Mechanics

Mechanics represent various aspects of the complex behavior of the Minecraft world.
== Basic mechanics ==
Basic mechanics consist of vital mechanics used commonly by players:
=== Movement ===
* : Players can switch to a prone (face-down) 0.6-block-high position to fit into 1-block-high spaces.
* : In Creative and Spectator modes, players can fly through a world.
* : Players wearing an elytra can glide through the world, optionally using firework rockets to gain speed and/or height.
* : Players jump onto blocks above their current foot level.
* : Players (and a few mobs) adopt a special 0.2-block-high position (prone, face-up) when sleeping.
* : Players and many other mobs adopt a sitting position when riding an entity (boat, minecart) or mob.
* : Players can sneak to hide their names from other players, reduce their hitbox to fit into smaller places, and reduce the range that mobs can detect them at.
* : Players can shift from "walking" to a faster "running" pace at the expense of hunger.
* : Players can travel on or under water without falling to the bottom, and can travel faster if swimming is combined with sprinting.
* : Players can travel any direction on a level surface.
=== Combat and Mining ===
* : Players can block attacks using shields.
* : Players can break most blocks, sometimes requiring or benefiting from particular tools.
** Instant mining: Players can break certain blocks instantly, sometimes requiring particular tools, enchantments or effects to do so.
* : Entities (including player) can receive damage from the environment or other entities, potentially dying or being destroyed if they receive too much.
** Attack cooldown: After attacking, players need to wait some time to deal full damage with their next attack.
** Critical hits: Players can deal more damage by attacking while falling.
* : Entities and mobs to drop particular items or blocks (including items carried in their inventory) when they die or are destroyed.
* : Players can wield 2 items, one in each hand. This includes shield use.
* : Some mobs will shift their attack to another player or mob when attacked, even if they were already engaged with another target.
=== Player status ===
* s: An optional progression tree that gradually fills as the player progresses in the game.
** s: A system similar to advancements.
* : Players collect experience points from various sources, and can use them to enchant or repair items.
* Game modes: Different ways to play and to interact with a world and its contents.
* : Players, mobs, and some other entities have a specific number of health points (shown in a GUI gauge); when these are all removed by damage, a player or mob is killed, while other entities are broken or destroyed.
* : Players, some mobs, and some other entities can recover health points via various means.
* Heads-up display: The HUD appears on screen while the player is in the game. It is superimposed on their view of the game world.
* : Players have a partly-hidden stock of "hunger" points; they can naturally heal damage (at the cost of hunger) if their hunger meter is full or nearly so, and sprinting requires a minimum hunger level.
** Food: Players replenish their hunger points by eating various food items.
* : The pop-up menu that the player uses to manage items they carry.
* : A feature that allows people to play in a language they prefer.
* s: Custom textures on the characters that players can modify at their own preferences.
** : Emotes are a part of the character creator that allows players to perform animations.
* : Various conditions (good, bad, or neutral) with limited duration, which can be inflicted on players or mobs in an assortment of ways.
* Third-person view: Allows the player to view the nearby environment from an "outside" perspective.
=== Interactions and items ===
* : Players can use gold ingots to barter with piglins.
* : Players can breed certain mobs, producing "baby" versions that grow up over time.
* : With a brewing stand, players can brew potions.
* : Players can craft a variety of objects and materials, using the GUI for their inventory or a crafting table.
** : An in-game guide for players to learn, check or apply recipes. Recipes are unlocked when certain conditions are met, often when players get specific ingredients.
* : Many tools have a limited number of uses, the degree to which they are "worn out" is displayed in the main GUI and inventory.
* : Experience can be used to enchant armor, tools and weapons, granting them improved performance and/or special abilities.
* : Players can use a fishing rod to catch fish, and other items (some quite valuable), or to pull mobs and other entities closer to the player.
* : Players can repair items in various ways through a/an anvil, grindstone, crafting table, or their own inventory.
* : A mechanic that affects visibility, mob spawning, and plant growth.
* : Minecraft classify blocks into different types, more or less indicating what the block is "made of".
* Rarity: A statistic applied to items, blocks and advancements to signify their value and ease in obtaining.
* : Players can smelt/cook items in furnaces, smokers or blast furnaces, turning raw materials into more desirable forms.
* Tiers: Refer to the different levels of tools and weapons, depending on the material. They determine block minability, durability, mining speed multiplier, damage multiplier, enchantability, and item used for repairing.
** : Refer to the material that an armor item uses.
* : Mechanic that allows non-full-cube blocks to be filled with a water source block, both occupying the same space.
** : A mechanic that allows layers of snow to occupy the same block space as certain types of vegetation.
=== World events ===
* : As time passes, the sun and moon move through the sky, and the outdoor light level changes, affecting mob spawning.
* : Occasional groups of illagers can spawn near players. Fighting them can inflict the Bad Omen status effect.
* Tutorial hints: Tabs in the top right corner of the player's screen that appear when a player starts a world in Survival mode for the first time on a device.
* : The world experiences rain, overcast, snow, and storms, with effects varying by biome.
* : If a player remains active near a village overnight, an invasion of zombies may appear.
== Complex mechanics ==
Complex mechanics represent extended world behavior that may be unfamiliar to some players. These mechanics are most useful to experienced players who need to accomplish complex tasks.
=== Block related ===
* : These mechanics allow players to repair and/or combine two items, to give an item a custom name, or to crush entities that walk beneath anvils while they are falling.
* : These mechanics allow players to use an enchanting table at their maximum potential through the usage of bookshelves.
* : These mechanics allow players to use Nether portals to efficiently and accurately travel between the Overworld and Nether dimensions.
* : The redstone mechanics allow players to build and use complex devices in-game, composed of multiple interacting blocks and entities.
** Redstone circuits: Basic types of sub-mechanisms used for event processing, logic, and interaction with the environment.
** Redstone components: Any component that makes possible to create mechanisms.
** Block update detector: A BUD switch is a redstone mechanism that uses quirks in the game in order to detect changes in nearby blocks.
** Quasi-connectivity: A property of dispensers, droppers, and pistons that allows them to be activated by anything that would activate the space above them, no matter what is actually in that space.
=== Entity and structures ===
* Attributes: A system of buffs/debuffs that are properties on mobs and players. Attributes also have modifiers that adjust the strength of their effect.
* : The average quantity of each item that can be found in a naturally-generated chest, depending on its location.
* s: A physical event, generally destructive, that can be caused by several different circumstances.
* : Refers to the creation and placement of players and mobs in the Minecraft world.
* : The means through which a collection of NPC characters interact with each other and the player.
** : Players can use emeralds to buy items from villagers, or sell them items in exchange for emeralds.
** : If a player approaches a village while having the Bad Omen effect, they can summon a multi-wave invasion against the village.
=== World related ===
* : A measurement of the absolute height of things in a Minecraft world.
* s: Different regions of a world with distinct topographic and environmental features, as well as flora and fauna.
* s: 16-by-16-block-wide areas that Minecraft uses to manage a world.
* : A measurement of the absolute, 3-dimensional location of things in a Minecraft world.
* World seed: A string of characters or numbers, based upon which an entire Minecraft world is created.
* : Determines whether the world generates by default, or in particular ways.
=== Non specific ===
* Difficulty: An option that has a direct impact on the ease of gameplay, allowing the game's challenges to be tailored to the player's skill level.
* : Refers to the possibility of an item or block to be obtained multiple times on Survival or Adventure modes.
* : A complex gameplay mechanic utilized through commands. Scoreboards are used to track, set, and list the scores of entities in a myriad of different ways.
* Tint: Tints are applied to several blocks, items and particles in order to modify the color their textures use.
== Unintended mechanics ==
Mechanics that are not intended to exist. These can cease to exist on any update as Mojang fixes bugs and glitches.
=== Blocks and items ===
* Duplication: A process to clone blocks and items with the usage of glitches. 
* Instant repeaters: Refreshing a redstone signal with absolutely no delay. It involves uses of BUD-powered pistons.
* : Also known as the Z-X rule, is an unintentional mechanic wherein various effects occur based on the cardinal directions, specifically in a south-east variant.
* Survival bedrock breaking: Bedrock blocks are intended to be indestructible on Survival, but the usage of glitches can break them.
* Zero-ticking: Making a redstone signal turn on and off in the same tick, go over how this could be used, particularly with its uses on pistons.
=== Entities ===
* End Crystal invulnerability: A glitch that makes possible to get indestructible end crystals.
* X-ray glitches: X-ray glitches allow the player to see certain features that are normally hidden behind blocks.
es:Mecánicas