freeze damage, and entities wearing [[leather boots]] still fall through the powder snow.

A [[redstone comparator]] with a powder snow cauldron behind it outputs a redstone signal strength proportional to the fill level, up to 3.

Contrary to a cauldron filled with water, a powder snow cauldron that is not full cannot be filled up with a powder snow bucket, as {{control|using}} the bucket on the cauldron instead places powder snow against it.

==== Filling cauldrons with potions ====
{{exclusive|bedrock|education|section=yes}}

{{IN|bedrock}}, a cauldron can hold normal [[potion]]s, [[splash potion]]s and [[lingering potion]]s. {{control|Using}} a potion on a cauldron empties the potion and increases the level of the potion in the cauldron by one level. A glass bottle can then be {{control|used}} on a cauldron with a potion in it, filling the bottle with that potion. This reduces the potion in the cauldron by one level.

{{control|Using}} an [[arrow]] on a cauldron that contains a potion transforms the arrow into a [[tipped arrow]] with that potion [[effect]], and reduce the potion in the cauldron by one level. Tipping multiple arrows at once can be more efficient, and it may use more than one level at once. 1 level of potion tips up to 16 arrows, 2 levels up to 32, and a full cauldron can tip a full stack of arrows, resulting in 21.33 tipped arrows per potion.

Attempting to put [[water]], [[lava]] or a different potion into a cauldron with a potion causes an explosion sound, and the cauldron is emptied.

An entity that stands in a cauldron filled to any level with any potion does not receive the effect of the potion.

Using an empty bucket on a cauldron filled with any potion does nothing, as the bucket remains empty and the potion in the cauldron does not empty.

=== Removing dye from items ===

A cauldron with [[water]] can wash the dye off of leather [[armor]] and [[shulker box]]es, and can remove the top-most pattern layer of a [[banner]], by pressing {{control|use}} on the cauldron with the leather armor, shulker box, or banner in hand. Each wash reduces the water in the cauldron by one level. The water does not become dyed while removing dye from objects.

=== Changing profession ===
If a [[village]] has a cauldron that has not been claimed by a [[villager]], any villager that does not already have a profession or [[job site]] block may change their profession to [[leatherworker]].

=== Extinguishing fire ===

A cauldron with [[water]] or [[powder snow]] extinguishes [[entities]] on [[fire]] that fall into it and the entity emits black particles. This includes [[mob]]s, [[player]]s, [[item]]s (if they land in the cauldron before burning up), and flaming [[arrow]]s{{only|je|short=1}}. Flaming arrows stuck into the side are also extinguished. Entities must reach the water or powder snow in it. Each entity extinguished causes the substance in the cauldron to decrease by one level. If the cauldron is filled with powder snow, it then becomes a water cauldron.

=== Redstone component ===
[[File:Cauldron transmission over piston.png|An example of a cauldron used in a [[redstone]] circuit.|thumb]]
{{see also|Redstone circuit}}

A cauldron can act as a power source for a [[redstone comparator]]. With a cauldron behind it (either directly, or separated by an unpowered solid block), a comparator outputs a signal strength proportional to how full the cauldron is: 0 for empty, 1 for one-third full, 2 for two-thirds full, and 3 for completely full or filled with lava. However, if there is a block between the cauldron and the comparator, the comparator does not immediately update.

== Sounds ==
=== Generic ===
{{Sound table/Block/Normal}}

=== Unique ===
{{edition|java}}:
{{Sound table
|sound=Pointed Dripstone drip water cauldron1.ogg
|sound2=Pointed Dripstone drip water cauldron2.ogg
|sound3=Pointed Dripstone drip water cauldron3.ogg
|sound4=Pointed Dripstone drip water cauldron4.ogg
|sound5=Pointed Dripstone drip water cauldron5.ogg
|sound6=Pointed Dripstone drip water cauldron6.ogg
|sound7=Pointed Dripstone drip water cauldron7.ogg
|sound8=Pointed Dripstone drip water cauldron8.ogg
|subtitle=Water drips
|source=block
|description=When dripping water from a pointed dripstone falls into a cauldron
|id=block.pointed_dripstone.drip_water_into_cauldron
|translationkey=subtitles.block.pointed_dripstone.drip_water_into_cauldron
|volume=2.0
|pitch=0.9-1.0
|distance=16}}
{{Sound table
|sound=Pointed Dripstone drip lava cauldron1.ogg
|sound2=Pointed Dripstone drip lava cauldron2.ogg
|sound3=Pointed Dripstone drip lava cauldron3.ogg
|sound4=Pointed Dripstone drip lava cauldron4.ogg
|subtitle=Lava drips
|source=block
|description=When dripping lava from a pointed dripstone falls into a cauldron
|id=block.pointed_dripstone.drip_lava_into_cauldron
|translationkey=subtitles.block.pointed_dripstone.drip_lava_into_cauldron
|volume=2.0
|pitch=0.9-1.0
|distance=16}}
{{Sound table
|sound=Empty water bucket1.ogg
|sound2=Empty water bucket1.ogg
|sound3=Empty water bucket2.ogg
|sound4=Empty water bucket3.ogg
|subtitle=Bucket empties
|source=block
|description=When water from a bucket is placed in a cauldron <ref group=sound><code>empty1</code> plays twice as often as the other sounds</ref>
|id=item.bucket.empty
|translationkey=subtitles.item.bucket.empty
|volume=1.0
|pitch=1.0 <ref group=sound>Except for the second copy of <code>empty1</code>, which is 0.9</ref>
|distance=16}}
{{Sound table
|sound=Fill water bucket1.ogg
|sound2=Fill water bucket2.ogg
|sound3=Fill water bucket3.ogg
|subtitle=Bucket fills
|source=block
|description=When water from a bucket is removed from a cauldron
|id=item.bucket.fill
|translationkey=subtitles.item.bucket.fill
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Empty lava bucket1.ogg
|sound2=Empty lava bucket2.ogg
|sound3=Empty lava bucket3.ogg
|subtitle=Bucket empties
|source=block
|description=When lava is placed in a cauldron
|id=item.bucket.empty_lava
|translationkey=subtitles.item.bucket.empty
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Fill lava bucket1.ogg
|sound2=Fill lava bucket2.ogg
|sound3=Fill lava bucket3.ogg
|subtitle=Bucket fills
|source=block
|description=When lava is removed from a cauldron
|id=item.bucket.fill_lava
|translationkey=subtitles.item.bucket.fill
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Empty powder snow bucket1.ogg
|sound2=Empty powder snow bucket2.ogg
|subtitle=Bucket empties
|source=block
|description=When powder snow is placed in a cauldron
|id=item.bucket.empty_powder_snow
|translationkey=subtitles.item.bucket.empty
|volume=1.0
|pitch=''varies'' <ref group=sound>Can be 1.0, 0.95, or 1.1 for each sound</ref>
|distance=16}}
{{Sound table
|sound=Fill powder snow bucket1.ogg
|sound2=Fill powder snow bucket2.ogg
|subtitle=Bucket fills
|source=block
|description=When powder snow is removed from a cauldron
|id=item.bucket.fill_powder_snow
|translationkey=subtitles.item.bucket.fill
|volume=1.0
|pitch=''varies'' <ref group=sound>Can be 1.0, 0.9, or 1.1 for each sound</ref>
|distance=16}}
{{Sound table
|sound=Bottle empty1.ogg
|sound2=Bottle empty2.ogg
|subtitle=Bottle empties
|source=block
|description=When water from a bottle is placed in a cauldron
|id=item.bottle.empty
|translationkey=subtitles.item.bottle.empty
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Bottle fill_water1.ogg
|sound2=Bottle fill_water2.ogg
|sound3=Bottle fill_water3.ogg
|sound4=Bottle fill_water4.ogg
|subtitle=Bottle fills
|source=block
|description=When water from a bottle is removed from a cauldron
|id=item.bottle.fill
|translationkey=subtitles.item.bottle.fill
|volume=1.0
|pitch=1.0
|distance=16}}
{{Sound table
|sound=Empty water bucket1.ogg
|sound2=Empty water bucket2.ogg
|sound3=Empty water bucket3.ogg
|subtitle=Leatherworker works
|source=neutral
|description=Randomly while a leatherworker is working
|id=entity.villager.work_leatherworker
|translationkey=subtitles.entity.villager.work_leatherworker
|volume=0.9
|pitch=0.8-1.2
|distance=16
|foot=1}}

{{edition|bedrock}}:
{{Sound table
|type=bedrock
|sound=Pointed Dripstone drip water cauldron1.ogg
|sound2=Pointed Dripstone drip water cauldron2.ogg
|sound3=Pointed Dripstone drip water cauldron3.ogg
|sound4=Pointed Dripstone drip water cauldron4.ogg
|sound5=Pointed Dripstone drip water cauldron5.ogg
|sound6=Pointed Dripstone drip water cauldron6.ogg
|sound7=Pointed Dripstone drip water cauldron7.ogg
|sound8=Pointed Dripstone drip water cauldron8.ogg
|source=block
|description=When dripping water from a pointed dripstone falls into a cauldron
|id=cauldron_drip.water<br>.pointed_dripstone
|volume=2.0
|pitch=0.9-1.0}}
{{Sound table
|sound=Pointed Dripstone drip lava cauldron1.ogg
|sound2=Pointed Dripstone drip lava cauldron2.ogg
|sound3=Pointed Dripstone drip lava cauldron3.ogg
|sound4=Pointed Dripstone drip lava cauldron4.ogg
|source=block
|description=When dripping lava from a pointed dripstone falls into a cauldron
|id=cauldron_drip.lava<br>.pointed_dripstone
|volume=2.0
|pitch=0.9-1.0}}
{{Sound table
|sound=Fizz.ogg
|source=block
|description=When a different liquid is put in a cauldron with a potion
|id=random.fizz
|volume=1.0
|pitch=0.6-0.8<wbr>{{Checkthecode}}[[Category:Pages with inaccurate sound pitch value]]}}
{{Sound table
|rowspan=8
|sound=Water Splash Old.ogg
|source=block
|description=When dye is added to a cauldron
|id=cauldron.adddye
|volume=0.1
|pitch=1.0}}
{{Sound table
|source=block
|description=When armor is dyed using a cauldron
|id=cauldron.dyearmor
|volume=0.1
|pitch=1.0}}
{{Sound table
|source=block
|description=When dye is removed from armor using a cauldron
|id=cauldron.cleanarmor
|volume=0.1
|pitch=1.0}}
{{Sound table
|source=block
|description=When all patterns are removed from a banner using a cauldron
|id=cauldron.cleanbanner
|volume=0.1
|pitch=1.0}}
{{Sound table
|source=block
|description=When a potion is placed in a cauldron<wbr><ref group=sound name=potionsplash>{{Bug|MCPE-174867}}</ref>
|id=cauldron.fillpotion
|volume=0.1
|pitch=1.0}}
{{Sound table
|source=block
|description=When a potion is taken from a cauldron<wbr><ref group=sound name=potionsplash/>
|id=cauldron.takepotion
|volume=0.1
|pitch=1.0}}
{{Sound table
|source=block
|description=When water from a bucket or bottle is placed in a cauldron<wbr><ref group=sound name=bucketsplash>{{Bug|MCPE-135919}}</ref>
|id=cauldron.fillwater
|volume=0.1
|pitch=1.0}}
{{Sound table
|source=block
|description=When water from a bucket or bottle is removed from a cauldron <ref group=sound name=bucketsplash/>
|id=cauldron.takewater
|volume=0.1
|pitch=1.0}}
{{Sound table
|sound=Empty lava bucket1.ogg
|sound2=Empty lava bucket2.ogg
|sound3=Empty lava bucket3.ogg
|source=block
|description=When lava is placed in a cauldron
|id=bucket.empty_lava
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Fill lava bucket1.ogg
|sound2=Fill lava bucket2.ogg
|sound3=Fill lava bucket3.ogg
|source=block
|description=When lava is removed from a cauldron
|id=bucket.fill_lava
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Empty powder snow bucket1.ogg
|sound2=Empty powder snow bucket2.ogg
|source=block
|description=When powder snow is placed in a cauldron
|id=bucket.empty_powder_snow
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Fill powder snow bucket1.ogg
|sound2=Fill powder snow bucket2.ogg
|source=player
|description=When powder snow is removed from a cauldron
|id=bucket.fill_powder_snow
|volume=1.0
|pitch=1.0}}
{{Sound table
|sound=Empty water bucket1.ogg
|sound2=Empty water bucket2.ogg
|sound3=Empty water bucket3.ogg
|source=block
|description=Randomly while a leatherworker is working
|id=bucket.fill_water
|volume=1.0
|pitch=1.0
|foot=1}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showblocktags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Cauldron
|spritetype=block
|nameid=cauldron
|blocktags=cauldrons
|translationkey=block.minecraft.cauldron,item.minecraft.cauldron}}
{{ID table
|displayname=Lava Cauldron
|spritename=cauldron
|spritetype=block
|nameid=lava_cauldron
|blocktags=cauldrons
|form=block}}
{{ID table
|displayname=Powder Snow Cauldron
|spritename=cauldron
|spritetype=block
|nameid=powder_snow_cauldron
|blocktags=cauldrons
|form=block}}
{{ID table
|displayname=Water Cauldron
|spritename=cauldron
|spritetype=block
|nameid=water_cauldron
|blocktags=cauldrons
|form=block
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|firstcolumnname=Type
|shownumericids=y
|showforms=y
|generatetranslationkeys=y
|displayname=Normal block
|spritename=cauldron
|spritetype=block
|nameid=cauldron
|id=118
|form=block
|itemform=item.cauldron}}
{{ID table
|displayname=Brighting block
|spritename=cauldron
|spritetype=block
|nameid=lava_cauldron
|id=465
|form=block
|translationkey=-}}
{{ID table
|displayname=Item
|spritename=cauldron
|spritetype=item
|nameid=cauldron
|id=432
|form=item
|foot=1}}
{{ID table
|notnamespaced=y
|displayname=Block entity
|spritename=cauldron
|spritetype=block
|nameid=Cauldron
|foot=1}}

=== Block states ===
{{see also|Block states}}
{{/BS}}

=== Block data ===

{{IN|be}}, a cauldron has a block entity associated with it that holds additional data about the block.

See [[Bedrock Edition level format/Block entity format]].

== Achievements ==
{{load achievements|Tie Dye Outfit}}

== History ==

{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease 2|[[File:Cauldron JE1.png|32px]] Cauldrons are present in the code, but are not assigned to a [[block]] ID (and thus are unobtainable without [http://www.minecraftforum.net/topic/673742-19-pre2-cauldron-block/ mods] (archived link: [https://web.archive.org/web/20141222205821/https://dl.dropboxusercontent.com/u/19728555/cauldron.zip])).}}
{{History|||snap=Beta 1.9 Prerelease 3|[[File:Cauldron (item) JE1 BE1.png|32px]] Cauldrons have been given a [[block]] ID, an [[item]] ID, and a [[crafting]] recipe.}}
{{History||1.2.1|snap=12w06a|Cauldrons have now become [[renewable]], due to [[zombie]]s sometimes dropping iron ingots.}}
{{History||1.4.2|snap=12w40a|Empty cauldrons can now be found in [[witch hut]]s.}}
{{History||1.5|snap=13w02a|[[File:Cauldron JE2.png|32px]] The walls inside of the cauldron now use the bottom texture, and the cauldron now has no bottom.<ref name="whatdoyouputinacauldrontomakeitlighter">{{bug|MC-6772}}</ref>}}
{{History|||snap=13w02b|[[File:Cauldron JE1.png|32px]] Fixed the model error from 13w02a.}}
{{History||1.8|snap=14w03a|[[File:Cauldron JE4.png|32px]] Cauldrons now appear completely opaque.<ref>{{bug|MC-44990}}</ref>}}
{{History|||snap=14w03b|[[File:Cauldron JE1.png|32px]] Cauldrons now render as normal again.}}
{{History|||snap=14w06a|Cauldrons now have extra planes inside the feet. These planes are now rendered solid, so the [[player]] cannot see through the [[water]].{{info needed|what exactly does this mean?}}}}
{{History|||snap=14w10a|[[File:Cauldron JE6.png|32px]] The cauldron's feet now have planes on all sides.}}
{{History||1.11|snap=16w39a|Cauldrons now generate naturally in jail cells in [[woodland mansion]]s.}}
{{History||July 19, 2017|link=https://twitter.com/jeb_/status/887599625045250048|[[Jeb]] tweets image of a new jungle [[planks]], cauldron and [[dandelion]] textures.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[block]]'s numeral ID was 118, and the [[item]]'s was 380.}}
{{History||1.14|snap=18w43a|[[File:Cauldron JE7.png|32px]]<br/>[[File:Cauldron (item) JE2 BE2.png|32px]] The textures of cauldrons have been changed.}}
{{History|||snap=18w48a|Cauldrons now generate in the updated [[plains]] [[village]]s.}}
{{History|||snap=18w49a|Cauldrons now generate in the updated [[savanna]] villages and the new [[snowy tundra]] villages.}}
{{History|||snap=18w50a|Cauldrons now generate in the updated [[desert]] and [[taiga]] villages.}}
{{History|||snap=19w03a|The numerous missing cullface arguments for the cauldron have been fixed.}}
{{History|||snap=19w11a|Cauldrons now serve as leatherworker [[villager]]s' job site block.}}
{{History|||snap=19w13a|The cauldron's hitbox has been fixed.<ref>{{bug|MC-129205}}</ref>}}
{{History||1.17|snap=20w45a|Normal and water cauldrons have been split into different blocks, making filled cauldrons no longer work as a workstation for villagers.<ref name="technicalunemployment">{{bug|MC-204430}}</ref>
|This also means that any [[structure]]s before this snapshot that have cauldron(s) fill with water now no longer generate(s) cauldron. Instead, water cauldron(s) will generate.}}
{{History|||snap=20w48a|Cauldrons can now collect water and lava dripped by [[pointed dripstone]].}}
{{History|||snap=21w11a|[[Lava bucket]]s and [[powder snow bucket]]s can now be emptied into any filled cauldron.}}
{{History|||snap=21w13a|Filled cauldrons work again as a workstation for villagers.}}
{{History||1.20|snap=23w12a|Cauldrons now generate in [[trail ruins]].}}

{{History|pocket alpha}}
{{History||v0.14.0|snap=build 1|[[File:Cauldron BE1.png|32px]]<br/>[[File:Cauldron (item) JE1 BE1.png|32px]] Added cauldrons.
|Cauldrons are generated naturally in [[witch hut]]s.}}
{{History||v0.15.0|snap=build 1|Cauldrons can now be moved by [[piston]]s.}}
{{History|pocket}}
{{History||1.1.0|snap=alpha 1.1.0.0|Cauldrons now generate naturally in [[woodland mansion]]s, their fullness status is unknown.}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Cauldron BE2.png|32px]] The textures of cauldrons have been changed.
|Cauldrons now generate in tannery houses in [[village]]s.}}
{{History||?|[[File:Cauldron JE7.png|32px]] The textures of cauldrons have been changed.}}

{{History|console}}
{{History||xbox=TU7|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Cauldron JE1.png|32px]]{{verify|Was this the actually used model?}}[[File:Cauldron (item) JE1 BE1.png|32px]] Added cauldrons.}}
{{History||xbox=TU60|xbone=CU51|ps=1.64|wiiu=Patch 30|switch=1.0.11|[[Water]] in a cauldron can now be [[dye]]d.
|[[Armor]] can be dyed in a cauldron filled with dyed water.
|Cauldrons can no longer be pushed by [[piston]]s.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Cauldron JE7.png|32px]]{{verify|Was this the actually used model?}}<br/>[[File:Cauldron (item) JE2 BE2.png|32px]] The textures of cauldrons have been changed.}}

{{History|new 3ds}}
{{History||0.1.0|[[File:Cauldron BE1.png|32px]]<br/>[[File:Cauldron (item) JE1 BE1.png|32px]] Added cauldrons.}}
{{History|foot}}

=== Water cauldron ===
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease 2|[[File:Water Cauldron (level 1) JE1.png|32px]] [[File:Water Cauldron (level 2) JE1.png|32px]] [[File:Water Cauldron JE1.png|32px]] If made to work with a mod, cauldrons can be filled with a [[water bucket]].
|Cauldron water transparency appears inconsistent depending on hardware.}}
{{History||1.3.1|snap=12w22a|Cauldrons can now be filled with [[water]], if placed outside during [[rain]] or a [[thunderstorm]].}}
{{History||1.4.2|snap=12w34a|Holding a piece of [[Dyeing|dyed]] leather [[armor]] and right-clicking a [[water]]-filled cauldron now washes away all [[dye]]s applied to the leather armor.}}
{{History||1.5|snap=13w02a|[[File:Water Cauldron (level 1) JE2.png|32px]] [[File:Water Cauldron (level 2) JE2.png|32px]] [[File:Water Cauldron JE2.png|32px]] The walls inside of the cauldron now use the bottom texture, and the cauldron now has no bottom.<ref name="whatdoyouputinacauldrontomakeitlighter"/>}}
{{History|||snap=13w02b|[[File:Water Cauldron (level 1) JE1.png|32px]] [[File:Water Cauldron (level 2) JE1.png|32px]] [[File:Water Cauldron JE1.png|32px]] Fixed the model error from 13w02a.}}
{{History||1.6.1|snap=13w18a|When used with a [[redstone comparator]], cauldrons now output a signal varying in strength according to the amount of water inside.}}
{{History||1.7.2|snap=13w43a|Cauldrons now extinguish burning [[entity|entities]].}}
{{History||1.8|snap=14w10a|[[File:Water Cauldron (level 1) JE4.png|32px]] [[File:Water Cauldron (level 2) JE4.png|32px]] [[File:Water Cauldron JE4.png|32px]] The cauldron's feet now have planes on all sides.}}
{{History|||snap=14w30a|Right-clicking a non-empty cauldron with a [[banner]] now removes the top-most pattern layer.}}
{{History||1.9|snap=15w43a|A cauldron now generates within [[igloo]] basements, {{frac|2|3}} full.}}
{{History|||snap=15w44a|A full cauldron can now be emptied with a [[bucket]], filling the bucket with [[water]].}}
{{History||1.11|snap=16w32a|When a cauldron washes a dyed item (leather [[armor]] or [[banner]]), it reduces its water level by 1.}}
{{History|||snap=16w33a|A [[water bottle]] is now able to add 1 [[water]] level to a cauldron.}}
{{History||1.13|snap=18w10d|[[Shulker box]]es can now be undyed in a cauldron.}}
{{History|||snap=18w15a|[[File:Water Cauldron (level 1) JE5.png|32px]] [[File:Water Cauldron (level 2) JE5.png|32px]] [[File:Water Cauldron JE5.png|32px]] [[Water]] in cauldrons is now white colored.<ref>{{bug|MC-128253}}</ref>}}
{{History|||snap=18w20b|[[File:Water Cauldron (level 1) JE6.png|32px]] [[File:Water Cauldron (level 2) JE6.png|32px]] [[File:Water Cauldron JE6.png|32px]] Cauldron water is now colored again, depending on the biome.
|[[File:Swamp Water Cauldron JE1.png|32px]] [[File:Warm Ocean Water Cauldron JE1.png|32px]] [[File:Lukewarm Ocean Water Cauldron JE1.png|32px]] [[File:Cold Ocean Water Cauldron JE1.png|32px]] [[File:Frozen Ocean Water Cauldron JE1.png|32px]] This currently affects ocean temperature variants and swamps.
|[[File:Swamp Hills Water Cauldron JE1.png|32px]] Swampland M water has a yellowish color while in a cauldron.<ref>{{bug|MC-128558}}</ref>}}
{{History|||snap=pre3|[[File:Swamp Water Cauldron JE1.png|32px]] Swampland M water now has the same [[water]] color in cauldrons as regular [[swamp]]s.}}
{{History||1.14|snap=18w43a|[[File:Water Cauldron (level 1) JE7.png|32px]] [[File:Water Cauldron (level 2) JE7.png|32px]] [[File:Water Cauldron JE7.png|32px]]<br>[[File:Swamp Water Cauldron JE2.png|32px]] [[File:Warm Ocean Water Cauldron JE2.png|32px]] [[File:Lukewarm Ocean Water Cauldron JE2.png|32px]] [[File:Cold Ocean Water Cauldron JE2.png|32px]] [[File:Frozen Ocean Water Cauldron JE2.png|32px]] The textures of cauldrons have been changed.}}
{{History|||snap=19w03a|The numerous missing cullface arguments for the water cauldron have been fixed.}}
{{History||1.17|snap=20w45a|Normal and water cauldrons have been split into different blocks, making filled cauldrons no longer work as a workstation for villagers.<ref name="technicalunemployment"/>
|This also means that any [[structure]]s before this snapshot that have cauldron(s) fill with water now no longer generate(s) cauldron. Instead, water cauldron(s) will generate.}}
{{History|||snap=21w13a|Filled cauldrons work again as a workstation for villagers.}}
{{History|pocket alpha}}
{{History||v0.14.0|snap=build 1|[[File:Water Cauldron (level 1) BE1.png|32px]] [[File:Water Cauldron (level 2) BE1.png|32px]] [[File:Water Cauldron BE1.png|32px]] Added water cauldrons.
|[[Water]] color in cauldrons can be changed by adding [[dye]]s. [[Item]]s dipped in the water are dyed that color.}}
{{History||v0.15.0|snap=build 1|Cauldrons are now used to dye leather [[horse armor]].
|Water cauldrons can now be moved by [[piston]]s.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Cauldrons now generate naturally in [[igloo]] basements.
|Cauldrons now extinguish burning [[entity|entities]].}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Water Cauldron (level 1) BE2.png|32px]] [[File:Water Cauldron (level 2) BE2.png|32px]] [[File:Water Cauldron BE2.png|32px]] The textures of cauldrons have been changed.}}
{{History||1.20.0|snap=beta 1.20.0.20|[[File:Water Cauldron (level 1) MCPE-170427.png|32px]] [[File:Water Cauldron (level 2) MCPE-170427.png|32px]] [[File:Water Cauldron MCPE-170427.png|32px]] [[Water]] in cauldrons now looks like lava.<ref>{{bug|MCPE-170427}}</ref>}}
{{History||1.20.10|snap=beta 1.20.10.20|[[File:Water Cauldron (level 1) BE2.png|32px]] [[File:Water Cauldron (level 2) BE2.png|32px]] [[File:Water Cauldron BE2.png|32px]] Cauldron water now uses the correct texture.}}
{{History|console}}
{{History||xbox=TU7|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Water Cauldron (level 1) JE1.png|32px]] [[File:Water Cauldron (level 2) JE1.png|32px]] [[File:Water Cauldron JE1.png|32px]]{{verify|Were these the models used?}} Added water cauldrons.}}
{{History||xbox=TU12|[[Water]] is no longer removed from a [[water bucket]] when filling a cauldron in [[creative]] mode.}}
{{History||xbox=TU14|ps=1.04|Cauldrons fill with water if placed outside during [[rain]] or a [[thunderstorm]].}}
{{History||xbox=TU31|xbone=CU19|ps=1.22|wiiu=Patch 3|Cauldrons with [[water]] in them extinguish burning [[entity|entities]], taking away one water level each time.}}
{{History|new 3ds}}
{{History||0.1.0|[[File:Water Cauldron (level 1) BE1.png|32px]] [[File:Water Cauldron (level 2) BE1.png|32px]] [[File:Water Cauldron BE1.png|32px]]{{verify|Were these the models used?}} Added cauldrons.
|Water color in cauldrons can be changed by adding [[dye]]s.
|Cauldrons can be used to [[dye]] leather [[armor]].}}
{{History|foot}}

=== Lava cauldron ===
{{History|Java}}
{{History||1.17|snap=20w45a|[[File:Lava Cauldron JE1.png|32px]] Cauldrons can now be filled with [[lava]].}}
{{History|||snap=21w20a|Lava cauldrons now emits redstone signal strength of 3.<ref name=JavaLava/>}}

{{History|bedrock}}
{{History||1.9.0|snap=beta 1.9.0.2|[[File:Lava Cauldron BE1.png|32px]] Cauldrons can now be filled with lava.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Lava Cauldron BE2.png|32px]] The texture of cauldrons filled with lava has been changed.}}

{{History|console}}
{{History||xbox=none|xbone=none|ps=1.88|wiiu=none|switch=none|[[File:Lava Cauldron LCE1.png|32px]] Cauldrons can now be filled with lava.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Lava Cauldron LCE2.png|32px]] The texture of cauldrons filled with lava has been changed.}}
{{History|foot}}

=== Powder Snow Cauldron ===
{{History|java}}
{{History||1.17|snap=20w46a|[[File:Powder Snow Cauldron (level 1) JE1.png|32px]] [[File:Powder Snow Cauldron (level 2) JE1.png|32px]] [[File:Powder Snow Cauldron JE1.png|32px]] Cauldrons can now be filled with powder snow.}}
{{History||1.17.1|snap=Pre-release 1|Powder snow now fills twice as fast in a cauldron.}}

{{History|bedrock}}
{{History||1.17.0|snap=beta 1.17.0.52|[[File:Powder Snow Cauldron (level 1) JE1.png|32px]] [[File:Powder Snow Cauldron (level 2) JE1.png|32px]] [[File:Powder Snow Cauldron JE1.png|32px]] Cauldrons can now be filled with powder snow.}}
{{History|foot}}

=== Potion cauldron ===
{{cleanup|Many potion cauldrons here are listed as being added in versions where said potion did not exist yet - please rearrange and add new history entries accordingly}}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease 2|[[File:Arrran Cauldron 1.png|32px]] [[File:Arrran Cauldron 2.png|32px]] [[File:Arrran Cauldron 3.png|32px]] [[File:Arrran Cauldron 4.png|32px]] <br/>[[File:Cauldron (item) JE1 BE1.png|32px]] Cauldrons are intended to be used for the creation of [[potion]]s. 
|Cauldrons can be made to work with a mod, through which the following has been revealed:
* Applying a [[potion]] ingredient to a water cauldron cause it to change to a differently-colored [[lava]] texture, and adding any further potion ingredients to the filled cauldron cause the [[liquid]] to change color.
* Scooping out a potion with ingredients applied cause the potion to have an effect related to the ingredient, e.g. a potion brewed with a [[magma cream]] have [[Fire Resistance]] as an effect.}}
{{History|||snap=Beta 1.9 Prerelease 3|The system was deemed too complex and not user-friendly,<ref>{{Tweet|jeb|119466949708222465|Potions are delayed because *add to cauldron, pick up, look at tooltip, pour back into cauldron, repeat* was extremely tedious|September 29, 2011}}</ref> so the cauldron's ability to brew potions has been replaced with the [[brewing stand]].<ref>{{Tweet|jeb|119710836469149697|A quick discussion with @notch led me in on a new way of doing the potion brewing. Cauldron is out...|September 30, 2011}}</ref><ref>{{Tweet|jeb|119762786619359232|Look back at me! Your Cauldron is now a Brewing Stand. Anything's possible when working with interaction design.|September 30, 2011}}</ref> That brewing system is finalized and doesn't change in the rest of the pre-releases.}}
{{History|pocket alpha}}
{{History||v0.14.0|snap=build 1|[[File:Invisibility Potion Cauldron BE1.png|32px]] [[File:Jump Boost Potion Cauldron BE1.png|32px]] [[File:Fire Resistance Potion Cauldron BE1.png|32px]] [[File:Speed Potion Cauldron BE1.png|32px]] [[File:Slowness Potion Cauldron BE1.png|32px]] [[File:Water Breathing Potion Cauldron BE1.png|32px]] [[File:Instant Health Potion Cauldron BE1.png|32px]] [[File:Instant Damage Potion Cauldron BE1.png|32px]] [[File:Poison Potion Cauldron BE1.png|32px]] [[File:Regeneration Potion Cauldron BE1.png|32px]] [[File:Strength Potion Cauldron BE1.png|32px]] [[File:Weakness Potion Cauldron BE1.png|32px]] [[File:Wither Potion Cauldron BE1.png|32px]] [[File:Turtle Master Potion Cauldron BE1.png|32px]] [[File:Slow Falling Potion Cauldron BE1.png|32px]] Cauldrons can store [[potion]]s, and [[explosion|explode]] if potions are mixed.}}
{{History||v0.15.0|snap=build 1|Cauldrons are now used to make [[tipped arrow]]s.}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Invisibility Potion Cauldron BE2.png|32px]] [[File:Jump Boost Potion Cauldron BE2.png|32px]] [[File:Fire Resistance Potion Cauldron BE2.png|32px]] [[File:Speed Potion Cauldron BE2.png|32px]] [[File:Slowness Potion Cauldron BE2.png|32px]] [[File:Water Breathing Potion Cauldron BE2.png|32px]] [[File:Instant Health Potion Cauldron BE2.png|32px]] [[File:Instant Damage Potion Cauldron BE2.png|32px]] [[File:Poison Potion Cauldron BE2.png|32px]] [[File:Regeneration Potion Cauldron BE2.png|32px]] [[File:Strength Potion Cauldron BE2.png|32px]] [[File:Weakness Potion Cauldron BE2.png|32px]] [[File:Wither Potion Cauldron BE2.png|32px]] [[File:Turtle Master Potion Cauldron BE2.png|32px]] [[File:Slow Falling Potion Cauldron BE2.png|32px]] The textures of cauldrons filled with [[potion]]s have been changed.}}

{{History|console}}
{{History||xbox=TU60|xbone=CU51|ps=1.64|wiiu=Patch 30|switch=1.0.11|[[File:Invisibility Potion Cauldron BE1.png|32px]] [[File:Jump Boost Potion Cauldron BE1.png|32px]] [[File:Fire Resistance Potion Cauldron BE1.png|32px]] [[File:Speed Potion Cauldron BE1.png|32px]] [[File:Slowness Potion Cauldron BE1.png|32px]] [[File:Water Breathing Potion Cauldron BE1.png|32px]] [[File:Instant Health Potion Cauldron BE1.png|32px]] [[File:Instant Damage Potion Cauldron BE1.png|32px]] [[File:Poison Potion Cauldron BE1.png|32px]] [[File:Regeneration Potion Cauldron BE1.png|32px]] [[File:Strength Potion Cauldron BE1.png|32px]] [[File:Weakness Potion Cauldron BE1.png|32px]] [[File:Wither Potion Cauldron BE1.png|32px]] [[File:Turtle Master Potion Cauldron BE1.png|32px]] [[File:Slow Falling Potion Cauldron BE1.png|32px]]{{verify|Were these the models used?}} Cauldrons can now be filled with [[potion]]s and make an explosion [[sound]] if they are mixed.
|[[Effect]]s can now be applied to [[arrow]]s by using them on a potion-filled cauldron.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Invisibility Potion Cauldron BE2.png|32px]] [[File:Jump Boost Potion Cauldron BE2.png|32px]] [[File:Fire Resistance Potion Cauldron BE2.png|32px]] [[File:Speed Potion Cauldron BE2.png|32px]] [[File:Slowness Potion Cauldron BE2.png|32px]] [[File:Water Breathing Potion Cauldron BE2.png|32px]] [[File:Instant Health Potion Cauldron BE2.png|32px]] [[File:Instant Damage Potion Cauldron BE2.png|32px]] [[File:Poison Potion Cauldron BE2.png|32px]] [[File:Regeneration Potion Cauldron BE2.png|32px]] [[File:Strength Potion Cauldron BE2.png|32px]] [[File:Weakness Potion Cauldron BE2.png|32px]] [[File:Wither Potion Cauldron BE2.png|32px]] [[File:Turtle Master Potion Cauldron BE2.png|32px]] [[File:Slow Falling Potion Cauldron BE2.png|32px]]{{verify|Were these the models used?}} The textures of cauldrons filled with [[potion]]s have been changed.}}

{{History|new 3ds}}
{{History||0.1.0|[[File:Invisibility Potion Cauldron BE1.png|32px]] [[File:Jump Boost Potion Cauldron BE1.png|32px]] [[File:Fire Resistance Potion Cauldron BE1.png|32px]] [[File:Speed Potion Cauldron BE1.png|32px]] [[File:Slowness Potion Cauldron BE1.png|32px]] [[File:Water Breathing Potion Cauldron BE1.png|32px]] [[File:Instant Health Potion Cauldron BE1.png|32px]] [[File:Instant Damage Potion Cauldron BE1.png|32px]] [[File:Poison Potion Cauldron BE1.png|32px]] [[File:Regeneration Potion Cauldron BE1.png|32px]] [[File:Strength Potion Cauldron BE1.png|32px]] [[File:Weakness Potion Cauldron BE1.png|32px]] [[File:Wither Potion Cauldron BE1.png|32px]] [[File:Turtle Master Potion Cauldron BE1.png|32px]] [[File:Slow Falling Potion Cauldron BE1.png|32px]]{{verify|Were these the models used?}} Cauldrons can store [[potion]]s.
|Cauldrons make an explosion [[sound]] if potions are mixed, and the potions disappear.
|Potions inside cauldrons have a bubbling effect.}}
{{History|foot}}

===Cauldron "item"===
{{:Technical blocks/Cauldron}}

==Issues==

{{issue list}}

==Trivia==
*[[Arrow]]s "stick" to the [[water]] in a cauldron.
*The inside of a cauldron is 0.25 ({{frac|1|4}}) blocks tall.
*A cauldron holding water is the only way to have water in [[the Nether]] without the use of [[commands]].

==Renders== 
; Normal water
<gallery>
Water Cauldron (level 1).png | Level 1
Water Cauldron (level 2).png | Level 2
Water Cauldron.png | Level 3 - full
Water Cauldron (level 1) BE.png | Level 1 (Bedrock Edition)
Water Cauldron (level 2) BE.png | Level 2 (Bedrock Edition)
Water Cauldron BE.png | Level 3 - full (Bedrock Edition)
</gallery> 

;Dyed water {{Only|BE}}
<gallery>
Cauldron (filled with white water).png|White Water Cauldron
Cauldron (filled with light gray water).png|Light Gray Water Cauldron
Cauldron (filled with gray water).png|Gray Water Cauldron
Cauldron (filled with black water).png|Black Water Cauldron
Cauldron (filled with brown water).png|Brown Water Cauldron
Cauldron (filled with red water).png|Red Water Cauldron
Cauldron (filled with orange water).png|Orange Water Cauldron
Cauldron (filled with yellow water).png|Yellow Water Cauldron
Cauldron (filled with lime water).png|Lime Water Cauldron
Cauldron (filled with green water).png|Green Water Cauldron
Cauldron (filled with cyan water).png|Cyan Water Cauldron
Cauldron (filled with light blue water).png|Light Blue Water Cauldron
Cauldron (filled with blue water).png|Blue Water Cauldron
Cauldron (filled with purple water).png|Purple Water Cauldron
Cauldron (filled with magenta water).png|Magenta Water Cauldron
Cauldron (filled with pink water).png|Pink Water Cauldron
</gallery>

;Cauldrons filled with potions {{Only|BE}}
<gallery>
Night Vision Potion Cauldron.png|Night Vision Potion Cauldron
Invisibility Potion Cauldron.png|Invisibility Potion Cauldron
Jump Boost Potion Cauldron.png|Leaping Potion Cauldron
Fire Resistance Potion Cauldron.png|Fire Resistance Potion Cauldron
Speed Potion Cauldron.png|Swiftness Potion Cauldron
Slowness Potion Cauldron.png|Slowness Potion Cauldro
Turtle Master Potion Cauldron.png|Turtle Master Potion Cauldron
Water Breathing Potion Cauldron.png|Water Breathing Potion Cauldron
Instant Health Potion Cauldron.png|Healing Potion Cauldron
Instant Damage Potion Cauldron.png|Harming Potion Cauldron
Poison Potion Cauldron.png|Poison Potion Cauldron
Regeneration Potion Cauldron.png|Regeneration Potion Cauldron
Strength Potion Cauldron.png|Strength Potion Cauldron
Weakness Potion Cauldron.png|Weakness Potion Cauldron
Slow Falling Potion Cauldron.png|Slow Falling Potion Cauldron
Wither Potion Cauldron.png|Decay Potion Cauldron
</gallery> 

;Powder Snow
<gallery>
Powder Snow Cauldron (level 1).png | Level 1
Powder Snow Cauldron (level 2).png | Level 2
Powder Snow Cauldron.png | Level 3 - full
</gallery>

== Gallery==
<gallery>
The three stages of water height in cauldrons.png| All cauldron states in [[Java Edition]].
Cauldrons potion.png|All [[potion]]s in cauldrons.{{only|be|short=1}}
Cauldrons DyeWater.png|All cauldron [[water]] colors possible with one dye.{{only|be|short=1}}
Brewing Potions.png|How potions were brewed in [[Java Edition Beta 1.9 Prerelease 2|Beta 1.9 Pre-Release 2]] if enabled through a mod.
Dyed Water Cauldrons.jpg|Cauldrons filled with dyed water.
Potion Cauldron.jpg|A cauldron filled with potions.
Arrow Tipping 1.jpg|Using a cauldron to make [[tipped arrow]]s.
Arrow Tipping 2.jpg|Using a cauldron to make [[tipped arrow]]s.
Arrow Tipping 3.jpg|Using a cauldron to make [[tipped arrow]]s.
Snow Cauldron.jpg|A cauldron full of snow.
</gallery>

==References==
{{reflist|2}}

{{Blocks|Utility}}
{{items}}

[[Category:Natural blocks]]
[[Category:Job blocks]]
[[Category:Utility blocks]]
[[Category:Storage]]
[[Category:Manufactured blocks]]
[[Category:Generated structure blocks]]
[[Category:Light sources]]

[[cs:Kotel]]
[[de:Kessel]]
[[es:Caldero]]
[[fr:Chaudron]]
[[hu:Üst]]
[[it:Calderone]]
[[ja:大釜]]
[[ko:가마솥]]
[[nl:Ketel]]
[[pl:Kocioł]]
[[pt:Caldeirão]]
[[ru:Котёл]]
[[th:หม้อปรุงยา]]
[[uk:Казан]]
[[zh:炼药锅]]</li></ul>
beta 1.9.0.0Villagers now run away from pillagers.
1.10.0
{{Extension DPL}}<ul><li>[[Echo Shard|Echo Shard]]<br/>{{Item
| title = Echo Shard
| image = Echo Shard.png
| renewable = No
| stackable = Yes (64)
}}
An '''echo shard''' is an item found in [[ancient cities]] which can be used to craft [[recovery compass]]es.

== Obtaining ==
=== Chest loot ===
{{LootChestItem|echo-shard}}

== Usage ==
=== Crafting ingredient ===
{{crafting usage|Echo Shard}}

== History ==
{{History|java}}
{{History||1.19|snap=22w14a|[[File:Echo Shard JE1 BE1.png|32px]] Added echo shards.}}
{{History|bedrock}}
{{History||1.19.0|snap=beta 1.19.0.24|[[File:Echo Shard JE1 BE1.png|32px]] Added echo shards.
|Currently cannot be found inside [[ancient city]] chests due to outdated structures and loot chests.}}
{{History||1.19.0|snap=beta 1.19.0.26|Echo shards now generate inside [[ancient city]] loot chests.}}
{{History|foot}}

== Issues ==

{{issue list}}

{{Items}}

[[Category:Non-renewable resources]]

[[de:Echoscherbe]]
[[es:Fragmento resonante]]
[[fr:Éclat d'écho]]
[[ja:残響の欠片]]
[[lzh:回音殘片]]
[[pt:Fragmento de eco]]
[[pl:Odłamek pogłosu]]
[[ru:Осколок эха]]
[[th:เศษเอคโค]]
[[uk:Уламок відлуння]]
[[zh:回响碎片]]</li><li>[[Mushroom Stew|Mushroom Stew]]<br/>{{Item
| title = Mushroom Stew
| image = Mushroom Stew.png
| renewable = Yes
| heals = {{hunger|6}}
| stackable = No
}}
'''Mushroom stew''' is a [[food]] item.

== Obtaining ==
=== Harvesting ===
Mushroom stew can be obtained by “milking” a [[mooshroom]] with an empty [[bowl]]. This is accomplished by {{Control|using}} a bowl on a mooshroom. The bowl gets replaced by the mushroom stew item. There is no cooldown for doing so.

If a stack of more than one bowl is used on a mooshroom, only one bowl is consumed, and the mushroom stew goes into an empty inventory slot, or is dropped if the player's inventory is full.

=== Crafting ===
{{Crafting
|Red Mushroom
|Brown Mushroom
|Bowl
|Output= Mushroom Stew
|type= Foodstuff
}}

== Usage ==
=== Food ===
{{see also|Tutorials/Hunger management|title1=Hunger management}}
To eat mushroom stew, press and hold {{control|use}} while it is selected in the hotbar. Eating one restores {{hunger|6}} [[hunger]] and 7.2 hunger 
[[Hunger#Mechanics|saturation]].

The bowl is returned to the player empty after the mushroom stew has been eaten, and can be reused to craft more, similarly to [[Rabbit Stew|rabbit stew]] and [[Beetroot Soup|beetroot soup]].

== Sounds ==
=== Generic ===
{{Sound table/Entity/Food}}
=== Unique ===
{{Edition|Java}}:
{{Sound table
|sound=Mooshroom milk1.ogg
|sound2=Mooshroom milk2.ogg
|sound3=Mooshroom milk3.ogg
|subtitle=Mooshroom gets milked 
|source=neutral
|description=When a mooshroom is milked with a bowl
|id=entity.mooshroom.milk
|translationkey=subtitles.entity.mooshroom.milk
|volume=1.0
|pitch=''varies'' <ref group=sound name=milkpitch>Can be 1.0, 0.9, or 1.1 for each sound</ref>
|distance=16
|foot=1}}

{{Edition|Bedrock}}:
{{Sound table
|type=bedrock
|sound=Mooshroom milk1.ogg
|sound2=Mooshroom milk2.ogg
|sound3=Mooshroom milk3.ogg
|subtitle=Mooshroom gets milked 
|source=Friendly Creatures
|description=When a mooshroom is milked with a bowl
|id=mob.mooshroom.suspicious_milk
|volume=1.0/0.9/1.1
|pitch=1.0
|foot=1}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Mushroom Stew
|spritetype=item
|nameid=mushroom_stew
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Mushroom Stew
|spritetype=item
|nameid=mushroom_stew
|id=260
|form=item
|foot=1}}

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

== History ==
{{History|java indev}}
{{History||0.31|snap=20100130|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.
|Restores {{hp|8}} [[health]].}}
{{History||20100206|Mushroom stew now restores {{hp|10}} health.}}
{{History|java beta}}
{{History||1.6|snap=Test Build 3|[[Mushroom]] spreading mechanic added, making mushroom stew [[renewable]].}}
{{History||1.8|snap=Pre-release|Now restores {{hunger|8}} [[hunger]].}}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease|More fungi sources have now been introduced with the addition of the [[Mushroom Fields|mushroom biome]]. 
|A [[mooshroom]] can now be "milked" with a [[bowl]] to obtain mushroom stew.}}
{{History|||snap=Beta 1.9 Prerelease 3|Mushroom stew can now be crafted in the [[2×2 crafting grid]] in the [[inventory]]. Previously, the crafting recipe was shaped, now it's shapeless.}}
{{History||1.2.5|snap=release|The [[player]] milking a [[mooshroom]] with a stack of [[bowl]]s no longer results in receiving back a single bowl of mushroom stew.}}
{{History||1.4.2|snap=?|Mushroom stew now restores {{Hunger|6}} instead of {{Hunger|8}}.}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 282.}}
{{History||1.14|snap=18w43a|[[File:Mushroom Stew JE2 BE2.png|32px]] The texture of mushroom stew has now been changed.}}
{{History||1.16|snap=Pre-release 1|Mooshrooms can now be milked for mushroom stew in Creative mode.<ref>{{Cite bug|MC|90969|Cannot get mushroom stew from mooshrooms / milk from cows in creative mode|date=October 19, 2015}}</ref>}}

{{History|pocket alpha}}
{{History||v0.4.0|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.}}
{{History||v0.5.0|Mushroom stew now restores {{hp|8}} instead of {{hp|4}}.}}
{{History||v0.9.0|snap=build 1|A mooshroom can now be "milked" with a [[bowl]] to obtain mushroom stew.}}
{{History||v0.12.1|snap=build 1|Mushroom stew now restores [[hunger]] instead of [[health]].}}
{{History|bedrock}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Mushroom Stew JE2 BE2.png|32px]] The texture of mushroom stew has now been changed.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|switch=1.0.1|wiiu=Patch 1|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Mushroom Stew JE2 BE2.png|32px]] The texture of mushroom stew has now been changed.}}

{{History|new3ds}}
{{History||0.1.0|[[File:Mushroom Stew JE1 BE1.png|32px]] Added mushroom stew.}}
{{History|foot}}

== Issues ==
{{Issue list}}

== References ==
{{reflist}}

== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--mushroom-stew Taking Inventory: Mushroom Stew] – Minecraft.net on September 1, 2022

{{items}}

[[de:Pilzsuppe]]
[[es:Estofado de champiñones]]
[[fr:Soupe de champignons]]
[[hu:Gombaragu]]
[[ja:キノコシチュー]]
[[ko:버섯 스튜]]
[[nl:Paddenstoelenstoofpot]]
[[pl:Zupa grzybowa]]
[[pt:Ensopado de cogumelos]]
[[ru:Тушёные грибы]]
[[zh:蘑菇煲]]
[[Category:Food]]
[[Category:Renewable resources]]
<references /></li></ul>
beta 1.10.0.3Added nitwit and unemployed villagers.
Added mason profession, which can be traded with.
Villagers now run away from the new ravager.
Added a new type of villager. Both the old (pre-Village & Pillage) and new types of villagers are able to be spawned in-game and have different spawn eggs, although they have the same name and same spawn egg texture.
Villagers now have different skins based on biome (including swamps and jungles, which do not contain villages) as well as professions. However, villagers spawned in igloo basements still use their old skin.
Desert Villager Base Desert Armorer Desert Butcher Desert Cartographer Desert Cleric Desert Farmer Desert Fisherman Desert Fletcher Desert Leatherworker Desert Librarian Desert Mason Desert Nitwit Desert Shepherd Desert Toolsmith Desert Weaponsmith Added desert villagers, which all have unique textures for that biome. These villagers also spawn badlands biomes.
Jungle Villager Base Jungle Armorer Jungle Butcher Jungle Cartographer Jungle Cleric Jungle Farmer Jungle Fisherman Jungle Fletcher Jungle Leatherworker Jungle Librarian Jungle Mason Jungle Nitwit Jungle Shepherd Jungle Toolsmith Jungle Weaponsmith Added jungle villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them.
Plains Villager Base Plains Armorer Plains Butcher Plains Cartographer Plains Cleric Plains Farmer Plains Fisherman Plains Fletcher Plains Leatherworker Plains Librarian Plains Mason Plains Nitwit Plains Shepherd Plains Toolsmith Plains Weaponsmith Added plains villagers, which all have unique textures for that biome.
Savanna Villager Base Savanna Armorer Savanna Butcher Savanna Cartographer Savanna Cleric Savanna Farmer Savanna Fisherman Savanna Fletcher Savanna Leatherworker Savanna Librarian Savanna Mason Savanna Nitwit Savanna Shepherd Savanna Toolsmith Savanna Weaponsmith Added savanna villagers, which all have unique textures for that biome.
Snowy Villager Base Snowy Armorer Snowy Butcher Snowy Cartographer Snowy Cleric Snowy Farmer Snowy Fisherman Snowy Fletcher Snowy Leatherworker Snowy Librarian Snowy Mason Snowy Nitwit Snowy Shepherd Snowy Toolsmith Snowy Weaponsmith Added snowy villagers, which all have unique textures in snowy biomes. These villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
Swamp Villager Base Swamp Armorer Swamp Butcher Swamp Cartographer Swamp Cleric Swamp Farmer Swamp Fisherman Swamp Fletcher Swamp Leatherworker Swamp Librarian Swamp Mason Swamp Nitwit Swamp Shepherd Swamp Toolsmith Swamp Weaponsmith Added swamp villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Taiga Villager Base Taiga Armorer Taiga Butcher Taiga Cartographer Taiga Cleric Taiga Farmer Taiga Fisherman Taiga Fletcher Taiga Leatherworker Taiga Librarian Taiga Mason Taiga Nitwit Taiga Shepherd Taiga Toolsmith Taiga Weaponsmith Added taiga villagers, which all have unique textures for the biome. These villagers also spawn in giant tree taiga and mountains biomes.
Desert Baby Villager BE Jungle Baby Villager BE Plains Baby Villager BE Savanna Baby Villager BE Snowy Baby Villager BE Swamp Baby Villager BE Taiga Baby Villager BE Added baby villagers to desert, jungle, plains, savanna, snowy, swamp and taiga biomes. However, jungles and swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Villagers now have three tiers and show which trade tier they have unlocked, by a badge of a varying material on their suit. The first trade tier appears as an iron badge, then next gold and finally diamond.
Librarian villagers now inspect bookshelves.
Villagers can now occupy beds to sleep.
Villagers now have a schedule. Adult and child villagers have a different schedule and fishermen, farmers and librarians have special work schedules.
Villagers now hold the item they want to trade.
Villagers now have behavior to wander village outskirts.
Villagers can now mingle in gathering sites.
Villagers can now work in job sites with the corresponding job site block and can change professions depending on the available job site blocks in villages.
1.11.0
{{Extension DPL}}<ul><li>[[:Category:Minecraft: Story Mode items|Category:Minecraft: Story Mode items]]<br/>[[Category:Minecraft: Story Mode]]
[[Category:Items]]</li><li>[[Redstone Repeater|Redstone Repeater]]<br/>{{Block
| image = <gallery>
Redstone Repeater.png|Redstone Repeater
Redstone Repeater BE.png|Redstone Repeater (BE)
</gallery>
| extratext = View [[#Renders|all renders]]
| transparent = Yes
| light = No
| tool = any
| stackable = Yes (64)
| flammable = No
| lavasusceptible = No
| renewable = Yes
}}
{{about|the block|repeater circuits|Transmission circuit#Repeater|other topics related to redstone|Redstone (disambiguation)}}
A '''redstone repeater''' is a [[block]] that produces a full-strength [[Redstone Dust|output signal]] from its front when its back is powered, with four configurable delay settings. It can also be locked into a power state by its side being directly powered by a repeater or a [[Redstone Comparator|comparator]].

== Obtaining ==
=== Breaking ===
A redstone repeater can be broken instantly using any [[tool]], or without a tool, and drops itself as an item. To remove a redstone repeater, {{control|mine}} it.

A redstone repeater is removed and drops as an item if:
* its attachment block is moved, removed, or destroyed;
* [[water]] or [[lava]] flows into its space;{{only|java}}
* a [[piston]] tries to push it or moves a block into its space.

=== Natural generation ===
[[File:Redstone Repeater naturally generated.png|thumb|A redstone repeater generated in the jungle temple's hidden room.]]
A single redstone repeater is generated naturally in each [[jungle temple]].
They also generate in [[Ancient City|ancient cities]].

=== Crafting ===
{{Crafting
|A2= Redstone Torch
|B2= Redstone Dust
|C2= Redstone Torch
|B3= Stone
|C3= Stone
|A3= Stone
|Output= Redstone Repeater
|type= Redstone
}}

== Usage ==
{{see also|Redstone circuit}}
A redstone repeater can be used in four different ways: to "repeat" redstone signals back to full strength, delay signals, prevent signals moving backwards, or to "lock" signals in one state.

A repeater can be placed only on top of [[opaque]] blocks (dirt, stone, etc.), on top of upside-down [[slab]]s, upside-down [[stairs]], furnaces, and glass. {{IN|be}}, a repeater can also be placed on fences and stone walls. They can also be placed on some transparent blocks. See [[Opacity/Placement]] for more information. To place a repeater, use the {{control|Place Block}} [[control]].

A redstone repeater has a front and back – the arrow on the top points to the repeater's front. A repeater also has two small redstone torches on its top – the color of the torches indicates whether its output is on (dark red when off, bright red when on) and the distance between them indicates the delay the repeater adds to the signal transmission.

A repeater is 0.125 ({{frac|1|8}}) blocks high.

=== Signal transmission ===
A repeater transmits signals only from its back to its front, but its behavior can be modified from the side (see [[#Signal locking|signal locking]], below).

[[File:Redstone Torch Power.png|Different ways to power a repeater|thumb]]
A redstone repeater can be powered by any of the following components at its back:
* an active [[power component]] (redstone torch, lever, block of redstone, etc.)
* powered [[redstone dust]]
* a powered [[redstone comparator]] or another powered redstone repeater facing the repeater
* a powered opaque block (including any opaque [[mechanism component]]s, such as [[dispenser]]s, [[redstone lamp]]s, etc.)

A redstone repeater can power any of the following components at its front:
* redstone dust
* a redstone comparator or another redstone repeater facing away from the repeater
* any opaque block (including any opaque [[mechanism component]]s)

A redstone repeater can activate any [[mechanism component]] it is facing.

An opaque block powered by a redstone repeater is called "strongly-powered" (as opposed to an opaque block "weakly-powered" by redstone dust). A strongly-powered opaque block can power adjacent redstone dust, as well as other redstone components.

=== Signal repeating ===
{{see also|Transmission circuit#Repeater}}
A redstone repeater can "repeat" a [[Redstone Dust|redstone]] signal, boosting it back up to power level 15.

Redstone signals have a maximum power level of 15 and that level drops by 1 for every block of [[redstone dust]] the signal travels through. If a signal must travel through more than 15 [[block]]s of redstone dust, a redstone repeater can be used to boost the signal back up to full strength. An extra two blocks of distance can be achieved by placing solid opaque blocks before and after the repeater.

While redstone repeaters can allow signals to travel great distances, each always adds some delay to the transmission since the minimum amount of delay is 1 redstone tick (0.1 seconds, barring lag).

=== Signal delay ===
When initially placed, a redstone repeater has a delay of one [[redstone tick]] (equivalent to two game ticks, or 0.1 seconds barring lag).

A repeater's delay can be modified by using the {{control|Use Item}} control. Each use increases the repeater's delay by one redstone tick, to a maximum of four redstone ticks, then back to one redstone tick. Longer delays can be made with multiple repeaters – for example, a repeater set to 'four' and another to 'one' provides a half-second delay (0.4s + 0.1s = 0.5s).

A repeater set to a delay of two to four redstone ticks increases the length of any shorter [[Pulse circuit#Pulses|on-pulse]] to match the length of the repeater's delay, and suppress any shorter off-pulse. For example, a repeater set to a 4-tick delay changes a 1-tick, 2-tick, or 3-tick on-pulse into a 4-tick on-pulse, and does not allow through any off-pulse shorter than 4 ticks.

Although a repeater cannot be set to have a delay of zero, [[Transmission circuit#Instant repeater|instant repeater circuits]] are possible (circuits that repeat a signal with no delay).

In Bedrock Edition, the first repeater have a delay of zero but the repeater is still showing 1-tick{{info needed}}

=== {{anchor|diode}} Signal direction ===
{{see also| Mechanics/Redstone/Transmission circuit#Diode}}

A redstone repeater acts as a diode – it allows redstone signals through in one direction (unlike [[redstone dust]] or opaque blocks that can transmit redstone signals in any direction).

A diode can be used to protect a [[redstone circuit]] from redstone signals feeding back into the circuit from its output, or can be used to isolate one part of a circuit from another.

=== {{anchor|lock}} Signal locking ===
{{see also| Mechanics/Redstone/Memory circuit}}
[[File:Latch.png|thumb|The left repeater has been locked in an unpowered output state by the right repeater.]]
A redstone repeater can be "locked" by another powered redstone repeater facing its side. When locked, the repeater does not change its output (whether powered or unpowered), no matter what the input does. When the side repeater turns back off, the repeater returns to its normal behavior.

A repeater can also be locked by a powered [[redstone comparator]] facing its side. This offers additional possibilities for locking signals because a comparator's output can be affected from 3 sides as well as by containers.

If a repeater is locked again too quickly after unlocking (e.g. the lock is controlled by a fast clock circuit), or the lock and the input are changed only on the same tick (e.g. because they're fed by the same clock and both repeaters have the same delay), the repeater does not switch states.

== Sounds ==
{{Edition|java}}:
{{Sound table/Block/Stone/JE}}
{{Edition|bedrock}}:
{{Sound table/Block/Wood/BE}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Redstone Repeater
|spritetype=block
|nameid=repeater
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|firstcolumnname=Redstone Repeater
|shownumericids=y
|showforms=y
|generatetranslationkeys=y
|displayname=Unpowered block
|spritename=unpowered-repeater
|spritetype=block
|nameid=unpowered_repeater
|id=93
|form=block
|translationkey=-}}
{{ID table
|displayname=Powered block
|spritename=powered-repeater
|spritetype=block
|nameid=powered_repeater
|id=94
|form=block
|translationkey=-}}
{{ID table
|displayname=Item
|spritename=redstone-repeater
|spritetype=item
|nameid=repeater
|id=419
|form=item
|foot=1}}

=== Block states ===
{{see also|Block states}}
{{/BS}}

== Video ==
<div style="text-align:center">{{yt|0Ij_qMLiRzE}}</div>

== History ==
''For a more in-depth breakdown of changes to repeater textures and models, including a set of renders for each state combination, see [[/Asset history]]''
{{History|java beta}}
{{History||1.3|[[File:Redstone Repeater (S) JE1.png|32px]] [[File:Redstone Repeater (item) JE1.png|32px]] Added redstone repeaters.
|Originally, the four possible settings were "1, 2, 5 and 7",<ref>http://twitter.com/jeb_/status/33888465502339073</ref> but [[Jeb]] decided to change the settings to "1, 2, 3, and 4".<ref>http://www.reddit.com/r/Minecraft/comments/fmdtp/teammojang_redstone_repeater_video/c1gzrn6</ref>
|The particles when [[breaking]] redstone repeaters erroneously use the [[pumpkin]] top texture.}}
{{History||unknown|The breaking particles of redstone repeaters now use the smooth stone [[slab]] top texture, even though none of the elements on the [[model]] use it.}}
{{History||1.7|[[File:Redstone Repeater (S) JE2.png|32px]] The side texture of redstone repeaters has been changed to the previous bottom part of the texture.
|[[Redstone dust]] now automatically connects to the input of a redstone repeater. Previously, it needed to be specifically pointed towards the repeater like with other blocks.}}
{{History||unknown|Redstone dust now visually connects to the output of redstone repeaters, though this does not change its behavior.}}
{{History|java}}
{{History||unknown|The breaking particles of redstone repeaters have been changed to an unlit [[redstone torch]] when unpowered and a lit redstone torch when powered.}}
{{History||1.3.1|snap=12w22a|Redstone repeaters now naturally generate inside [[jungle temple]]s.}}
{{History|||snap=1.3|[[File:Redstone Repeater (item) JE2 BE1.png|32px]] The texture of redstone repeater [[item]]s have been changed.}}
{{History||1.4.2|snap=12w42a|[[File:Redstone Repeater (S) JE3.png|32px]] The top texture of redstone repeaters has now been changed.
|[[File:Locked Redstone Repeater (S) JE1.png|32px]] Added repeater locking to redstone repeaters. Interestingly, the smallest face of the bedrock cuboid's texture changes depending on the delay, but the other two faces remain the same. When/if this changed is unknown.}}
{{History||1.5|snap=13w02a|[[File:Redstone Repeater (S) JE4.png|32px]] The side textures of redstone repeaters have been changed to use the top texture of stone [[slab]]s.}}
{{History||unknown|The breaking [[particles|particle]] of redstone repeaters has been changed once again and now matches the top texture of redstone repeaters.}}
{{History||1.8|snap=14w06a|Repeaters no longer produce block [[light]] when powered.}}
{{History|||snap=14w10a|[[File:Powered Redstone Repeater (S) JE5.png|32px]] Torches on repeaters now no longer have protruding features.
|The torches underneath redstone repeaters have now been shortened, which has changed the underside textures from [[File:Redstone Repeater JE2 BE1 (facing NWU).png|32px]] [[File: Redstone Repeater Delay 2 JE2 BE1 (facing NWU).png|32px]] [[File: Redstone Repeater Delay 3 JE2 BE1 (facing NWU).png|32px]] [[File: Redstone Repeater Delay 4 JE2 BE1 (facing NWU).png|32px]] [[File: Active Redstone Repeater JE2 BE1 (facing NWU).png|32px]] [[File: Active Redstone Repeater Delay 2 JE2 BE1 (facing NWU).png|32px]] [[File: Active Redstone Repeater Delay 3 JE2 BE1 (facing NWU).png|32px]] [[File: Active Redstone Repeater Delay 4 JE2 BE1 (facing NWU).png|32px]] [[File: Locked Redstone Repeater JE2 BE1 (facing NWU).png|32px]] [[File: Locked Redstone Repeater Delay 2 JE2 BE1 (facing NWU).png|32px]] [[File: Locked Redstone Repeater Delay 3 JE2 BE1 (facing NWU).png|32px]] [[File: Locked Redstone Repeater Delay 4 JE2 BE1 (facing NWU).png|32px]] [[File: Active Locked Redstone Repeater JE2 BE1 (facing NWU).png|32px]] [[File: Active Locked Redstone Repeater Delay 2 JE2 BE1 (facing NWU).png|32px]] [[File: Active Locked Redstone Repeater Delay 3 JE2 BE1 (facing NWU).png|32px]] [[File: Active Locked Redstone Repeater Delay 4 JE2 BE1 (facing NWU).png|32px]] to [[File:Redstone Repeater JE3 (facing NWU).png|32px]] [[File: Redstone Repeater Delay 2 JE3 (facing NWU).png|32px]] [[File: Redstone Repeater Delay 3 JE3 (facing NWU).png|32px]] [[File: Redstone Repeater Delay 4 JE3 (facing NWU).png|32px]] [[File: Active Redstone Repeater JE3 (facing NWU).png|32px]] [[File: Active Redstone Repeater Delay 2 JE3 (facing NWU).png|32px]] [[File: Active Redstone Repeater Delay 3 JE3 (facing NWU).png|32px]] [[File: Active Redstone Repeater Delay 4 JE3 (facing NWU).png|32px]] [[File: Locked Redstone Repeater JE3 (facing NWU).png|32px]] [[File: Locked Redstone Repeater Delay 2 JE3 (facing NWU).png|32px]] [[File: Locked Redstone Repeater Delay 3 JE3 (facing NWU).png|32px]] [[File: Locked Redstone Repeater Delay 4 JE3 (facing NWU).png|32px]] [[File: Locked Active Redstone Repeater JE3 (facing NWU).png|32px]] [[File: Locked Active Redstone Repeater Delay 2 JE3 (facing NWU).png|32px]] [[File: Locked Active Redstone Repeater Delay 3 JE3 (facing NWU).png|32px]] [[File: Locked Active Redstone Repeater Delay 4 JE3 (facing NWU).png|32px]].}}
{{History|||snap=14w10b|[[File:Powered Redstone Repeater (S) JE4.png|32px]] Repeater torches now have protruding features again.<ref>{{bug|MC-50242}}</ref>}}
{{History|||snap=?|[[File:Powered Redstone Repeater (S) JE7.png|32px]] The torches on redstone repeaters are now affected by directional shading.}}
{{History||1.13|snap=17w47a|All 3 IDs for the redstone repeater have now been merged into 1 ID: <code>repeater</code>.
|Added powered block state to redstone repeaters.
|Redstone repeaters now render their underside, which has changed their undersides from [[File:Redstone Repeater JE3 (facing NWU).png|32px]] [[File: Redstone Repeater Delay 2 JE3 (facing NWU).png|32px]] [[File: Redstone Repeater Delay 3 JE3 (facing NWU).png|32px]] [[File: Redstone Repeater Delay 4 JE3 (facing NWU).png|32px]] [[File: Active Redstone Repeater JE3 (facing NWU).png|32px]] [[File: Active Redstone Repeater Delay 2 JE3 (facing NWU).png|32px]] [[File: Active Redstone Repeater Delay 3 JE3 (facing NWU).png|32px]] [[File: Active Redstone Repeater Delay 4 JE3 (facing NWU).png|32px]] [[File: Locked Redstone Repeater JE3 (facing NWU).png|32px]] [[File: Locked Redstone Repeater Delay 2 JE3 (facing NWU).png|32px]] [[File: Locked Redstone Repeater Delay 3 JE3 (facing NWU).png|32px]] [[File: Locked Redstone Repeater Delay 4 JE3 (facing NWU).png|32px]] [[File: Locked Active Redstone Repeater JE3 (facing NWU).png|32px]] [[File: Locked Active Redstone Repeater Delay 2 JE3 (facing NWU).png|32px]] [[File: Locked Active Redstone Repeater Delay 3 JE3 (facing NWU).png|32px]] [[File: Locked Active Redstone Repeater Delay 4 JE3 (facing NWU).png|32px]] to [[File:Redstone Repeater JE4 BE2 (facing NWU).png|32px]] [[File: Redstone Repeater Delay 2 JE4 BE2 (facing NWU).png|32px]] [[File: Redstone Repeater Delay 3 JE4 BE2 (facing NWU).png|32px]] [[File: Redstone Repeater Delay 4 JE4 BE2 (facing NWU).png|32px]] [[File: Active Redstone Repeater JE4 BE2 (facing NWU).png|32px]] [[File: Active Redstone Repeater Delay 2 JE4 BE2 (facing NWU).png|32px]] [[File: Active Redstone Repeater Delay 3 JE4 BE2 (facing NWU).png|32px]] [[File: Active Redstone Repeater Delay 4 JE4 BE2 (facing NWU).png|32px]] [[File: Locked Redstone Repeater JE4 BE2 (facing NWU).png|32px]] [[File: Locked Redstone Repeater Delay 2 JE4 BE2 (facing NWU).png|32px]] [[File: Locked Redstone Repeater Delay 3 JE4 BE2 (facing NWU).png|32px]] [[File: Locked Redstone Repeater Delay 4 JE4 BE2 (facing NWU).png|32px]] [[File: Locked Active Redstone Repeater JE4 BE2 (facing NWU).png|32px]] [[File: Locked Active Redstone Repeater Delay 2 JE4 BE2 (facing NWU).png|32px]] [[File: Locked Active Redstone Repeater Delay 3 JE4 BE2 (facing NWU).png|32px]] [[File: Locked Active Redstone Repeater Delay 4 JE4 BE2 (facing NWU).png|32px]].
|Prior to [[1.13/Flattening|''The Flattening'']], these [[block]]s' numeral IDs were 93 and 94, and the [[item]]'s 356.}}
{{History||1.14|snap=18w43a|[[File:Redstone Repeater (S) JE5.png|32px]] [[File:Powered Redstone Repeater (S) JE9.png|32px]] [[File:Locked Redstone Repeater (S) JE5.png|32px]] [[File:Powered Locked Redstone Repeater (S) JE6.png|32px]] [[File:Redstone Repeater (item) JE3 BE2.png|32px]] The textures of redstone repeaters have now been changed.}}
{{History|||snap=18w50a|[[File:Locked Redstone Repeater (S) JE6.png|32px]] [[File:Powered Locked Redstone Repeater (S) JE7.png|32px]] As the texture of [[bedrock]] has been changed, the textures of locked redstone repeaters have also now been changed.}}
{{History|||snap=19w12b|Redstone repeaters can now be placed on [[glass]], [[ice]], [[glowstone]] and [[sea lantern]]s.}}
{{History||1.19|snap=22w13a|Redstone repeaters now generate in [[Ancient City|ancient cities]].}}
{{History||1.20.2|snap=23w33a|Redstone repeaters now use stone sounds instead of wood sounds.<ref>{{bug|MC-182820|||Fixed}}</ref>}}

{{History|pocket alpha}}
{{History||v0.14.0|snap=build 1|[[File:Redstone Repeater (S) JE3.png|32px]] [[File:Redstone Repeater (item) JE2 BE1.png|32px]] Added redstone repeaters.}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|Redstone repeaters now render their underside, which has changed their undersides from [[File:Redstone Repeater JE2 BE1 (facing NWU).png|32px]] [[File: Redstone Repeater Delay 2 JE2 BE1 (facing NWU).png|32px]] [[File: Redstone Repeater Delay 3 JE2 BE1 (facing NWU).png|32px]] [[File: Redstone Repeater Delay 4 JE2 BE1 (facing NWU).png|32px]] [[File: Active Redstone Repeater JE2 BE1 (facing NWU).png|32px]] [[File: Active Redstone Repeater Delay 2 JE2 BE1 (facing NWU).png|32px]] [[File: Active Redstone Repeater Delay 3 JE2 BE1 (facing NWU).png|32px]] [[File: Active Redstone Repeater Delay 4 JE2 BE1 (facing NWU).png|32px]] [[File: Locked Redstone Repeater JE2 BE1 (facing NWU).png|32px]] [[File: Locked Redstone Repeater Delay 2 JE2 BE1 (facing NWU).png|32px]] [[File: Locked Redstone Repeater Delay 3 JE2 BE1 (facing NWU).png|32px]] [[File: Locked Redstone Repeater Delay 4 JE2 BE1 (facing NWU).png|32px]] [[File: Active Locked Redstone Repeater JE2 BE1 (facing NWU).png|32px]] [[File: Active Locked Redstone Repeater Delay 2 JE2 BE1 (facing NWU).png|32px]] [[File: Active Locked Redstone Repeater Delay 3 JE2 BE1 (facing NWU).png|32px]] [[File: Active Locked Redstone Repeater Delay 4 JE2 BE1 (facing NWU).png|32px]] to [[File:Redstone Repeater JE4 BE2 (facing NWU).png|32px]] [[File: Redstone Repeater Delay 2 JE4 BE2 (facing NWU).png|32px]] [[File: Redstone Repeater Delay 3 JE4 BE2 (facing NWU).png|32px]] [[File: Redstone Repeater Delay 4 JE4 BE2 (facing NWU).png|32px]] [[File: Active Redstone Repeater JE4 BE2 (facing NWU).png|32px]] [[File: Active Redstone Repeater Delay 2 JE4 BE2 (facing NWU).png|32px]] [[File: Active Redstone Repeater Delay 3 JE4 BE2 (facing NWU).png|32px]] [[File: Active Redstone Repeater Delay 4 JE4 BE2 (facing NWU).png|32px]] [[File: Locked Redstone Repeater JE4 BE2 (facing NWU).png|32px]] [[File: Locked Redstone Repeater Delay 2 JE4 BE2 (facing NWU).png|32px]] [[File: Locked Redstone Repeater Delay 3 JE4 BE2 (facing NWU).png|32px]] [[File: Locked Redstone Repeater Delay 4 JE4 BE2 (facing NWU).png|32px]] [[File: Locked Active Redstone Repeater JE4 BE2 (facing NWU).png|32px]] [[File: Locked Active Redstone Repeater Delay 2 JE4 BE2 (facing NWU).png|32px]] [[File: Locked Active Redstone Repeater Delay 3 JE4 BE2 (facing NWU).png|32px]] [[File: Locked Active Redstone Repeater Delay 4 JE4 BE2 (facing NWU).png|32px]].}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Redstone Repeater (S) BE2.png|32px]] [[File:Powered Redstone Repeater (S) BE2.png|32px]] [[File:Redstone Repeater (item) JE3 BE2.png|32px]] The textures of redstone repeaters have now been changed.}}
{{History||1.20.30|snap=beta 1.20.30.20|Redstone Repeaters now use the <code>minecraft:cardinal_direction</code> [[block state]] instead of <code>direction</code>.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Redstone Repeater (S) JE3.png|32px]]{{verify|Was this model actually used here?}} [[File:Redstone Repeater (item) JE2 BE1.png|32px]] Added redstone repeaters.}}
{{History||xbox=TU19|xbone=CU7|ps=1.12|wiiu=Patch 1|switch=1.0.1|[[File:Locked Redstone Repeater (S) JE1.png|32px]]{{verify|Was this model actually used here?}} Added repeater locking to redstone repeaters.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Redstone Repeater (S) JE4.png|32px]]{{verify|Was this model actually used here?}} [[File:Redstone Repeater (item) JE3 BE2.png|32px]] The textures of redstone repeaters have now been changed.}}

{{History|new 3ds}}
{{History||0.1.0|[[File:Redstone Repeater (S) JE3.png|32px]]{{verify|Was this model actually used here?}} [[File:Redstone Repeater (item) JE2 BE1.png|32px]] Added redstone repeaters and repeater locking.}}
{{History|foot}}

=== Redstone repeater "items" ===
{{:Technical blocks/Redstone Repeater}}

== Issues ==
{{Issue list}}

== Trivia ==
* The recipe and appearance of redstone repeaters are a likely reference to the old method of repeating signals, which would also use two torches at a time, inverting each other

== Gallery ==
<gallery>
Repeater clock.gif|A redstone clock formed from a redstone torch and a repeater.
Repeater feedback.gif|A redstone clock formed from two repeaters.
Two way repeater.gif|MCRedstoneSim diagram of a two-way repeater.
Repeater bridge.png|Crossing redstone wires using repeaters.
Jeb Repeaters 1.png|
Jeb Repeaters 2.png|
Jeb Repeaters 3.png|
</gallery>

=== Renders ===
<gallery>
Redstone Repeater.png
Redstone Repeater Delay 2.png
Redstone Repeater Delay 3.png
Redstone Repeater Delay 4.png
Powered Redstone Repeater.png
Powered Redstone Repeater Delay 2.png
Powered Redstone Repeater Delay 3.png
Powered Redstone Repeater Delay 4.png
Locked Redstone Repeater.png
Locked Redstone Repeater Delay 2.png
Locked Redstone Repeater Delay 3.png
Locked Redstone Repeater Delay 4.png
Powered Locked Redstone Repeater.png
Powered Locked Redstone Repeater Delay 2.png
Powered Locked Redstone Repeater Delay 3.png
Powered Locked Redstone Repeater Delay 4.png
Redstone Repeater BE.png
Redstone Repeater Delay 2 BE.png
Redstone Repeater Delay 3 BE.png
Redstone Repeater Delay 4 BE.png
Powered Redstone Repeater BE.png
Powered Redstone Repeater Delay 2 BE.png
Powered Redstone Repeater Delay 3 BE.png
Powered Redstone Repeater Delay 4 BE.png
Locked Redstone Repeater BE.png
Locked Redstone Repeater Delay 2 BE.png
Locked Redstone Repeater Delay 3 BE.png
Locked Redstone Repeater Delay 4 BE.png
Powered Locked Redstone Repeater BE.png
Powered Locked Redstone Repeater Delay 2 BE.png
Powered Locked Redstone Repeater Delay 3 BE.png
Powered Locked Redstone Repeater Delay 4 BE.png
</gallery>

== References ==
{{Reflist}}

{{Redstone}}
{{Blocks|Utility}}
{{Items}}

[[Category:Mechanics]]
[[Category:Redstone mechanics]]
[[Category:Redstone]]
[[Category:Mechanisms]]
[[Category:Manufactured blocks]]
[[Category:Generated structure blocks]]
[[Category:Non-solid blocks]]

[[de:Redstone-Verstärker]]
[[es:Repetidor de redstone]]
[[fr:Répéteur de redstone]]
[[hu:Redstone-jelismétlő]]
[[it:Ripetitore di redstone]]
[[ja:レッドストーンリピーター]]
[[ko:레드스톤 중계기]]
[[nl:Redstoneversterker]]
[[pl:Przekaźnik]]
[[pt:Repetidor de redstone]]
[[ru:Красный повторитель]]
[[tr:Kızıltaş tekrarlayıcı]]
[[zh:红石中继器]]</li></ul>
beta 1.11.0.1The farmer job site block has been changed from farmland to composters.
Added economic trades, which makes villagers level up and require experience to unlock next tiers, which makes it possible to instantly change their tiers from iron to diamond.
Villager trades are no longer instantly refreshed as it now requires to resupply, which can be activated only by using /resupply.
Old villagers now convert to villager_v2 .
Baby villagers are now ignored by illagers, including ravagers and vexes.
beta 1.11.0.3Villager now heal themselves upon waking up at dawn.
beta 1.11.0.4Villagers now hide in houses during raids.
The villager economy trades have been changed.
The supply and demand feature for villagers now works properly.
Villagers now make sounds when they work.
1.13.0
{{Extension DPL}}<ul><li>[[Redstone Dust|Redstone Dust]]<br/>{{Redirect|Redstone|the ore|Redstone Ore|the powered mineral block|Block of Redstone|other uses|Redstone (disambiguation)}}
{{Block
| group = Inactive (connected)
| 1-1= Inactive Redstone Wire (NESW).png
| 1-2 = Inactive Redstone Wire (NESW) BE.png
| group2 = Inactive (unconnected)
| 2-1 = Inactive Redstone Wire (unconnected).png
| 2-2 = Inactive Redstone Wire (unconnected).png
| group3 = Active (connected) 
| 3-1 = Active Redstone Wire (NESW).png
| 3-2 = Active Redstone Wire (NESW) BE.png
| group4 = Active (unconnected)
| 4-1 = Active Redstone Wire (unconnected).png
| 4-2 = Active Redstone Wire (unconnected).png
| image = Redstone Dust JE2 BE2.png
| extratext = [[#Gallery|View all renders]]
| transparent = Yes
| light = No
| tool = all
| renewable = Yes
| stackable = Yes (64)
| flammable = No
| lavasusceptible = No
}}
'''Redstone dust''' is a mineral that can transmit [[Redstone circuit#Power|redstone power]] as a wire when placed as a [[block]]. It is also used in [[crafting]] and [[brewing]].

== Obtaining ==
=== Mining ===
{{see also|Redstone Ore#Natural generation}}
[[Redstone ore]] mined using an iron [[pickaxe]] or higher drops 4 or 5 redstone dust (or more with [[Fortune]], averaging at 6 redstone dust with Fortune III). If mined with [[Silk Touch]], the block drops itself instead of redstone dust.

=== Natural generation ===
15 lengths of redstone dust are naturally generated as part of the trap in each [[jungle pyramid]]. 5 lengths of redstone dust can be found in one type of jail cell room in a [[woodland mansion]]. In [[Ancient City|ancient cities]], multiple pieces of redstone dust can be found integrated into circuitry.

=== Breaking ===
Redstone dust can be broken instantly using any tool, or without a tool, and drops itself as an item.

Redstone dust is removed and drops as an item if:
* its attachment block is moved, removed, or destroyed
* [[water]] or [[lava]] flows into its space
* a [[piston]] tries to push it or moves a block into its space

=== Mob loot ===
[[Witch]]es have a chance of dropping 0–2 redstone dust upon death. This is increased by 1 per level of [[Looting]], for a maximum of 0–5 redstone dust.

=== Chest loot ===
{{LootChestItem|redstone}}

=== Crafting ===
Redstone dust can be crafted from [[blocks of redstone]].
{{Crafting
|Block of Redstone
|Output=Redstone Dust,9
|type=Redstone
}}

=== Smelting ===
{{Smelting
|showname=1
|Redstone Ore; Deepslate Redstone Ore
|Redstone Dust
|0.7
}}

=== Trading ===
{{IN|java}}, novice-level cleric [[villager]]s sell two redstone dust for one [[emerald]].

{{IN|bedrock}}, novice-level cleric villagers sell four redstone dust for one emerald.

=== Villager gifts ===
{{see also|Tutorials/Raid farming}}
{{IN|Java}}, when the player has the [[Hero of the Village]] status effect, clerics might throw that player a redstone dust as a gift.

== Usage ==
Redstone dust is used for [[#Brewing ingredient|brewing]], [[#Crafting ingredient|crafting]], and in redstone circuits by placing it on the ground to create [[#Redstone component|redstone wire]]. It can also be used to power redstone components.

=== Brewing ingredient ===
{{Brewing
  |head=1
  |Redstone Dust
  |Mundane Potion
  |base=Water Bottle
}}
{{Brewing
  |foot=1
  |name=Increased Duration
  |Redstone Dust
  |showbase=1
  |base=Potion of Fire Resistance; Potion of Invisibility; Potion of Night Vision; Potion of Poison; Potion of Regeneration; Potion of Slowness; Potion of Strength; Potion of Swiftness; Potion of Water Breathing; Potion of Weakness; Potion of Leaping; Potion of Slow Falling
}}

=== Crafting ingredient ===
{{crafting usage|Redstone Dust}}

=== {{anchor|Redstone dust}} Redstone component ===
When placed in the world, redstone dust becomes a block of "redstone wire"{{Info needed|other blco? BE?}}, which can transmit [[Redstone circuit#Power|redstone power]].

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

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

=== Placement ===
[[File:Redstone wire as circuit component.png|Examples of redstone wire configuration. ''Top Left:'' Redstone wire connects diagonally vertically through non-opaque blocks. ''Top Right:'' Redstone wire does ''not'' connect diagonally vertically through opaque blocks. ''Center:'' Redstone wire gets darker as its power level drops, to a maximum of 15 blocks from a power source.|thumb]]
[[File:Redstone on Glowstone, Stairs, Slabs.png|Examples of redstone wire placements.|thumb]]
Redstone dust can be placed on [[opaque]] blocks as well as [[glowstone]], upside-down [[slab]]s, [[glass]], upside-down [[stairs]], and [[hopper]]s. It can also be placed on some transparent blocks; see [[Opacity/Placement]] for more information. It cannot be placed suspended in midair, even with commands, which is not unintentional.<ref>{{bug|MC-182709}}</ref>

Redstone wire configures itself to point toward adjacent redstone [[Redstone components#Power components|power components]] and [[Redstone components#Transmission components|transmission component]] connection points. Redstone wire also configures itself to point toward adjacent redstone wire one block higher or lower – unless there is a solid opaque block above the lower redstone wire.

If there is only one such adjacent redstone component, redstone wire configures itself into a {{BlockSprite|redstone-dust}} line pointing both at the neighbor and away from it. If there are two or more such adjacent components, redstone wire connects them in the form of {{BlockSprite|redstone-dust}}, {{BlockSprite|redstone-dust-upleft}}, {{BlockSprite|redstone-dust-t-up}}, or {{BlockSprite|redstone-dust-cross}} as needed.

When there are no adjacent components, a single redstone wire configures itself into a {{BlockSprite|redstone-dust-cross}} plus sign, which can provide power in all four directions. By right-clicking it can be changed into a {{BlockSprite|redstone-dust-dot}} dot, which does not provide power to any of the four directions.

{{IN|bedrock}}, redstone wire automatically configures itself to point toward adjacent blocks or [[Redstone components#Mechanism components|mechanism components]]. {{IN|java}}, it does not. If such a configuration is desired, the other neighbors of the redstone wire must be arranged to create it, i.e the redstone dust must be placed in a way that it would be pointed at the block’s location even if it were not there.

When redstone wire is reconfigured after placement, it does not update other redstone components around it of the change unless that reconfiguration also includes a change in power level or another component provides an update. This can create situations where a mechanism component remains activated when it shouldn't, or vice versa, until it receives an update from something else – a "feature" of redstone wire that can be used to make a [[BUD|block update detector]].

{{-}}

=== Behavior ===
{{Schematic|caption=

{{IN|be}}, the signal can go down from glass blocks.

 |||rd-$ew!|RL-!||||rd-$ew!|RL-!|-
 |rt-$!|rd-$ew!|SB|||rt-$!|rd-$ew!|glass||-
 |ts-$|SB|rd-$ew|RL||ts-$|SB|rd-$ew!|RL-!

}}{{Schematic|caption =

However, the signal can never go down from slabs.

 |||rd-$ew!|RL-!||||rd-$ew!|RL-!|-
 |rt-$!|rd-$ew!|SB|||rt-$!|rd-$ew!|glass||-
 |ts-$|ts-$|rd-$ew|RL||ts-$|ts-$|rd-$ew|RL
}}

Redstone wire can transmit power, which can be used to operate [[Redstone components#Mechanism components|mechanism components]] ([[door]]s, [[piston]]s, [[redstone lamp]]s, etc.).
Redstone wire can be "powered" by a number of methods:
* from an adjacent [[Redstone components#Power components|power component]] or a strongly-powered block
* from the output of a redstone repeater or redstone comparator
* from adjacent redstone wire. The powering dust can be a level higher or lower, but with restrictions:
** Redstone dust can be powered by redstone dust that is one level lower, or on an [[opaque]] block one level higher. A transparent block cannot{{only|java}} pass power downward.
** The block "between" the two dust blocks must be air or transparent. A solid block there "cuts" the connection between the higher and lower dust.

The "power level" of redstone dust can vary from 0 to 15. Most power components power-up adjacent redstone dust to power level 15, but a few ([[daylight sensor]]s, [[trapped chest]]s, and [[weighted pressure plate]]s) may create a lower power level. Redstone repeaters output power level 15 (when turned on), but [[redstone comparator]]s may output a lower power level.

{{Schematic | caption =

Redstone wire can transmit power up to 15 blocks.

 |rt-$!|rd-$ew!+15|rd-$ew!+14|rd-$ew!+13|rd-$ew!+12|rd-$ew!+11|rd-$ew!+10|rd-$ew!+9
 |rd-$ew!+8|rd-$ew!+7|rd-$ew!+6|rd-$ew!+5|rd-$ew!+4|rd-$ew!+3|rd-$ew!+2|rd-$ew!+1|rd-$ew+0

}}
Power level drops by 1 for every block of redstone wire it crosses. Thus, redstone wire can transmit power for no more than 15 blocks. To go further, the power level must be re-strengthened – typically with a redstone repeater.

Powered redstone wire on top of, or pointing at, an opaque block provides ''weak'' power to the block. A weakly-powered block cannot power other adjacent redstone wire, but can still power redstone repeaters and comparators, and activate adjacent mechanism components. Transparent blocks cannot be powered.

When redstone wire is unpowered, it appears dark red. When powered, it becomes bright red at power level 15, fading to darker shades with decreasing power. Powered redstone wire also produces "dust" [[particles]] of the same color.

While redstone wire always provides power to the directions it points into, it can still point into directions in which it cannot give power. If redstone wire comes in the form of a cross, the player can right-click to toggle it between a cross and dot. A redstone dot does not power anything adjacent to it, but powers the block under it.

== Sounds ==
{{Sound table/Block/Normal}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|firstcolumnname=Redstone Dust
|showforms=y
|generatetranslationkeys=y
|displayname=Block
|spritename=redstone-dust
|spritetype=block
|nameid=redstone_wire
|form=block}}
{{ID table
|displayname=Item
|spritename=redstone-dust
|spritetype=item
|nameid=redstone
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|firstcolumnname=Redstone Dust
|shownumericids=y
|showforms=y
|generatetranslationkeys=y
|displayname=Block
|spritename=redstone-dust
|spritetype=block
|nameid=redstone_wire
|id=55
|form=block}}
{{ID table
|displayname=Item
|spritename=redstone-dust
|spritetype=item
|nameid=redstone
|id=373
|form=item
|foot=1}}

=== Block states ===
{{see also|Block states}}

{{/BS}}

{{LoadPage|Redstone Dust/Asset history|List of block state combinations|h4}}

== Achievements ==
{{load achievements|Dispense With This}}

== Video ==
{{Video note|These videos do not show all uses for redstone in crafting and all methods of obtaining. This video is also outdated, as of 1.13 Java Edition, redstone is now called Redstone Dust.}}

<div style="text-align:center">
<span style="display:inline-block">{{yt|zldqknGFWb4}}</span>
<span style="display:inline-block">{{yt|_IApwvCLJW8}}</span>
</div>

== History ==
{{History||May 21, 2009|link=https://web.archive.org/web/0/http://notch.tumblr.com/post/110762705/my-list-on-tile-types-so-far|[[Notch]] shows interest in adding wire-type [[block]]s.}}
{{History|java alpha}}
{{History||v1.0.1|[[File:Redstone Dust JE1 BE1.png|32px]] Added redstone dust as an [[item]].
|[[File:Inactive Redstone Wire (NS) JE1.png|32px]] [[File:Inactive Redstone Wire (EW) JE1.png|32px]] [[File:Inactive Redstone Wire (NE) JE1.png|32px]] [[File:Inactive Redstone Wire (ES) JE1.png|32px]] [[File:Inactive Redstone Wire (SW) JE1.png|32px]] [[File:Inactive Redstone Wire (NW) JE1.png|32px]] [[File:Inactive Redstone Wire (NEW) JE1.png|32px]] [[File:Inactive Redstone Wire (NES) JE1.png|32px]] [[File:Inactive Redstone Wire (ESW) JE1.png|32px]] [[File:Inactive Redstone Wire (NSW) JE1.png|32px]] [[File:Inactive Redstone Wire (NESW) JE1.png|32px]]<br>[[File:Active Redstone Wire (NS) JE1.png|32px]] [[File:Active Redstone Wire (EW) JE1.png|32px]] [[File:Active Redstone Wire (NE) JE1.png|32px]] [[File:Active Redstone Wire (ES) JE1.png|32px]] [[File:Active Redstone Wire (SW) JE1.png|32px]] [[File:Active Redstone Wire (NW) JE1.png|32px]] [[File:Active Redstone Wire (NEW) JE1.png|32px]] [[File:Active Redstone Wire (NES) JE1.png|32px]] [[File:Active Redstone Wire (ESW) JE1.png|32px]] [[File:Active Redstone Wire (NSW) JE1.png|32px]] [[File:Active Redstone Wire (NESW) JE1.png|32px]] Added redstone dust as a placed [[block]]. 
|Redstone dust as a placed block has two power appearances; either completely on, or completely off.
|Redstone dust is used to craft [[redstone torch]]es.
|At this time, redstone has not been given an official name.}}
{{History||v1.0.2_01|Redstone dust now doesn't connect through solid [[block]]s diagonally down.{{needs testing|may have been changed in v1.0.2|type=untestable}}
|Walking on redstone dust no longer [[breaking|breaks]] it.{{needs testing|may have been changed in v1.0.2|type=untestable}}
|Active redstone dust now gives off [[particles]].{{needs testing|may have been changed in v1.0.2|type=untestable}}}}
{{History||v1.1.0|Redstone is now used to craft [[compass]]es.}}
{{History||v1.2.0|snap=<nowiki>?|slink=:Category:Information needed requiring unarchived version|Redstone is now used to craft [[clock]]s.}}
{{History|java beta}}
{{History||1.0|With the addition of inventory tooltips, the [[item]] form of redstone dust has been named "Redstone", and the usually unobtainable block form has been named "Redstone Dust".}}
{{History||1.2|Redstone is now used to craft [[dispenser]]s and [[note block]]s.}}
{{History||1.3|[[File:Inactive Redstone Wire (NS) JE2.png|32px]] [[File:Inactive Redstone Wire (EW) JE2.png|32px]] [[File:Inactive Redstone Wire (NE) JE2.png|32px]] [[File:Inactive Redstone Wire (ES) JE2.png|32px]] [[File:Inactive Redstone Wire (SW) JE2.png|32px]] [[File:Inactive Redstone Wire (NW) JE2.png|32px]] [[File:Inactive Redstone Wire (NEW) JE2.png|32px]] [[File:Inactive Redstone Wire (NES) JE2.png|32px]] [[File:Inactive Redstone Wire (ESW) JE2.png|32px]] [[File:Inactive Redstone Wire (NSW) JE2.png|32px]] [[File:Inactive Redstone Wire (NESW) JE2.png|32px]]<br>[[File:Active Redstone Wire (NS) JE2.png|32px]] [[File:Active Redstone Wire (EW) JE2.png|32px]] [[File:Active Redstone Wire (NE) JE2.png|32px]] [[File:Active Redstone Wire (ES) JE2.png|32px]] [[File:Active Redstone Wire (SW) JE2.png|32px]] [[File:Active Redstone Wire (NW) JE2.png|32px]] [[File:Active Redstone Wire (NEW) JE2.png|32px]] [[File:Active Redstone Wire (NES) JE2.png|32px]] [[File:Active Redstone Wire (ESW) JE2.png|32px]] [[File:Active Redstone Wire (NSW) JE2.png|32px]] [[File:Active Redstone Wire (NESW) JE2.png|32px]] Redstone wire gets darker the farther away it is from a source of power, using a dedicated [[tint]] system. Previously, it was fully on until it reached its limit.
|Its particles now appear gray due to not being tinted.
|Redstone is now used to craft [[redstone repeater]]s.}}
{{History||1.5|[[File:Inactive Redstone Wire (NS) JE3.png|32px]] [[File:Inactive Redstone Wire (EW) JE3.png|32px]] [[File:Inactive Redstone Wire (NE) JE3.png|32px]] [[File:Inactive Redstone Wire (ES) JE3.png|32px]] [[File:Inactive Redstone Wire (SW) JE3.png|32px]] [[File:Inactive Redstone Wire (NW) JE3.png|32px]] [[File:Inactive Redstone Wire (NEW) JE3.png|32px]] [[File:Inactive Redstone Wire (NES) JE3.png|32px]] [[File:Inactive Redstone Wire (ESW) JE3.png|32px]] [[File:Inactive Redstone Wire (NSW) JE3.png|32px]] [[File:Inactive Redstone Wire (NESW) JE3.png|32px]]<br>[[File:Active Redstone Wire (NS) JE3.png|32px]] [[File:Active Redstone Wire (EW) JE3.png|32px]] [[File:Active Redstone Wire (NE) JE3.png|32px]] [[File:Active Redstone Wire (ES) JE3.png|32px]] [[File:Active Redstone Wire (SW) JE3.png|32px]] [[File:Active Redstone Wire (NW) JE3.png|32px]] [[File:Active Redstone Wire (NEW) JE3.png|32px]] [[File:Active Redstone Wire (NES) JE3.png|32px]] [[File:Active Redstone Wire (ESW) JE3.png|32px]] [[File:Active Redstone Wire (NSW) JE3.png|32px]] [[File:Active Redstone Wire (NESW) JE3.png|32px]] Fully off redstone wire is no longer black.
|Redstone dust can now be placed on [[snow]].
|Redstone is now used to craft [[powered rail]]s and [[detector rail]]s.}}
{{History||1.6.6|Redstone dust now checks if the block below has a solid top face or [[glowstone]], allowing it to be placed on it.}}
{{History||1.7|Redstone dust now connects to a [[redstone repeater|repeater]] without the dust being explicitly pointed at it.
|Redstone can now be used to craft [[piston]]s.}}
{{History||1.8|snap=Pre-release|Redstone can now be found in the new [[stronghold]] storeroom [[chest]]s, and in the new [[mineshaft]] chests.}}
{{History|java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease 3|Redstone can now be [[brewing|brewed]] in a [[water bottle]] to create a [[mundane potion]].
|Redstone can now be found in the new [[stronghold]] altar [[chest]]s.
|Redstone now extends the [[potion]]s of [[Fire Resistance]], [[Slowness]], [[Swiftness]], [[Poison]], [[Weakness]] and [[Strength]].}}
{{History|||snap=Beta 1.9 Prerelease 4|Redstone now extends the new potion of [[Regeneration]].}}
{{History|||snap=RC1|[[File:Inactive Redstone Wire (unconnected) JE1.png|32px]] <br>[[File:Active Redstone Wire (unconnected) JE1.png|32px]] Redstone dust placement on one [[block]] has been changed from a "+" to a "•" shape.}}
{{History||?|Redstone wire block particles are now correctly colored.}}
{{History||1.1|snap=11w49a|Fixed redstone update bug.{{more info}}}}
{{History||1.2.1|snap=12w06a|Redstone can now be placed on [[glowstone]].}}
{{History|||snap=12w07a|Redstone is now used to craft [[redstone lamp]]s.}}
{{History||1.3.1|snap=12w21a|Redstone can now be [[trading|bought]] from priest [[villager]]s, at 2–4 redstone for 1 [[emerald]], making them [[renewable]].}}
{{History|||snap=12w22a|Redstone dust now generates in [[jungle temple]]s.}}
{{History|||snap=12w25a|Redstone dust can now be placed on top of upside-down [[slabs]] and [[stairs]].}}
{{History||1.4.2|snap=12w34a|Redstone now extends the new [[potion]]s of [[Night Vision]] and [[Invisibility]].}}
{{History|||snap=12w38a|[[Witch]]es have been added, which sometimes [[drops|drop]] redstone when killed.}}
{{History||1.5|snap=13w01a|Redstone can now be used to craft [[blocks of redstone]] and [[dropper]]s.}}
{{History||1.7.2|snap=13w36a|Redstone now extends the new [[potion]] of [[Water Breathing]].}}
{{History||1.8|snap=14w02a|[[Trading]] has been changed: cleric [[villager]]s now [[trading|sell]] 1–4 redstone for 1 [[emerald]].}}
{{History|||snap=14w25a|Redstone dust no longer changes to [[obsidian]] next to water when [[lava]] flows into it.}}
{{History|||snap=14w27a|Redstone now extends the new [[potion]] of [[Leaping]].}}
{{History||1.9|snap=15w31a|[[File:Inactive Redstone Wire (unconnected) JE2.png|32px]] [[File:Inactive Redstone Wire (NS) JE4.png|32px]] [[File:Inactive Redstone Wire (EW) JE4.png|32px]] [[File:Inactive Redstone Wire (NE) JE4.png|32px]] [[File:Inactive Redstone Wire (ES) JE4.png|32px]] [[File:Inactive Redstone Wire (SW) JE4.png|32px]] [[File:Inactive Redstone Wire (NW) JE4.png|32px]] [[File:Inactive Redstone Wire (NEW) JE4.png|32px]] [[File:Inactive Redstone Wire (NES) JE4.png|32px]] [[File:Inactive Redstone Wire (ESW) JE4.png|32px]] [[File:Inactive Redstone Wire (NSW) JE4.png|32px]] [[File:Inactive Redstone Wire (NESW) JE4.png|32px]]<br>[[File:Active Redstone Wire (unconnected) JE2.png|32px]] [[File:Active Redstone Wire (NS) JE4.png|32px]] [[File:Active Redstone Wire (EW) JE4.png|32px]] [[File:Active Redstone Wire (NE) JE4.png|32px]] [[File:Active Redstone Wire (ES) JE4.png|32px]] [[File:Active Redstone Wire (SW) JE4.png|32px]] [[File:Active Redstone Wire (NW) JE4.png|32px]] [[File:Active Redstone Wire (NEW) JE4.png|32px]] [[File:Active Redstone Wire (NES) JE4.png|32px]] [[File:Active Redstone Wire (ESW) JE4.png|32px]] [[File:Active Redstone Wire (NSW) JE4.png|32px]] [[File:Active Redstone Wire (NESW) JE4.png|32px]] Some slight changes have been made to redstone wire's appearance - the dot now extends outward with two more pixels, and the south-facing section of bends, T shapes and crosses now has one fewer pixel. It also appears straighter and more continuous in straight wire form.
|Redstone can no longer be added to extended [[potion]]s or tier-II potions.}}
{{History|||snap=15w44a|The average yield of redstone from [[dungeon]] [[chest]]s has been cut by more than half.
|The average yield of redstone in [[mineshaft]] chests has been increased.}}
{{History|||snap=15w46a|The hitbox of redstone now covers only part of the surface of the [[block]] below, based on the orientation of the redstone.}}
{{History||1.11|snap=16w39a|Redstone dust can now be found in chests in [[woodland mansion]]s.
|Redstone can now used to craft [[observer]]s.}}
{{History||1.13|snap=17w47a|The [[item]] form of "Redstone" has been renamed to "Redstone Wire".
|Prior to [[1.13/Flattening|''The Flattening'']], this [[block]]'s numeral ID was 55, and the [[item]]'s 331.}}
{{History|||snap=17w48a|"Redstone" has been renamed to "Redstone Dust".}}
{{History|||snap=18w07a|Redstone now extends the new [[potion of the Turtle Master]].}}
{{History||1.14|snap=18w43a|[[File:Redstone Dust JE2 BE2.png|32px]] The texture of redstone dust has been changed.}}
{{History|||snap=18w50a|Redstone dust can now be found in chests in [[village]] temples.}}
{{History|||snap=19w12b|Redstone dust can now be placed on [[glass]], [[ice]] and [[sea lantern]]s.}}
{{History|||snap=19w13a|Cleric villagers now give redstone dust to players under the [[Hero of the Village]] effect.}}
{{History||1.16|snap=20w06a|Redstone dust now has a bottom texture.}}
{{History|||snap=20w09a|Redstone can now be used to craft [[target]]s.}}
{{History|||snap=20w18a|Redstone dust placement on one [[block]] has been changed from a "•" back to a "+" shape.
|Redstone dust's hitbox is now no longer strictly a cuboid, and more closely matches the shape of the wiring.<ref>{{bug|MC-137336}}</ref>
|Upward going redstone dust now has a hitbox on the side of the [[block]] too, rather than only on the floor.<ref>{{bug|MC-153508}}</ref>
|Unconnected redstone dust now has all direction block states set to "side".
|The direction block states of redstone dust are now properly set to "side" at the end of a redstone wire on both ends, rather than only the one with other redstone besides it.
|[[File:Inactive Redstone Wire (N).png|32px]] [[File:Inactive Redstone Wire (E).png|32px]] [[File:Inactive Redstone Wire (S).png|32px]] [[File:Inactive Redstone Wire (W).png|32px]]<br>[[File:Active Redstone Wire (N).png|32px]] [[File:Active Redstone Wire (E).png|32px]] [[File:Active Redstone Wire (S).png|32px]] [[File:Active Redstone Wire (W).png|32px]] While not accessible in normal gameplay, redstone dust that points into one side, but not the opposite, now visually reaches halfway across the [[block]].}}
{{History|||snap=20w19a|Redstone dust now visually connects when going up [[soul sand]], 8-layer [[snow]] stacks and the back side of upside-down [[stairs]].
|[[Particles]] are now generated across the length of the redstone wire rather than the center of the [[block]].}}
{{History|||snap=20w21a|Redstone dust placement on one [[block]] is now toggleable between a "+" and a "•" shape, by {{control|interacting}} with it.}}
{{History||1.17|snap=21w08a|Redstone dust can now drop and be smelted from [[deepslate redstone ore]].}}
{{History||1.19|snap=22w13a|Redstone wire now generates in [[Ancient City|ancient cities]].}}
{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w04a|Redstone dust can now be used as an armor trim material.}}

{{History|pocket alpha}}
{{History||v0.8.0|snap=build 1|[[File:Redstone Dust JE1 BE1.png|32px]] Added redstone as an [[item]]. 
|Redstone is now [[drops|dropped]] when [[breaking|mined]] from [[redstone ore]].
|Redstone can be used to craft [[compass]]es and [[clock]]s.}}
{{History|||snap=build 2|Redstone can now be used to craft [[powered rail]]s.}}
{{History||v0.11.0|snap=build 1|Redstone is now used to craft [[redstone block]]s.}}
{{History||v0.12.1|snap=build 1|Redstone has been added to the [[Creative]] [[inventory]], but it still cannot be placed. }}
{{History||v0.13.0|snap=build 1|Redstone can now be placed.
|Redstone is now used to craft [[redstone lamp]]s, [[note block]]s, [[detector rail]]s and [[redstone torch]]es.}}
{{History||v0.14.0|snap=build 1|Redstone is now used to craft [[dispenser]]s and [[dropper]]s.}}
{{History||v0.15.0|snap=build 1|Redstone is now used to craft [[piston]]s and [[observer]]s.}}
{{History|pocket}}
{{History||1.0.4|snap=alpha 1.0.4.0|Cleric [[villager]]s now [[trading|sell]] 1–4 redstone for an [[emerald]].}}
{{History||1.1.0|snap=alpha 1.1.0.0|Redstone can now be found in [[woodland mansion]]s.}}
{{History|bedrock}}
{{History||?|[[File:Inactive Redstone Wire (NE) BE.png|32px]] [[File:Inactive Redstone Wire (ES) BE.png|32px]] [[File:Inactive Redstone Wire (SW) BE.png|32px]] [[File:Inactive Redstone Wire (NW) BE.png|32px]] [[File:Inactive Redstone Wire (NEW) BE.png|32px]] [[File:Inactive Redstone Wire (NES) BE.png|32px]] [[File:Inactive Redstone Wire (ESW) BE.png|32px]] [[File:Inactive Redstone Wire (NSW) BE.png|32px]] [[File:Inactive Redstone Wire (NESW) BE.png|32px]]<br>[[File:Active Redstone Wire (NE) BE.png|32px]] [[File:Active Redstone Wire (ES) BE.png|32px]] [[File:Active Redstone Wire (SW) BE.png|32px]] [[File:Active Redstone Wire (NW) BE.png|32px]] [[File:Active Redstone Wire (NEW) BE.png|32px]] [[File:Active Redstone Wire (NES) BE.png|32px]] [[File:Active Redstone Wire (ESW) BE.png|32px]] [[File:Active Redstone Wire (NSW) BE.png|32px]] [[File:Active Redstone Wire (NESW) BE.png|32px]]<br>Placed redstone now assumes its current appearance with a more solid center. Its linear state appearences are unknown.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Redstone Dust JE2 BE2.png|32px]] The texture of redstone has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|Redstone can now be found in [[desert]] [[village]] temple [[chest]]s.}}
{{History|||snap=beta 1.11.0.4|Cleric [[villager]]s now [[trading|sell]] 4 redstone as part of their first tier [[trading|trade]].}}
{{History||1.16.210|snap=beta 1.16.210.57|"Redstone" has been renamed to "Redstone Dust".}}
{{History||1.17.0|snap=beta 1.16.230.52|Redstone dust can now drop and be smelted from [[deepslate redstone ore]].}}
{{History||1.19.0|snap=beta 1.19.0.26|Redstone wire now generates in [[Ancient City|ancient cities]].}}
{{History||1.19.80|snap=beta 1.19.80.21|Redstone dust can now be used as an armor trim material.}}

{{History|console}}
{{History||xbox=TU1|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Redstone Dust JE1 BE1.png|32px]] Added redstone.}}
{{History||xbox=TU3|Redstone now connects to a [[redstone repeater|repeater]] without the dust being explicitly pointed at it.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Redstone Dust JE2 BE2.png|32px]] The texture of redstone has been changed.}}
{{History||ps=1.95|Redstone can now be placed on [[glass]].}}

{{History|new 3ds}}
{{History||0.1.0|[[File:Redstone Dust JE1 BE1.png|32px]] Added redstone dust.}}
{{History|foot}}

=== Redstone wire "item" ===
{{:Technical blocks/Redstone Wire}}

== Gallery ==
=== Renders ===
; Java Edition
<gallery>
Inactive Redstone Wire (NESW).png | 
Inactive Redstone Wire (unconnected).png | 
Inactive Redstone Wire (NS).png | 
Inactive Redstone Wire (EW).png | 
Inactive Redstone Wire (NE).png | 
Inactive Redstone Wire (ES).png | 
Inactive Redstone Wire (SW).png | 
Inactive Redstone Wire (NW).png | 
Inactive Redstone Wire (NEW).png | 
Inactive Redstone Wire (NES).png | 
Inactive Redstone Wire (ESW).png | 
Inactive Redstone Wire (NSW).png
</gallery>
<gallery>
Active Redstone Wire (NESW).png | 
Active Redstone Wire (unconnected).png | 
Active Redstone Wire (NS).png | 
Active Redstone Wire (EW).png | 
Active Redstone Wire (NE).png | 
Active Redstone Wire (ES).png | 
Active Redstone Wire (SW).png | 
Active Redstone Wire (NW).png | 
Active Redstone Wire (NEW).png | 
Active Redstone Wire (NES).png | 
Active Redstone Wire (ESW).png | 
Active Redstone Wire (NSW).png
</gallery>

; Bedrock Edition
<gallery>
Inactive Redstone Wire (NESW) BE.png | 
Inactive Redstone Wire (NESW) BE.png | 
Inactive Redstone Wire (NS).png | 
Inactive Redstone Wire (EW).png | 
Inactive Redstone Wire (NE) BE.png | 
Inactive Redstone Wire (ES) BE.png | 
Inactive Redstone Wire (SW) BE.png | 
Inactive Redstone Wire (NW) BE.png | 
Inactive Redstone Wire (NEW) BE.png | 
Inactive Redstone Wire (NES) BE.png | 
Inactive Redstone Wire (ESW) BE.png | 
Inactive Redstone Wire (NSW) BE.png
</gallery>
<gallery>
Active Redstone Wire (NESW) BE.png | 
Active Redstone Wire (NESW) BE.png | 
Active Redstone Wire (NS).png | 
Active Redstone Wire (EW).png | 
Active Redstone Wire (NE) BE.png | 
Active Redstone Wire (ES) BE.png | 
Active Redstone Wire (SW) BE.png | 
Active Redstone Wire (NW) BE.png | 
Active Redstone Wire (NEW) BE.png | 
Active Redstone Wire (NES) BE.png | 
Active Redstone Wire (ESW) BE.png | 
Active Redstone Wire (NSW) BE.png
</gallery>

=== Screenshots ===
<gallery>
Slab Stair Redstone.png|First image of redstone dust on top of slabs and stairs.
File:Olivia Tinkering.jpeg|[[Olivia]] using a scarce amount of redstone dust.
File:23w32a.jpg|[[Sunny]] using a very long strip of redstone dust.
</gallery>

=== In other media ===
<gallery>
Powered By Redstone JINX.jpg|Official T-shirt artwork "Powered By Redstone" made by [https://www.jinx.com JINX].
File:Redstone Behind Chiseled Bookshelf Pixel Art.png|Pixel art of redstone dust.
</gallery>

== Issues ==
{{issue list|redstone|redstone dust|redstone wire}}

== Trivia ==
* Five updates for [[wikipedia:Windows 10 version history|Windows 10]] released from 2016 to 2018 were codenamed "Redstone", referencing ''Minecraft''.<ref>{{link|url=https://www.theverge.com/2015/4/7/8364355/microsoft-redstone-windows-updates|title=Microsoft plans ‘Redstone’ updates for Windows 10 in 2016|author=Tom Warren|website=The Verge|date=April 7, 2015}}</ref>
* The block has 1,296 possible block state combinations, the highest of all blocks as of 1.15.2, beating [[fire]]'s 512 and [[note block]]'s 800.
* According to {{el|ee}}, redstone dust contains radioactive [[element]]s.

== References ==
{{Reflist}}

{{Redstone}}
{{Blocks|Utility}}
{{Items}}

[[Category:Redstone mechanics]]
[[Category:Mechanisms]]
[[Category:Mechanics]]
[[Category:Generated structure blocks]]
[[Category:Non-solid blocks]]
[[Category:Brewing recipe]]

[[cs:Rudit]]
[[de:Redstone]]
[[el:Σκόνη Κοκκινόπετρας]]
[[es:Polvo de redstone]]
[[fr:Poudre de redstone]]
[[hu:Redstone]]
[[it:Polvere di redstone]]
[[ja:レッドストーンダスト]]
[[ko:레드스톤 가루]]
[[nl:Redstonestof]]
[[pl:Redstone]]
[[pt:Pó de redstone]]
[[ru:Красная пыль]]
[[th:ผงเรดสโตน]]
[[tr:Kızıltaş]]
[[uk:Редстоун]]
[[zh:红石粉]]</li><li>[[Beetroot Seeds|Beetroot Seeds]]<br/>{{Block
| group = Age 0
| 1-1 = Beetroots Age 0.png
| 1-2 = Beetroots Age 0 BE.png
| group2 = Age 1
| 2-1 = Beetroots Age 1.png
| 2-2 = Beetroots Age 1 BE.png
| group3 = Age 2
| 3-1 = Beetroots Age 2.png
| 3-2 = Beetroots Age 2 BE.png
| group4 = Age 3
| 4-1 = Beetroots Age 3.png
| 4-2 = Beetroots Age 3 BE.png
|image=Beetroot Seeds JE2 BE2.png
|transparent=Yes
|light=No
|tool=Any
|renewable=Yes
|stackable=Yes (64)
|flammable=No
|lavasusceptible=No
}}
'''Beetroot seeds''' are items that can be used to plant beetroot crops.

'''Beetroot crops''' are planted in [[farmland]] and used to grow [[beetroot]] and beetroot seeds.

== Obtaining ==

=== Natural generation ===
[[Village]] farms have a chance of growing beetroot. The exact chance depends on the village:

{| class="wikitable"
! Village style !! Chance
|-
| {{EnvSprite|desert-village}} Desert || 20%
|-
| {{EnvSprite|plains-village}} Plains || 5%
|}

=== Breaking ===
Harvesting fully-grown beetroot yields from 1 to 4 seeds per crop harvested ({{frac|2|5|7}} seeds per crop harvested on average). The [[Fortune]] enchantment can be used to improve the drop rate.

=== Chest loot ===
{{LootChestItem|beetroot-seeds}}

=== Trading ===

Beetroot seeds are sold by [[wandering trader]]s for one [[emerald]].

== Usage ==

=== Farming ===
Beetroot seeds can be placed on [[farmland]]. After being placed, it goes through four stages of growth. When fully grown it can be broken to produce beetroot seeds and beetroots.

<!-- Java Edition only? -->While beetroot crops have only four growth stages compared to eight for [[wheat]], [[carrot]]s, and [[potato]]es, each growth tick has a {{frac|1|3}} chance of not advancing the growth stage and therefore beetroot grows slightly faster than other crops.

Crops grow faster if the farmland they are planted in is [[Farmland#Hydration|hydrated]]. One application of [[bonemeal]] has a 75% chance of advancing growth by one stage. This is less effective than for other crops: an average of {{frac|5|1|3}} are needed to fully grow beetroot compared to {{frac|2|2|7}} for other crops.

=== Breeding ===
Like other [[seeds]], beetroot seeds can be used to [[breed]] [[chicken]]s, lead chickens around, and make baby chickens grow up faster by 10% of the remaining time.

=== Taming ===

Like other seeds, beetroot seeds can be used to tame [[parrot]]s.

=== Composting ===
Placing beetroot seeds into a [[composter]] has a 30% chance of raising the compost level by 1.

=== Trading ===
[[Wandering trader]]s may offer to sell beetroot seeds for one emerald.

== Sounds ==
{{Edition|Java}}:
{{Sound table/Block/Crop/JE}}
{{Edition|Bedrock}}:
{{Sound table/Block/Wood/BE}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showblocktags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Beetroots
|spritetype=block
|nameid=beetroots
|blocktags=bee_growables, crops
|form=block}}
{{ID table
|displayname=Beetroot Seeds
|spritetype=item
|nameid=beetroot_seeds
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|generatetranslationkeys=y
|displayname=Beetroots
|spritetype=block
|nameid=beetroot
|id=244
|form=block
|itemform=item.beetroot}}
{{ID table
|displayname=Beetroot Seeds
|spritetype=item
|nameid=beetroot_seeds
|id=295
|form=item
|foot=1}}

=== Block states ===
{{see also|Block states}}
{{/BS}}

== Advancements ==
{{load advancements|A Seedy Place}}

== History ==
{{History|java}}
{{History||1.9|snap=15w31a|[[File:Beetroot Seeds JE1 BE1.png|32px]] Added beetroot seeds.
|[[File:Beetroots Age 0 JE1.png|32px]] [[File:Beetroots Age 1 JE1.png|32px]] [[File:Beetroots Age 2 JE1.png|32px]] [[File:Beetroots Age 3 JE1.png|32px]] Added beetroot crops.
|Beetroot seeds can be found in [[end city]] [[chest]]s.
|Beetroot plants naturally generate in [[village]] farms.
|[[Villager]]s are able to harvest beetroot crops, but they are not yet able to pick up the seeds and plant them.}}
{{History|||snap=15w38a|The [[drop]] chances have been greatly improved from the average {{frac|4|5}} per beetroot crop harvested to 2.
|Villagers are now able to pick up and plant beetroot seeds.}}
{{History|||snap=15w44a|Beetroots now generate in [[dungeon]] and [[mineshaft]] chests.}}
{{History||1.11|snap=16w39a|Beetroot seeds are now found in the new [[woodland mansion]] chests.}}
{{History||1.12|snap=17w18b|Placing a beetroot seeds in farmland now gives the player the "A Seedy Place" [[advancement]].{{verify}}}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this item's numeral ID was 458 and block's numeral ID was 244.}}
{{History||1.14|snap=18w43a|[[File:Beetroot Seeds JE2 BE2.png|32px]] The texture of beetroot seeds has been changed.
|[[File:Beetroots Age 0 JE2.png|32px]] [[File:Beetroots Age 1 JE2.png|32px]] [[File:Beetroots Age 2 JE2.png|32px]] [[File:Beetroots Age 3 JE2.png|32px]] The textures of beetroot crops have been changed.}}
{{History|||snap=18w49a|Beetroot seeds can now be found in chests in [[snowy tundra]] village houses.}}
{{History|||snap=19w03a|Placing beetroot seeds into the new [[composter]] has a 10% chance of raising the compost level by 1.}}
{{History|||snap=19w05a|Beetroot seeds now have a 30% chance of increasing the compost level in a composter.
|Added [[Wandering Trader|wandering trader]]s, which sell beetroot seeds.}}
{{History||1.15|snap=19w34a|[[Bee]]s can now pollinate beetroot crops.}}
{{History||1.17|snap=21w13a|[[File:Beetroots Age 0 JE3.png|32px]] [[File:Beetroots Age 1 JE3.png|32px]] [[File:Beetroots Age 2 JE3.png|32px]] [[File:Beetroots Age 3 JE3.png|32px]] The "crop" template model has changed such that pixels appear in the same physical positions on opposite sides of texture planes, changing the beetroot crop's appearance in the process.<ref>{{bug|MC-199242|||Fixed}}</ref>}}
{{History||1.18|snap=Pre-release 5|[[File:Beetroot Seeds JE3.png|32px]] The texture of beetroot seeds has been changed.}}
{{History||1.20|snap=23w12a|Beetroot seeds can now be found in [[suspicious gravel]] and [[suspicious sand]] in [[trail ruins]].}}
{{History|||snap=23w16a|Beetroot seeds 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]]; beetroot seeds now are in the common loot.}}

{{History|pocket alpha}}
{{History||November 14, 2013|link=https://twitter.com/jbernhardsson/status/400902957782147072|[[Johan Bernhardsson]] previewed an image of beetroot seeds.}}
{{History||v0.8.0|snap=build 2|[[File:Beetroot Seeds JE1 BE1.png|32px]] Added Beetroots seeds.
|[[File:Beetroots Age 0 JE1 BE1.png|32px]] [[File:Beetroots Age 1 JE1 BE1.png|32px]] [[File:Beetroots Age 2 JE1 BE1.png|32px]] [[File:Beetroots Age 3 JE1 BE1.png|32px]]{{verify|Correct models?}} Added Beetroots crops.}}
{{History|||snap=build 3|Beetroots seeds now have a chance of dropping when tilling [[grass block]]s.}}
{{History||v0.11.0|snap=build 1|"Beetroots seeds" have been renamed to "Beetroot Seeds" and the capitalization has now also been fixed.<ref>{{bug|MCPE-7953|||Fixed}}</ref>}}
{{History||v0.12.1|snap=build 1|Beetroot seeds no longer have a chance of dropping when tilling [[grass block]]s.}}
{{History||v0.14.0|snap=build 1|Beetroot seeds can now be found in [[minecart with chest]]s inside of [[mineshaft]]s.}}
{{History||v0.16.2|Beetroot seeds can now be found in [[chest]]s inside the large house in [[ice plains]] and [[cold taiga]] [[village]]s.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Beetroot seeds can now be found in the [[chest]]s of [[dungeon]]s and [[end city|end cities]].}}
{{History||1.1.0|snap=alpha 1.1.0.0|Beetroot seeds can now be found in [[woodland mansion]] chests.}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|Beetroot seeds can now be found inside [[bonus chest]]s.
|Beetroot seeds can now be used to tame [[parrot]]s.}}
{{History||1.10.0|snap=beta 1.10.0.3|[[File:Beetroot Seeds JE2 BE2.png|32px]] The texture of beetroot seeds has been changed.
|[[File:Beetroots Age 0 JE2.png|32px]] [[File:Beetroots Age 1 JE2.png|32px]] [[File:Beetroots Age 2 JE2.png|32px]] [[File:Beetroots Age 3 JE2.png|32px]]{{verify|Correct models?}} The textures of beetroot crops have been changed.
|Beetroot seeds are now [[trading|sold]] by the new [[wandering trader]]s.}}
{{History||1.11.0|snap=beta 1.11.0.1|Beetroot seeds can now be used to fill the [[composter]].
|Beetroot seeds can now be found in [[snowy tundra]] [[village]] house [[chest]]s.}}
{{History||1.14.0|snap=beta 1.14.0.1|[[Bee]]s can now pollinate beetroot crops.}}
{{History||?|[[File:Beetroots Age 0 BE.png|32px]] [[File:Beetroots Age 1 BE.png|32px]] [[File:Beetroots Age 2 BE.png|32px]] [[File:Beetroots Age 3 BE.png|32px]] Potato crop planes use a mapping that results in very unnatural mirroring when viewed from certain angles, such as northwest.<ref>{{bug|MCPE-146936}}</ref>}}

{{History|console}}
{{History||xbox=TU43|xbone=CU33|ps=1.36|wiiu=Patch 13|[[File:Beetroot Seeds JE1 BE1.png|32px]] Added beetroot seeds.
|[[File:Beetroots Age 0 JE1 BE1.png|32px]] [[File:Beetroots Age 1 JE1 BE1.png|32px]] [[File:Beetroots Age 2 JE1 BE1.png|32px]] [[File:Beetroots Age 3 JE1 BE1.png|32px]]{{verify|Correct models?}} Added beetroot crops.}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Beetroot Seeds JE2 BE2.png|32px]] The texture of beetroot seeds has been changed.
|[[File:Beetroots Age 0 JE2.png|32px]] [[File:Beetroots Age 1 JE2.png|32px]] [[File:Beetroots Age 2 JE2.png|32px]] [[File:Beetroots Age 3 JE2.png|32px]]{{verify|Correct models?}} The textures of beetroot crops have been changed.}}

{{History|New 3DS}}
{{History||0.1.0|[[File:Beetroot Seeds JE1 BE1.png|32px]] Added beetroot seeds.
|[[File:Beetroots Age 0 JE1 BE1.png|32px]] [[File:Beetroots Age 1 JE1 BE1.png|32px]] [[File:Beetroots Age 2 JE1 BE1.png|32px]] [[File:Beetroots Age 3 JE1 BE1.png|32px]]{{verify|Correct models?}} Added beetroot crops.}}
{{History|foot}}

== Issues ==

{{issue list}}

== Gallery ==

<gallery>
Beetrootstwitpic.png|The first image released of beetroot seeds.
Village Wheat Beetroot Farm.png|Beetroots generated in a [[village]].
File:Beetroot farm.png|A beetroot garden.
</gallery>

== References ==
<references />

{{Blocks|vegetation}}
{{Items}}

[[Category:Plants]]
[[Category:Food]]
[[Category:Generated structure blocks]]
[[Category:Non-solid blocks]]

[[cs:Semínka červené řepy]]
[[es:Semillas de remolacha]]
[[fr:Graines de betterave]]
[[it:Semi di barbabietola]]
[[ja:ビートルートの種]]
[[ko:비트 씨앗]]
[[nl:Bietenzaden]]
[[pl:Nasiona buraka]]
[[pt:Sementes de beterraba]]
[[ru:Семена свёклы]]
[[th:เมล็ดบีตรูท]]
[[zh:甜菜种子]]</li></ul></nowiki>
beta 1.13.0.9Villagers can now heal if they have bread in their inventory.
1.17.0
{{Extension DPL}}<ul><li>[[Boat with Chest|Boat with Chest]]<br/>{{ItemEntity
|image=Oak Boat with Chest.png
|extratext = View [[#Gallery|all renders]]
|stackable=No
|renewable=Yes
|flammable=Yes
|size='''{{IN|Java}}:'''<br>
Height: 0.5625 Blocks<br>Width: 1.375 Blocks<br>
'''{{IN|Bedrock}}:'''<br>
Height: 0.455 Blocks<br>Width: 1.4 Blocks

|networkid='''[[JE]]''': 1
}}
{{for|other kinds of boats|Boat (disambiguation)}}

A '''boat with chest''' is a single [[chest]] occupying the passenger seat of a [[boat]], and functions as such. As it can still be driven it can be used to transport [[item]]s over bodies of water.

== Obtaining ==
A boat with chest can be directly retrieved by attacking it, as it drops itself in item form, along with its contents.

[[Tool]]s and [[weapon]]s with damage above 4 can instantly destroy a boat with chest in one hit.{{only|Java}}

=== Crafting ===
{{Crafting
|head= 1
|Chest
|Matching Boat
|Output= Matching Boat with Chest
|type= Transportation
|foot= 1
}}

== Usage ==
A boat with chest can be used for the transportation of players, mobs and items, or as fuel when [[smelting]].

=== Fuel ===
A boat with chest can be used as fuel in a [[furnace]], it lasts 60 seconds, smelting up to 6 items.

=== Transportation ===
{{main|Boat#Transportation}}

Boats with chests can carry only one entity while regular boats can carry up to two.

== Behavior ==
[[File:All boats with chests.png|alt=This photo shows all the types of boats with chests.|thumb|240px|All types of boats with chests.]]
{{main|Boat#Behavior}}
Boats with chests share most behaviors with boats.

=== Item storage ===
[[File:Boat with Chest GUI.png|thumb|176px|The GUI of a boat with chest.]]
The inventory of the boat with chest has the same amount of slots as a single chest. Its inventory can be accessed by {{Control|Sneak|text=sneaking}} and {{Control|interact|text=interacting}} with the boat with chest, {{control|interact|text=interacting}} with the part of the boat with chest that actually contains the chest while another player or entity is inside the boat, or by opening the player's {{Control|inventory}} while inside the boat. This means that the player cannot access armor slots without exiting the boat.

When a boat with chest moves above, underneath, or beside a [[hopper]], its inventory is filled or drained accordingly. Due to the size of its hitbox, a boat with chest can be placed above up to 9 hoppers, allowing it to evenly split its items nine ways.

=== Naming ===
{{IN|java}}, unlike most other storage devices, a boat with chest renamed in an [[anvil]] does not display the custom name in its GUI.<ref>{{bug|MC-249408||Boats with Chests lose their name when placed}}</ref>

=== Piglin ===
As with other chests, opening or breaking a boat with chest causes nearby piglin(s) to attack the player.

== Sounds ==
{{Edition|Java}}:
Boats with chests use the Friendly Creatures sound category for entity-dependent sound events.
{{Sound table
|sound=Boat paddle land1.ogg
|sound2=Boat paddle land2.ogg
|sound3=Boat paddle land3.ogg
|sound4=Boat paddle land4.ogg
|sound5=Boat paddle land5.ogg
|sound6=Boat paddle land6.ogg
|subtitle=Rowing
|source=neutral
|description=While a boat with chest is rowed on land
|id=entity.boat.paddle_land
|translationkey=subtitles.entity.boat.paddle_land
|volume=1.0
|pitch=0.8-1.2
|distance=16}}
{{Sound table
|sound=Boat paddle water1.ogg
|sound2=Boat paddle water2.ogg
|sound3=Boat paddle water3.ogg
|sound4=Boat paddle water4.ogg
|sound5=Boat paddle water5.ogg
|sound6=Boat paddle water6.ogg
|sound7=Boat paddle water7.ogg
|sound8=Boat paddle water8.ogg
|subtitle=Rowing
|source=neutral
|description=While a boat with chest is rowed in water
|id=entity.boat.paddle_water
|translationkey=subtitles.entity.boat.paddle_water
|volume=0.8
|pitch=0.8-1.2
|distance=16
|foot=1}}

{{Edition|Bedrock}}:
{{Sound table
|type=bedrock
|sound=Swim1.ogg
|sound2=Swim2.ogg
|sound3=Swim3.ogg
|sound4=Swim4.ogg
|source=player
|description=While a boat with chest is rowed in water
|id=random.swim
|pitch=0.6-1.4
|foot=1}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showitemtags=y
|showforms=y
|generatetranslationkeys=y
|displayname=Oak Boat with Chest
|spritetype=item
|spritename=oak-boat with chest
|nameid=oak_chest_boat
|itemtags=chest_boats
|form=item}}
{{ID table
|displayname=Spruce Boat with Chest
|spritetype=item
|spritename=spruce-boat with chest
|nameid=spruce_chest_boat
|itemtags=chest_boats
|form=item}}
{{ID table
|displayname=Birch Boat with Chest
|spritetype=item
|spritename=birch-boat with chest
|nameid=birch_chest_boat
|itemtags=chest_boats
|form=item}}
{{ID table
|displayname=Jungle Boat with Chest
|spritetype=item
|spritename=jungle-boat with chest
|nameid=jungle_chest_boat
|itemtags=chest_boats
|form=item}}
{{ID table
|displayname=Acacia Boat with Chest
|spritetype=item
|spritename=acacia-boat with chest
|nameid=acacia_chest_boat
|itemtags=chest_boats
|form=item}}
{{ID table
|displayname=Dark Oak Boat with Chest
|spritetype=item
|spritename=dark-oak-boat with chest
|nameid=dark_oak_chest_boat
|itemtags=chest_boats
|form=item}}
{{ID table
|displayname=Mangrove Boat with Chest
|spritetype=item
|spritename=mangrove-boat with chest
|nameid=mangrove_chest_boat
|itemtags=chest_boats
|form=item}}
{{ID table
|displayname=Cherry Boat with Chest
|spritetype=item
|spritename=cherry-boat with chest
|nameid=cherry_chest_boat
|itemtags=chest_boats
|form=item}}
{{ID table
|displayname=Bamboo Raft with Chest
|spritetype=item
|spritename=bamboo-raft with chest
|nameid=bamboo_chest_raft
|itemtags=chest_boats
|form=item
|foot=1}}
{{ID table
|edition=java
|firstcolumnname=Boat with Chest
|generatetranslationkeys=y
|displayname=Entity
|spritetype=entity
|spritename=boat-with-chest
|nameid=chest_boat
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|showitemtags=y
|showaliasids=y
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Oak Boat with Chest
|spritetype=item
|nameid=oak_chest_boat
|aliasid=chest_boat / 0
|id=646
|form=item
|itemtags=minecraft:chest_boat
|translationkey=item.chest_boat.oak.name}}
{{ID table
|displayname=Spruce Boat with Chest
|spritetype=item
|nameid=spruce_chest_boat
|aliasid=chest_boat / 1
|id=649
|form=item
|itemtags=minecraft:chest_boat
|translationkey=item.chest_boat.spruce.name}}
{{ID table
|displayname=Birch Boat with Chest
|spritetype=item
|nameid=birch_chest_boat
|aliasid=chest_boat / 2
|id=647
|form=item
|itemtags=minecraft:chest_boat
|translationkey=item.chest_boat.birch.name}}
{{ID table
|displayname=Jungle Boat with Chest
|spritetype=item
|nameid=jungle_chest_boat
|aliasid=chest_boat / 3
|id=648
|form=item
|itemtags=minecraft:chest_boat
|translationkey=item.chest_boat.jungle.name}}
{{ID table
|displayname=Acacia Boat with Chest
|spritetype=item
|nameid=acacia_chest_boat
|aliasid=chest_boat / 4
|id=650
|form=item
|itemtags=minecraft:chest_boat
|translationkey=item.chest_boat.acacia.name}}
{{ID table
|displayname=Dark Oak Boat with Chest
|spritetype=item
|nameid=dark_oak_chest_boat
|aliasid=chest_boat / 5
|id=651
|form=item
|itemtags=minecraft:chest_boat
|translationkey=item.chest_boat.big_oak.name}}
{{ID table
|displayname=Mangrove Boat with Chest
|spritetype=item
|nameid=mangrove_chest_boat
|aliasid=chest_boat / 6
|id=652
|form=item
|itemtags=minecraft:chest_boat
|translationkey=item.chest_boat.mangrove.name}}
{{ID table
|displayname=Cherry Boat with Chest
|spritetype=item
|nameid=cherry_chest_boat
|aliasid=chest_boat / 8
|id=658
|form=item
|itemtags=minecraft:chest_boat
|translationkey=item.chest_boat.cherry.name}}
{{ID table
|displayname=Bamboo Raft with Chest
|spritetype=item
|nameid=bamboo_chest_raft
|aliasid=chest_boat / 7
|id=662
|form=item
|itemtags=minecraft:chest_boat
|translationkey=item.chest_boat.bamboo.name
|foot=1}}
{{ID table
|edition=bedrock
|firstcolumnname=Form
|shownumericids=y
|generatetranslationkeys=y
|displayname=Entity
|spritetype=entity
|spritename=boat-with-chest
|nameid=chest_boat
|id=218
|foot=1}}

=== Entity data ===
Boat with chests have entity data associated with them that contain various properties of the entity.

{{el|java}}:
{{main|Entity format}}
{{/ED}}

{{el|bedrock}}:
: See [[Bedrock Edition level format/Entity format]].

== History ==
{{History||September 23, 2019|link={{ytl|Anv-lZc0pIM}}|The [[swamp]] was announced as a contender for the Biome Vote at [[MINECON Live 2019]]. Frogs, boats with chests, and mangrove trees were announced.}}
{{History||September 28, 2019|link={{ytl|UHoz0Q-LwUU}}|The swamp comes in second place in the Biome Vote, setting the release date of new swamp content further than new mountain content.}}
{{History||October 16, 2021|link={{ytl|w6zLprHHZOk|t=7085}}|[[File:Jungle Boat with Chest (pre-release).png|32px]] [[File:Dark Oak Boat with Chest (pre-release).png|32px]] Boats with chests were announced at [[Minecraft Live 2021]]. Only jungle and dark oak variants were shown.}}
{{History|java}}
{{History||1.19|snap=22w12a|[[File:Oak Boat with Chest JE1.png|32px]] [[File:Spruce Boat with Chest JE1.png|32px]] [[File:Birch Boat with Chest JE1.png|32px]] [[File:Jungle Boat with Chest JE1.png|32px]] [[File:Acacia Boat with Chest JE1.png|32px]] [[File:Dark Oak Boat with Chest JE1.png|32px]] [[File:Mangrove Boat with Chest JE1.png|32px]]<br>[[File:Oak Boat with Chest (item) JE1 BE1.png|32px]] [[File:Spruce Boat with Chest (item) JE1.png|32px]] [[File:Birch Boat with Chest (item) JE1 BE1.png|32px]] [[File:Jungle Boat with Chest (item) JE1 BE1.png|32px]] [[File:Acacia Boat with Chest (item) JE1 BE1.png|32px]] [[File:Dark Oak Boat with Chest (item) JE1 BE1.png|32px]] [[File:Mangrove Boat with Chest (item) JE1 BE1.png|32px]] Added boats with chests.
|Knob on chest is placed incorrectly 1 pixel up.}}
{{History|||snap=22w13a|[[File:Oak Boat with Chest JE2 BE1.png|32px]] [[File:Spruce Boat with Chest JE2 BE1.png|32px]] [[File:Birch Boat with Chest JE2 BE1.png|32px]] [[File:Jungle Boat with Chest JE2 BE1.png|32px]] [[File:Acacia Boat with Chest JE2 BE1.png|32px]] [[File:Dark Oak Boat with Chest JE2 BE1.png|32px]] [[File:Mangrove Boat with Chest JE2 BE1.png|32px]] Changed knob on chest position 1 pixel down to match [[Bedrock Edition]].
|Boats with chests can now be placed by [[dispenser]]s.}}
{{History|||snap=22w14a|Due to the addition of the [[mangrove tree]] and [[mangrove swamp]], make mangrove boat with chest obtainable and renewable.}}
{{History|||snap=22w15a|[[File:Oak Boat with Chest (item) JE2.png|32px]] [[File:Spruce Boat with Chest (item) JE2.png|32px]] [[File:Birch Boat with Chest (item) JE2.png|32px]] [[File:Jungle Boat with Chest (item) JE2.png|32px]] [[File:Acacia Boat with Chest (item) JE2.png|32px]] [[File:Dark Oak Boat with Chest (item) JE2.png|32px]] [[File:Mangrove Boat with Chest (item) JE2.png|32px]] Changed all boat with chest item textures.
|Now, the inventory can be accessed by {{control|using}} it directly when there is already a passenger inside of it.}}
{{History||October 15, 2022|link={{ytl|yZRXmHiEh7U&t}}|[[File:Bamboo Raft with Chest JE1 BE1.png|32px]] Bamboo rafts with chests were announced at [[Minecraft Live 2022]].}}
{{History||1.20<br>(Experimental)|link=1.19.3|snap=22w42a|[[File:Bamboo Raft with Chest JE1 BE1.png|32px]] [[File:Bamboo Raft with Chest (item) JE1.png|32px]] Added bamboo rafts with chests behind the [[Java Edition 1.20|Update 1.20 experimental datapack]].}}
{{History|||snap=22w45a|[[File:Bamboo Raft with Chest (item) JE2 BE2.png|32px]] The item texture of the bamboo raft with chest has been changed.}}
{{History||1.20<br>(Experimental)|link=1.19.4|snap=23w07a|[[File:Cherry Boat with Chest JE1.png|32px]] [[File:Cherry Boat with Chest (item) JE1.png|32px]] Added cherry boats with chests behind the [[Java Edition 1.20|Update 1.20 experimental datapack]].}}
{{History|||snap=1.19.4 Pre-release 2|[[File:Cherry Boat with Chest (item) JE2.png|32px]] The item texture of cherry boats with chests has now been changed.}}
{{History||1.20|snap=23w12a|Bamboo rafts with chests and cherry boats with chests are now available without using the "Update 1.20" experimental datapack.}}

{{History|bedrock}}
{{History||Wild Update<br>(Experimental)|link=Bedrock Edition 1.19.0|snap=beta 1.18.30.28|[[File:Oak Boat with Chest JE2 BE1.png|32px]] [[File:Spruce Boat with Chest JE2 BE1.png|32px]] [[File:Birch Boat with Chest JE2 BE1.png|32px]] [[File:Jungle Boat with Chest JE2 BE1.png|32px]] [[File:Acacia Boat with Chest JE2 BE1.png|32px]] [[File:Dark Oak Boat with Chest JE2 BE1.png|32px]]<br>[[File:Oak Boat with Chest (item) JE1 BE1.png|32px]] [[File:Spruce Boat with Chest (item) BE1.png|32px]] [[File:Birch Boat with Chest (item) JE1 BE1.png|32px]] [[File:Jungle Boat with Chest (item) JE1 BE1.png|32px]] [[File:Acacia Boat with Chest (item) JE1 BE1.png|32px]] [[File:Dark Oak Boat with Chest (item) JE1 BE1.png|32px]] Added boats with chests, missing mangrove type.
|Added unused translation keys for mangrove boat with chest.}}
{{History||1.19.0|snap=beta 1.19.0.20|Boats with chests are now available without enabling experimental gameplay.|[[File:Mangrove Boat with Chest JE2 BE1.png|32px]] [[File:Mangrove Boat with Chest (item) JE1 BE1.png|32px]] Added mangrove boats with chests.}}
{{History||1.19.0|snap=beta 1.19.0.26|[[File:Oak Boat with Chest (item) JE2.png|32px]] [[File:Spruce Boat with Chest (item) JE2.png|32px]] [[File:Birch Boat with Chest (item) JE2.png|32px]] [[File:Jungle Boat with Chest (item) JE2.png|32px]] [[File:Acacia Boat with Chest (item) JE2.png|32px]] [[File:Dark Oak Boat with Chest (item) JE2.png|32px]] [[File:Mangrove Boat with Chest (item) JE2.png|32px]] Changed all boat with chest item textures.}}
{{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.50|snap=beta 1.19.50.21|[[File:Bamboo Raft with Chest JE1 BE1.png|32px]] [[File:Bamboo Raft with Chest (item) BE1.png|32px]] Added bamboo rafts with chests behind the "[[Bedrock Edition 1.20|Next Major Update]]" [[experimental]] toggle.}}
{{History|||snap=beta 1.19.60.20|[[File:Bamboo Raft with Chest (item) JE2 BE2.png|32px]] The item texture of the bamboo raft with chest has been changed to match ''[[Java Edition]]''.}}
{{History||Next Major Update<br>(Experimental)|link=Bedrock Edition 1.19.80|snap=beta 1.19.80.20|[[File:Cherry Boat with Chest JE1.png|32px]] [[File:Cherry Boat with Chest (item) JE2.png|32px]] Added cherry boats with chests behind the "[[Bedrock Edition 1.20|Next Major Update]]" [[experimental]] toggle.}}
{{History||1.20.0|snap=beta 1.20.0.21|Bamboo rafts with chests and cherry boats with chests are now available without using the "Next Major Update" experimental toggle.}}
{{History|foot}}

== Issues ==
{{issue list}}

== Trivia ==
* A [[chest]] is short enough that a boat with chest falls onto it rather than crashes into it.
* The chest texture is 12×12 pixels, rather than the 14×14 pixel texture the block uses. This is not the case with the [[minecart with chest]].
* Despite the minecart with chest using the Christmas texture, the boat with chest still uses the default chest texture during Christmas time.<ref>{{bug|MC-249378}}</ref>

== Gallery ==
=== Renders ===
<gallery>
Oak Boat with Chest.png|Oak Boat with Chest
Spruce Boat with Chest.png|Spruce Boat with Chest
Birch Boat with Chest.png|Birch Boat with Chest
Jungle Boat with Chest.png|Jungle Boat with Chest
Acacia Boat with Chest.png|Acacia Boat with Chest
Dark Oak Boat with Chest.png|Dark Oak Boat with Chest
Mangrove Boat with Chest.png|Mangrove Boat with Chest
Cherry Boat with Chest.png|Cherry Boat with Chest
Bamboo Raft with Chest.png|Bamboo Raft with Chest
Oak Boat with Chest (item) JE2.png|Oak Boat with Chest (item)
Spruce Boat with Chest (item) JE2.png|Spruce Boat with Chest (item)
Birch Boat with Chest (item) JE2.png|Birch Boat with Chest (item)
Jungle Boat with Chest (item) JE2.png|Jungle Boat with Chest (item)
Acacia Boat with Chest (item) JE2.png|Acacia Boat with Chest (item)
Dark Oak Boat with Chest (item) JE2.png|Dark Oak Boat with Chest (item)
Mangrove Boat with Chest (item) JE2.png|Mangrove Boat with Chest (item)
Cherry Boat with Chest (item) JE2.png|Cherry Boat with Chest (item)
Bamboo Raft with Chest (item) JE2 BE2.png|Bamboo Raft with Chest (item)
</gallery>

=== Concept Art ===
<gallery>
Bamboo Raft and Raft with Chest Concept Art.png|Ditto.
</gallery>

== References ==
{{reflist}}

{{Items}}
{{Entities}}

[[Category:In development]]
[[Category:In development Bedrock Edition]]

[[de:Boot mit Truhe]]
[[es:Barca con cofre]]
[[ja:チェスト付きのボート]]
[[ru:Лодка с сундуком]]
[[uk:Човен зі скринею]]
[[zh:运输船]]</li><li>[[Gold Nugget|Gold Nugget]]<br/>{{About|the nugget|the block that can drop nuggets|Gilded Blackstone|the ore|Gold Ore|the ingot form|Gold Ingot|the mineral block|Block of Gold}}
{{Item
| image = Gold Nugget.png
| renewable = Yes
| stackable = Yes (64)
}}
'''Gold nuggets''' are items used to make [[gold ingot]]s and other various golden items. One gold nugget is effectively worth one-ninth of a gold ingot.

== Obtaining ==

=== Mob loot ===

[[Zombified Piglin|Zombified piglin]]s, when killed, may drop 0-1 gold nuggets. When killed using a weapon enchanted with [[Looting]], they may drop an additional gold nugget per level of Looting used, up to a maximum of 4.

=== Crafting ===

{{Crafting
|Gold Ingot
|Output= Gold Nugget, 9
|type= Material
}}

=== Smelting ===

{{Smelting
|Golden Sword; {Any golden tools}; {Any golden armor}; Golden Horse Armor
|Gold Nugget
|0,25
}}

=== Chest loot ===

{{LootChestItem|gold-nugget}}

=== Mining ===

[[Nether gold ore]] mined using a [[pickaxe]] drops 2-6 gold nuggets. If the pickaxe is enchanted with [[Fortune]], it has a 33.3% chance to multiply the drops by 2, Fortune II has a 25% chance to multiply the drops by 2 or 3 and Fortune III has a 20% chance each to multiply the drops by 2, 3, or 4 for a maximum possible drop of 24 golden nuggets. The average drop rate for a Fortune III pickaxe is 8.8, while the drop rate for a [[Silk Touch]] pickaxe is a single ingot, or a flat rate of 9. It is slightly more efficient to mine with a Silk Touch pickaxe. 

[[Gilded Blackstone|Gilded blackstone]] mined using a pickaxe has a 10% chance to drop 2-5 gold nuggets. If the pickaxe is enchanted with Fortune I, the chance gold nuggets drop is increased 14.29%, Fortune II increases the drop chance to 25%, and Fortune III guarantees the drop.

== Usage ==

Gold nuggets can be used to craft a [[golden carrot]] or [[glistering melon]] for brewing. Also, gold nuggets can be combined with gunpowder and dye to create a [[firework star]] that bursts in a star-shaped explosion. 

[[Piglin]]s instantly pick up any gold nuggets that are within 1 [[block]] of them. Unlike other gold-related items, they do not intentionally seek out gold nuggets to pick up and only pick them up if they walk near it. Unlike gold ingots, gold nuggets picked up are dropped upon the piglin's death. 

=== Crafting ingredient ===

{{crafting usage}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
|edition=java
|showforms=y
|generatetranslationkeys=y
|displayname=Gold Nugget
|spritetype=item
|nameid=gold_nugget
|form=item
|foot=1}}

{{edition|bedrock}}:
{{ID table
|edition=bedrock
|shownumericids=y
|showforms=y
|notshowbeitemforms=y
|generatetranslationkeys=y
|displayname=Gold Nugget
|spritetype=item
|nameid=gold_nugget
|id=425
|form=item
|foot=1}}

== History ==

{{History|Java}}
{{History||1.0.0|snap=Beta 1.9 Prerelease|[[File:Gold Nugget JE1.png|32px]] Added gold nuggets.
|Gold nuggets are [[drops|dropped]] by [[zombie pigmen]].
|Gold nuggets can be used to craft [[gold ingot]]s.
|Gold nuggets currently do not have a mouseover name.}}
{{History|||snap=Beta 1.9 Prerelease 2|Gold nuggets now have a mouseover name.}}
{{History|||snap=Beta 1.9 Prerelease 4|Gold nuggets are now used to craft [[glistering melon]]s.
|Gold nuggets can now be [[crafting|crafted]] from a single [[gold ingot]].}}
{{History||1.1|snap=release|Normal [[golden apple]]s are now crafted with gold nuggets.}}
{{History||1.3.1|snap=1.3|[[File:Gold Nugget JE2 BE1.png|32px]] The texture of gold nuggets has been changed.}}
{{History||1.4.2|snap=12w34a|Gold nuggets are now used to craft [[golden carrot]]s.}}
{{History||1.4.6|snap=12w49a|Gold nuggets can now be used to craft a [[firework star]] for a star shaped effect on a [[firework rocket|firework]].}}
{{History||1.6.1|snap=13w23a|Gold nuggets can no longer be used to [[crafting|craft]] a [[golden apple]].}}
{{History||1.9|snap=15w43a|Gold nuggets may now be found among the loot in [[igloo]] basement [[chest]]s.}}
{{History||1.11.1|snap=16w50a|Gold nuggets can now be [[smelting|smelted]] from golden [[tool]]s and [[armor]].}}
{{History||1.13|snap=17w47a|Prior to [[1.13/Flattening|''The Flattening'']], this [[item]]'s numeral ID was 371.}}
{{History|||snap=18w09a|Gold nuggets can now be found in [[underwater ruins]] loot [[chest]]s.}}
{{History|||snap=18w11a|Gold nuggets now generate in the chests of [[shipwreck]]s.}}
{{History||1.14|snap=18w43a|[[File:Gold Nugget JE3 BE2.png|32px]] The texture of gold nuggets has been changed.}}
{{History|||snap=18w48a|Gold nuggets can now be found in chests in [[plains]] [[village]] houses.}}
{{History|||snap=18w49a|Gold nuggets can now be found in chests in [[savanna]] village houses.}}
{{History||1.16|snap=20w12a|[[Nether gold ore]] now [[drops]] 2-6 gold nuggets, affected by [[Fortune]].}}
{{History|||snap=20w15a|[[Gilded blackstone]] now has 10% chance to drop 2-5 gold nuggets. Only the drop chance is affected by [[Fortune]].}}
{{History|||snap=20w16a|Gold nuggets now generate in [[bastion remnant]]s and [[ruined portal]] chests.}}
{{History|||snap=Pre-release 1|Gold nuggets can now be used to distract [[piglin]]s.}}
{{History|||snap=Pre-release 3|Gold nuggets can no longer be used to distract [[piglin]]s.}}
{{History||1.20|snap=23w12a|Gold nuggets can now be found in [[suspicious gravel]] and [[suspicious sand]] in cold and warm [[ocean ruins]] and in [[trail ruins]].}}
{{History|||snap=23w16a|Gold nuggets no longer generate in [[suspicious sand]] in [[trail ruins]].|Due to the split of the archaeological loot tables for suspicious gravel within [[trail ruins]], gold nuggets are now common loot.}}

{{History|pocket alpha}}
{{History||v0.12.1|snap=build 1|[[File:Gold Nugget JE2 BE1.png|32px]] Added gold nuggets. |Gold nuggets can be used to craft [[glistering melon]]s, [[gold ingot]]s and [[golden carrot]]s.|[[Gold ingot]]s can now be [[crafting|crafted]] into 9 gold nuggets.|[[Zombie pigmen]] now [[drops|drop]] gold nuggets upon being killed.}}
{{History|pocket}}
{{History||1.0.0|snap=alpha 0.17.0.1|Gold nuggets can now be found inside [[igloo]] basement [[chest]]s.}}
{{History||1.1.0|snap=alpha 1.1.0.0|Gold nuggets can now be [[smelting|smelted]] from golden [[tool]]s and [[armor]].}}
{{History|bedrock}}
{{History||1.2.0|snap=beta 1.2.0.2|Gold nuggets can now be used to craft [[firework star]]s.}}
{{History||1.4.0|snap=beta 1.2.14.2|Gold nuggets can now be found in some [[shipwreck]] [[chest]]s.}}
{{History|||snap=beta 1.2.20.1|Gold nuggets can now be found in [[underwater ruins]] chests.}}
{{History||1.10.0|snap=beta 1.10.0.3|The gold nugget can now be found in [[plains]] [[village]] house chests.|[[File:Gold Nugget JE3 BE2.png|32px]] The texture of gold nuggets has been changed.}}
{{History||1.11.0|snap=beta 1.11.0.1|The gold nugget can now be found in [[savanna]] village house [[chest]]s.}}
{{History||1.16.0|snap=beta 1.16.0.57|[[Nether gold ore]] now [[drops]] 2-6 gold nuggets.|[[Gilded blackstone]] now has 10% chance to drop 2-5 gold nuggets.}}
{{History||1.16.100|snap=beta 1.16.100.50|Gold nuggets can now be used as fuel for a [[furnace]].<ref>{{bug|MCPE-114216}}</ref>}}
{{History||1.18.30|snap=beta 1.18.30.26|Gold nuggets can no longer be used as fuel for a furnace.}}

{{History|Legacy Console}}
{{History||xbox=TU7|xbone=CU1|ps=1.0|wiiu=Patch 1|switch=1.0.1|[[File:Gold Nugget JE2 BE1.png|32px]] Added gold nuggets.}}
{{History||xbox=TU53|xbone=CU43|ps=1.49|wiiu=Patch 23|switch=1.0.3|Gold nuggets can now be [[smelting|smelted]] from golden [[tool]]s and [[armor]].}}
{{History||xbox=none|xbone=none|ps=1.90|wiiu=none|switch=none|[[File:Gold Nugget JE3 BE2.png|32px]] The texture of gold nuggets has been changed.}}

{{History|3DS}}
{{History||0.1.0|[[File:Gold Nugget JE2 BE1.png|32px]] Added gold nuggets.}}
{{History||1.9.19|Gold nuggets can now be [[smelting|smelted]] from golden [[tool]]s and [[armor]].}}
{{History|foot}}

== Issues ==

{{issue list}}

== See also ==

* [[Iron Nugget]]
* [[Gold]]

{{Items}}

[[cs:Zlatý nuget]]
[[de:Goldklumpen]]
[[es:Pepita de oro]]
[[fr:Pépite d'or]]
[[hu:Aranyrög]]
[[it:Pepita d'oro]]
[[ja:金塊]]
[[ko:황금 조각]]
[[nl:Goudklompje]]
[[pl:Bryłka złota]]
[[pt:Pepita de ouro]]
[[ru:Кусочек золота]]
[[uk:Золотий самородок]]
[[zh:金粒]]
[[Category:Renewable resources]]</li></ul>
beta 1.16.230.54Mason villagers can now sell 4 dripstone blocks for an emerald.
Legacy Console Edition
TU7CU1 1.0 Patch 11.0.1Farmer Librarian Priest Blacksmith Butcher Nitwit Added villagers.
Farmer Librarian Priest Blacksmith Butcher Nitwit Added baby villagers.
Villagers have the same level of AI as PC version 1.0.0, as they cannot trade, harvest crops, breed or open doors.
TU11The limit for villagers has been increased in a world.
TU12Villagers can now open and close doors.
Villagers now go inside at night and detect houses.
Villagers can now socialize with each other and passive mobs.
Villagers are now attacked by and run away from zombies.
Villagers now repopulate villages by the number of houses there are.
Baby villagers now sprint.
TU13A limit to the number of villagers spawned by breeding has been added.
Added the hearts display when villagers enter 'love mode'.
TU14 1.04 Trading with villagers has been added.
Villagers are now assigned random professions.
Villagers that are spawned from a spawn egg now have a random profession.
Villagers now make sounds from being hurt, trading and wandering.
Baby villagers can now be spawned by using Left trigger on an adult form of that mob using a spawn egg.
TU31CU19 1.22 Patch 3Villagers now have additional professions and trading schemes.
Villagers now harvest crops.
Villagers now breed only when willing (and can be made willing by giving them 3 bread, 12 carrots or 12 potatoes).
Villagers turn into witches when struck by lightning.
TU54CU44 1.52 Patch 241.0.4Added a new career for the librarian villager: "Cartographer".
1.91 Added nitwit, unemployed villagers.
Added mason villagers, which can be traded with.
Villagers have new clothing to indicate their level, profession, and biome.
Desert Villager Base Desert Armorer Desert Butcher Desert Cartographer Desert Cleric Desert Farmer Desert Fisherman Desert Fletcher Desert Leatherworker Desert Librarian Desert Mason Desert Nitwit Desert Shepherd Desert Toolsmith Desert Weaponsmith Added desert villagers, which all have unique textures for that biome. These villagers also spawn badlands biomes.
Jungle Villager Base Jungle Armorer Jungle Butcher Jungle Cartographer Jungle Cleric Jungle Farmer Jungle Fisherman Jungle Fletcher Jungle Leatherworker Jungle Librarian Jungle Mason Jungle Nitwit Jungle Shepherd Jungle Toolsmith Jungle Weaponsmith Added jungle villagers, which all have unique textures for that biome. However, jungles do not contain villages, so these villagers spawn only after the player has created a village for them.
Plains Villager Base Plains Armorer Plains Butcher Plains Cartographer Plains Cleric Plains Farmer Plains Fisherman Plains Fletcher Plains Leatherworker Plains Librarian Plains Mason Plains Nitwit Plains Shepherd Plains Toolsmith Plains Weaponsmith Added plains villagers, which all have unique textures for that biome.
Savanna Villager Base Savanna Armorer Savanna Butcher Savanna Cartographer Savanna Cleric Savanna Farmer Savanna Fisherman Savanna Fletcher Savanna Leatherworker Savanna Librarian Savanna Mason Savanna Nitwit Savanna Shepherd Savanna Toolsmith Savanna Weaponsmith Added savanna villagers, which all have unique textures for that biome.
Snowy Villager Base Snowy Armorer Snowy Butcher Snowy Cartographer Snowy Cleric Snowy Farmer Snowy Fisherman Snowy Fletcher Snowy Leatherworker Snowy Librarian Snowy Mason Snowy Nitwit Snowy Shepherd Snowy Toolsmith Snowy Weaponsmith Added snowy villagers, which all have unique textures in snowy biomes. These villagers spawn in any snowy biome, including frozen rivers, frozen oceans (and their variants) and snowy beaches.
Swamp Villager Base Swamp Armorer Swamp Butcher Swamp Cartographer Swamp Cleric Swamp Farmer Swamp Fisherman Swamp Fletcher Swamp Leatherworker Swamp Librarian Swamp Mason Swamp Nitwit Swamp Shepherd Swamp Toolsmith Swamp Weaponsmith Added swamp villagers, which all have unique textures for that biome. However, swamps do not contain villages, so these villagers spawn only after the player has created a village for them.
Taiga Villager Base Taiga Armorer Taiga Butcher Taiga Cartographer Taiga Cleric Taiga Farmer Taiga Fisherman Taiga Fletcher Taiga Leatherworker Taiga Librarian Taiga Mason Taiga Nitwit Taiga Shepherd Taiga Toolsmith Taiga Weaponsmith Added taiga villagers, which all have unique textures for the biome. These villagers also spawn in giant tree taiga and windswept hills biomes.
Villagers now have a schedule. Adult and child villagers have a different schedule.
Villagers may now wander to the village outskirts.
Villagers now attempt to find a door when it rains during the day and navigate to their bed at night.
The pathfinding of villagers has been updated and improved.
Villagers now have a visual-based trading system, and now hold up the item they wish to trade.
Villagers now mingle together around gathering sites in the village.
Librarian villagers now inspect bookshelves.
Villagers can now switch professions depending on the job site blocks available in the village.
Villagers now interact with beds and corresponding job site blocks.

Issues

Issues relating to "Villager" are maintained on the bug tracker. Report issues there.

Trivia

  • The villagers were inspired by the shopkeepers in Dungeon Master 2.[7]
  • Originally, the mobs populating villages were to be pigmen.[8]
  • When a villager is in love mode, it walks slowly. However, when a villager runs indoors as the night falls, it runs faster than the player's sprinting speed.
  • The villager skins added in the Village and Pillage update were inspired by 2018 fashion shows, such as Gucci's.[9]
  • Villagers occasionally sleep in odd ways during the night inside their beds, sometimes hanging halfway off the side of the bed or even glitching into walls.
  • Although the villages in snowy taiga biomes spawn the snowy villager variant in Bedrock Edition, they use the taiga village variant.
  • In Java Edition, when the Programmer Art resource pack is enabled, all villagers wear a green hood on their heads.[10] This is because the Programmer Art nitwit texture (which is directly copied from the pre-1.14 vanilla resource pack and had the hood in the texture since its addition) is called the same as the Village & Pillage base villager texture (...\entity\villager\villager.png).
    • In Bedrock Edition, when the Classic Textures pack from Marketplace is enabled, the villagers still use their default texture instead of the old texture.[11] This is because the old textures of villager are located in ...\entity\villager, while the textures for new villagers are in ...\entity\villager2.
  • In Java Edition, baby villagers are the only mobs that do not have a disproportionately large head compared to their adult counterparts. Rather, they are smaller versions of the adult villager.
  • Giving a villager any item (with commands) causes it to hold the item as if offering it, but it cannot be traded.
  • Fisherman villagers have been intentionally textured by Jasper Boerstra to display the long-since-removed raw fish texture.[12]
  • Villagers display their held items differently than most creatures do, using the "ground" parameter instead of the usual hand parameter in model display settings.
  • Villagers (and baby villagers) on boats that have claimed a bed can still sleep when the bed is near to them resulting in them sleeping in the boat instead.‌[Bedrock Edition only]
  • Although they are usually passive to villagers, when a firework set off by a villager damages an iron golem, it can actually anger it, causing the iron golem to attack the villager.‌[Java Edition only][13]
  • Some villagers uses trades that hints at the corresponding workstation.[14]

April fools

Main article: Easter eggs § 2014
Information icon
This feature is exclusive to Java Edition. 

On April 1, 2014, Mojang announced that villagers have taken over the skin servers and content delivery networks (CDN) as an April Fools joke. This caused the player's current skin to turn into villager skins, and caused users to be unable to change their skins unless modifying the launcher .json file. Different career villager skins were used, including the then-unused nitwit villager (green robe).

Many of the sounds were also changed, supposedly by the villagers. They seem to be similar to a villager talking (with words, rather than their normal sounds). The in-game music has also been altered to include villager like noises, and also features a villager version of the "Game of Thrones" theme on the title screen. The sounds originate from the sound resource pack created by Element Animation, titled The Element Animation Villager Sound Resource Pack (T.E.A.V.S.R.P.), which is based on the villagers appearing in their fan videos. The villagers were voiced by Dan Lloyd, Director of Element Animation.

The skins and the sounds were reverted to the way they were before on April 2, 2014. However, this update cannot be activated by setting the computer's date to April 1, 2014.

Gallery

Screenshots

Artwork

In other media

References

  1. https://youtu.be/AnOeYZi4fgc&t=48m33s
  2. "@scambot Yes, thanks to @pgeuder who sent me inspirational pictures!"@jonkagstrom (Jon Kågström) on X, February 23, 2012
  3. MC-146515 — "Villagers can sleep in all dimensions" — resolved as "Works As Intended".
  4. MCPE-46034
  5. a b Jungle and swamp villagers can spawn only in their corresponding biome if a village intersects these biomes, or by using spawn eggs, breeding or curing a zombie villager, as jungle and swamp villages do not exist.
  6. "MINECON 2016 The Minecraft 1.11 Change Log" – Minecraft on YouTube, October 15, 2016
  7. http://www.reddit.com/r/Minecraft/comments/xfzdg/i_am_markus_persson_aka_notch_creator_of/c5m0p26
  8. "It's very likely the townspeople will be pigmen =)"@notch (Markus Persson) on X, April 25, 2011
  9. "Fun Fact: Most of the villager designs were inspired by 2018 fashion shows like Gucci's."@JasperBoerstra (Jasper Boerstra) on X, February 28, 2019
  10. MC-141075
  11. MCPE-119646 — resolved as "Invalid".
  12. MC-173917 — resolved as "Works As Intended".
  13. MC-195326
  14. https://www.youtube.com/watch?v=Zt-Uz8ZNUpA&list=PLWWKypCFuSctTfz0GtRlwj9VjxSRiC_Xg&index=25
  15. "This is how I perform experiments on Testificates:"@jeb_ (Jens Bergensten) on X, May 21, 2012
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