Bedrock Edition Far Lands

This article is about the phenomenon in Bedrock Edition. For the current phenomenon in *Java Edition*, see Java Edition Far Lands. For the old phenomenon in *Java Edition*, see Far Lands/Java Edition/Pre-Beta 1.8. For other distance effects, see Distance effects.

**This page describes content that exists only in outdated versions of *Bedrock Edition*.**
This feature used to be in the game but has since been removed.

The **Far Lands** were a terrain generation bug in *Bedrock Edition* that happened millions of blocks from the world origin. It essentially formed the "edge" of an "infinite" world.

## Location

The Far Lands are initiated at X/Z: 12,550,821 and −12,550,824 and go on infinitely.
In new versions are initiated at X/Z: 16,777,215 and -16,777,215

## Structure

The *Bedrock Edition* Far Lands were different from the *Java Edition* Far Lands. The content of the Far Lands in the Bedrock Edition was slightly different in biomes and structure in positive coordinates. Sand and gravel do not fall from generating in Bedrock Edition, resulting in relatively stable performance. (Bubble columns can still cause those blocks to fall, however.)
The Far Lands do not generate on flat worlds, due to the lack of a noise generator.

The exact structure depended on the platform. On Realms and Bedrock Dedicated Servers, the Far Lands generated the same as on Windows 10, Xbox One, and PlayStation 4: only the nothingness generated. On mobile devices and Nintendo Switch, the Edge Far Lands would generate, depending on the coordinates. In multiplayer, the structure would depend on the platform used by the owner of the world.
In *Minecraft Education*, what happened at the Far lands depends on the world. Sometimes it is a skygrid, and sometimes it is a plain ocean/bedrock with different biomes.
The features of the Far Lands in other Bedrock ports remain unknown.

Caves generated close to the Far Lands sometimes have an edgy "zipper" consistency, with sometimes every second block being hollowed out.

### Edge Far Lands

Despite Y level 256 being the maximum build height, the Far Lands were still cut off at Y=128, although trees still generated normally. (as the terrain generator is limited to Y=128 despite the 256 height limit). However as of beta 1.16.220.50, the Far Lands could generate above Y=128 and sometimes even to the new 320 height limit.

If fossils generate here, they usually appear in mid-air without touching any block.

Warm and lukewarm ocean biomes in the Edge Far Lands appear as a "desert-like" patch, without any water in it, while normal and cold oceans generate grass blocks. Shipwrecks and underwater ruins always generate above ground, sometimes higher than 128 on the Y-axis. Buried treasure sometimes generates without touching any block.

Normally, you and any mobs that spawn fall through the blocks you touch and suffocate before hitting the void. If you are in creative, you will only be able to move up and down unless you use elytra and fireworks to move around which makes it extremely hard to go to a specific area.

When trying to place blocks it might not work in certain areas.

When you go to the nether (that is if you managed to build the portal correctly) there will be far lands as well and the only mobs you will find there are endermen teleporting to survive the suffocation, magma cubes because they are large enough so they won’t fall through the blocks, and ghasts as they can fly.

There are many distinct terrain types of Edge Far Lands, listed in the table below:

Key
 N
 G
 B
 C
 D

### Repetitiveness

Usually, the Far Lands' appearance never seems to repeat. However, they start to become extremely repetitive and stretched horizontally, a great distance from the X or Z axis, with sections 12 blocks wide being repeated. There is a sudden change of the Far Lands terrain when the number of blocks from the axis exceeds 12,550,821 divided by a power of 2. This corresponds to when sections of the Far Lands terrain appear to recur more times. The periodicity of the Far Lands starts to become apparent at 784,426 or more blocks from the axis. Nearly perfect repeating occurs starting at around 3,137,705 blocks from the axis. Beyond 6,275,412 blocks from the axis, the sections appear to be symmetric, all the way to the Corner Far Lands. The Z Far Lands tend to look more repetitive than the X Far Lands for no apparent reason. This occurs due to floating-point precision loss with the noise coordinate, resulting in every noise coordinate being a multiple of 16. 684.412 \* 3 is 2053.236, which gets rounded to 2048, a multiple of 256. Due to the fact that the noise function used to generate terrain repeats every 256 noise units, this results in repetitive terrain every 12 blocks. By the intersection of the Far Lands, all noise coordinates are multiples of 128, two noise coordinates get rounded to 128 while the third gets rounded to 256, and each repetition lasts 13 cycles (though it may appear shorter than this due to selector noise). If the terrain were allowed to lose further precision before overflowing (i.e. if the floats were half as precise, or the noise had a period of 128), the Edge Far Lands would resemble Java Edition's Corner Far Lands. This happens on every *Bedrock Edition* of the game that generates them. (i.e. mobile, Nintendo Switch)

### Nothingness

In the Far Lands with negative X coordinates, after the positive X coordinates degrade, and all the Far Lands in the Windows 10 Edition, the terrain stops generating entirely, resulting in there being nothing present aside from the ocean and the bedrock layer.

Certain structures are able to generate in this area. Several, such as desert temples, have elongated foundations when generated here. Jungle temples here do not have a foundation; they instead appear to float above the water. Fossils can generate underwater, but do not generate on the bedrock floor. Igloos generate underwater on the bedrock layer, replacing the bottom bedrock layer with stone bricks. Underwater ruins and shipwrecks always generate on the bedrock layer, and lava veins (with magma blocks, obsidian, and stone on top) still generate near the bedrock layer, often creating bubble columns. Buried treasure generates above water. Pillager outposts generate only the watchtower without any peripheral structure around it; however, although the pillagers fall into the void, new pillagers can spawn again and again (infinitely) in and around the watchtower. Village buildings generate on a floating platform of grass below them. Iron golems spawn without falling through the world, although they cannot move.

Desert wells, dungeons, abandoned mineshafts, and woodland mansions cannot generate here.

Mobs such as dolphins, cod, and salmon still spawn normally. Seagrass and kelp still generate on bedrock.

In the frozen ocean biome, the surface of the ocean still freezes, and icebergs can still generate. Polar bears can spawn without falling into the void.

### Skygrid

Note: As of 1.16.0, the skygrid generates only in the Nether and the End. In the Overworld, it generates only in Corner Far Lands, and all areas previously occupied by skygrid (Excluding Corner Far Lands) are instead occupied by nothingness. If the world was created before 1.16.0, the skygrid continues to generate in the Overworld, including new chunks.
In the Corner Far Lands, Far Lands with negative Z, and past the normal positive Z Far Lands, a 3D grid pattern of grass blocks appears instead of the ordinary stack/loop. Tall grass and trees generate on these blocks. This results in a perfect three-dimensional array of grass blocks levitating high above the ocean. The name is a bit misleading, since the array of blocks extends not only up to Y=128, but also down to bedrock level. Structures generated here follow similar rules to that of the Nothingness with some differences:

* Tall ice spikes can generate from sea level, reaching Y=128.
* Igloos generate on Y=64, instead of the bedrock layer underwater.
* Prior to Village and Pillage, villages generated here at high altitudes between 64 and 128 have tall foundations extending from the bedrock layer.
	+ After Village and Pillage, villages generated in the skygrid generate at sea level, just like in nothingness.
* Unlike in nothingness, woodland mansions can generate in the skygrid.

* The Far Lands in negative X coordinates, being completely ocean.
* The previous screenshot from the opposite angle.
* A positive side of the Far Lands being cut off as it reaches the blank negative Far Lands. No skygrid generates here.
* A view inside of the Corner Far Lands.
* The negative Z Far Lands being cut off by the negative X Far Lands.
* The Far Lands in negative Z coordinates.
* The negative Z skygrid is not cut off by the positive X Far Lands.
* A view of the Far Lands intersection on the Bedrock Edition on a tablet.
* Those exact same Far Lands on the same seed *not* generating on the Windows 10 edition.
* The outlines of the underground part of the Far Lands.
* A village in the Far Lands.
* A view in the large tunnels of the Far Lands.
* As can be seen with this image, parts of the Far Lands are missing. This is the start of the degrading of the Far Lands, or more specifically, the Comb Lands.
* Another example of this semi-minor degrading.
* Here, there are many more missing blocks due to this degrading.
* After getting deeper into the Far Lands, the land starts to thin out. This is around the midpoint of this degrading.
* At some point, the land stretches out to be just one block lines of land. This image around the transition to the Far Lands just being one block lines.
* A stronghold that is in the underwater part of the degrading Far Lands.
* An igloo near a village in the Far Lands.
* Ice spikes generating in the Far Lands.
* Exposed ores generating in the Far Lands.
* The Skygrid and the Far Lands bordering each other.
* The Skygrid bordering both of the Far Lands. Also, there is a "normal" corner that the Skygrid starts from.
* A Woodland Mansion generating in Nothingness.
* In the 1.16.220.50 beta, the Far Lands generate to the height limit.
* The Far Lands in 1.16.220.50.

## Effects

Main article: Bedrock Edition distance effects

**This section needs cleanup to comply with the style guide.** [discuss]
Please help improve this page. The talk page may contain suggestions.
**Reason:** should be summarized

Bedrock Edition uses 32-bit floating-point numbers (as opposed to 64-bit on Java Edition). At any given coordinates, even near the world origin, attempting to move is impossible if it is too slow. At every power of 2, the "minimum speed" doubles.

The player's hitbox corners are stored individually in memory (as opposed to the coordinates of the actual player in storage). If the player is at a power of 2, the hitbox corners may move at different speeds, changing the size of the hitbox. These size changes are usually negligible, but can potentially be significant. In extreme cases, the player's hitbox size reaches 0, making it possible to fall through the world.

* Minor jitteriness can be first experienced at X/Z: ±16,384, noticeable if the player is moving slowly.
* At X/Z: ±131,072, The jitteriness becomes noticeable when the player is sneaking. Climbing up ladders, vines, twisting vines and weeping vines while sneaking is slightly slower than normal if climbing by walking against a block. Sneaking diagonally starts to become bumpy. Lecterns and tripwire hooks start to become distorted. Levers experience small distortion if the player is viewed full.
* At X/Z: ±262,144, String tripwire become invisible. Most sunflowers start to render incorrectly. Climbing up ladders and vines while sneaking is even slower and less smooth. Sweet berry bushes and cobwebs appear slightly larger.
Sea pickles render with slightly thinner stems than normal.
* At X/Z: ±524,288, Easily visible jitteriness is experienced and the further the player travels, the world gradually starts to become glitchy and unplayable. It also becomes impossible to move forward or backward while in cobwebs past this point. Some blocks with 3D models render incorrectly, such as string, tripwire hooks, item frames, levers and lecterns. Painting can be placed multiple times on the same block. Some mobs are unable to move at these coordinates.
* Past X/Z: ±1,048,576, the jitteriness becomes considerably unbearable, making crashes frequent at this point on low-end devices. Most blocks with 3D models, including cacti, levers, torches, and bamboo render incorrectly, and become more distorted the farther out the player travels.
* Past X/Z: ±2,097,152, Certain blocks that are non-full blocks start to distort, including doors, fences, iron bars, and more. Dropped items can fall through the world at these coordinates.
* Past X/Z: ±4,194,304, it is impossible to walk normally. Ender pearls, an elytra with fireworks, horseback, speed potions, and water are the only possible ways to travel from here onward. Sometimes players can fall through world when multiple coordinates not 0.5.
* Beyond X/Z: ±8,388,608, Any entity less than 1 block high or wide, including the player, falls through blocks. Since blocks still have collision detection from the sides (unless both coordinates exceed this value) Speed 8 allows players to walk past 8,388,608, but if they teleport past 8,388,608, they always fall through the world. Flying, elytra and horseback are the only ways to navigate past this point in Survival; thus, it is impossible to reach the Far Lands on foot. The stonecutter has double blades at these coordinates.
* The Far Lands have been removed in beta 1.17.20.20, and it is currently unknown if this is a permanent change; however, certain aforementioned effects still occur at high distances from the world center.

Terrain errors initiate at X/Z ±12,550,821, like in Java Edition.

* Between X: +12,561,029 and X: +12,758,546 the Far Lands begin to take on a thinner "shredded" appearance, before fading out into either a Nothingness state.
* What generates from there to the beginning of the Stripe Lands (X/Z: ±16,777,216) is just ocean, with a floor of bedrock. The bedrock generates in a pattern identical to how it normally generates underground. Biomes still exist; swamps darken the water and cold biomes generate ice on the top layer of water. Generated structures, such as villages, witch huts, and jungle temples still generate here. The large blocks of land eventually phases out to become long thin strips[*needs in-game testing*] and eventually dotted arrays of floating blocks, resembling a 1-dimensional cross-section of the skygrid.
* At X/Z: ±16,777,216, the Stripe Lands begin to render. They are caused when the precision loss of the world causes 1 out of every 2 blocks to be considered "invalid".
* X/Z ±30,000,000 is the maximum teleportation distance; any attempt to teleport farther puts the player back at this coordinate. Players who writes certain command on this coordinates with chat or command block get an error message.
* X/Z ±31,999,872 can be reached in the Overworld via the Nether by entering a Nether portal past X/Z ±3,999,984 in the Nether.
* Beyond X/Z ±33,554,432 the "stripes" of the Stripe Lands disappear, leaving only vertical block rendering.
* Beyond X/Z: ±67,108,864, it becomes impossible to manually travel using elytra with fireworks. However, it is possible to teleport using chorus fruit.
* Generated structures like villages and ice spikes may continue to generate as far up to X/Z: ±134,217,728. However, they appear two-dimensional at this distance. In the Windows 10, Xbox One and PlayStation 4 editions, there is no limit to how far out structures can generate and they can be seen at distances of over 2 billion blocks.
* Beyond X/Z: ±134,217,728, teleportation using chorus fruit is confirmed to be impossible. The only way to move beyond this limit is by using external tools.
* At every power of two in the Stripe Lands, gaps between rendered blocks double. At X/Z ±1,073,741,824, blocks are 128 blocks apart and neighboring slices are invisible with a low render distance.

     Near X/Z: ±2,147,483,648, the game crashes, as this is the 32-bit integer limit. However, not all devices are able to reach this point. Increasing render distance on near coordinates can cause the world and game to crash.

## Dimensions

The Far Lands of the Nether and End share similar characteristics to the Overworld Far Lands, although with some differences. They generate more similarly to each other than to the Overworld Far Lands.

### The Nether

The Nether Far Lands are similar to the Overworld Far Lands, except generated with Nether terrain features, with a lava ocean at Y=31. Bastion remnants and ruined portals continue to generate. Bastions "float" on the lava, with their foundations at Y=29.

The Nether can be a great way to reach the Far Lands in the Overworld, as every block in the Nether counts as 8 blocks in the Overworld. The player must travel to 1,568,853 or higher to spawn in the Far Lands. Teleporting just a few blocks less allows the player to see the beginning of the Far Lands.

### The End

The End Far Lands are made up almost exclusively of end stone and appear a bit more squashed and stretched horizontally than the Overworld Far Lands. Micro-end islands still generate inside the Far Lands, even after the latter dissipates. Since there is no signature liquid of the End, they just generate down to a dry void; similarly, there is no bedrock floor.

The End Far Lands are cut off at y=128, although structures can still generate on top.

* The edge Far Lands
* The corner Far Lands
* A map created in the corner Far Lands

## Cause

The terrain effect is generated based on 16 octaves of Perlin noise. Each noise generator takes the floating-point inputs and uses those to interpolate between noise values at whole numbers. It does so by:

1. Casting to a 32-bit integer, where the game rounds toward zero and handles overflow by picking the closest representable value;
2. Subtracting one if the integer is greater than the original input, to always round down;
3. Subtracting that integer from the original input to get a remainder in the interval [0, 1) suitable for interpolation.

It covers an interval of [−231, 231) without causing any problems. The problem is that many of the octaves cover a scale much smaller than a block, with up to 171.103 noise units per block. Indeed, 231 ≈ 171.103×12,550,824.053. Thus, the Far Lands start 12,550,824 blocks away from the center of the Minecraft world. Once this value is exceeded, the integer is always 231−1, thus breaking the generation algorithm.

At the positive end, the remainder starts relatively small but usually much larger than 1, and grows by 171.103 per block. At the negative end, the remainder starts at −232. This value is then adjusted by ((6x−15)x+10)x3 for quintic interpolation. Even one block in at the positive end, this is already around 1011. The negative end starts all the way around −1049. For the Corner Far Lands, multiply the values of both edges. When interpolation (really extrapolation) is attempted with values as large as these, it produces similarly large output. That output completely dwarfs all other terms that would normally give the terrain its shape, instead effectively passing only the sign of this one noise function through.

There are several other factors to the cause of the Far Lands, making things slightly more complicated:

* Noise is sampled only every four blocks and linearly interpolated in between. This is why when 12,550,824 is affected by the bug, it reaches out three more blocks to 12,550,821.
* Each noise generator picks a random offset in the interval [0, 256) to add to its input. This usually moves the boundary under 12,550,824, starting the Far Lands at 12,550,821. With a few seeds, it might not, putting the start at 12,550,825. Rarely, if the boundary is just barely within 12,550,824, the first couple blocks of the Far Lands might look somewhat normal. The southern and eastern Far Lands do this independently of one another. At the negative end, the Far Lands always start at block coordinate −12,550,825, with the positive edge of those blocks at −12,550,824.
* There are actually two sets of noise generators, which are blended based on another noise generator. This is responsible for relatively smooth alternation between two sets of tunnels or plains. Occasionally, one of the noise generators starts generating the Far Lands before the other because it uses a different offset, producing an incongruous boundary.
* Use a signed 24.8 bit fixed-point coordinate system with "wrapping" instead of 32bit floating point. This would allow coordinates to range from +/-8.3M and the accuracy of positioning would not vary based on the distance from the origin. The total "surface" area of a Minecraft world would be about half that of Earth (281M sq km vs 510M). There would be no "edge", you would simply wrap around to the other side just like on a real planet.

### Why do the Far Lands break down?

The Far Lands break down due to the limitations of 32-bit floating point numbers. Due to the interpolator returning really large values, the values eventually exceed 3.4\*10^38, the largest value possible for a 32 bit float, causing parts of the terrain to stop as the equations that govern terrain generation return NaN. This is also why the negative Far Lands don't generate, as the remainder there is already greater than 2^32, which results in a value of way larger than 3.4\*10^38.

The weights for each corner value are based on the interpolator outputs on each axis multiplied together. Thus, in the Corner Far Lands, when both sets of values overflow, the extremely large values given by the interpolator formula are multiplied together, which exceeds the 32-bit float limit in about 30 blocks, hence the "normal" corner leading into the skygrid.

In certain cases, one block out of every 4 on each axis is still properly generated, resulting in the skygrid.

The breakdown of the Corner Far Lands can be seen on Java Edition using a customized world preset. However, given the Edge Far Lands are so thin, the breakdown of the Edge Far Lands can't be seen.

## History

```
{{Extension DPL}}<ul><li>[[Shulker Shell|Shulker Shell]]<br/>{{Item
}}

'''Shulker shells''' are [[item]]s dropped by [[shulker]]s that are used solely to craft [[shulker box]]es.

== Obtaining ==
=== Mob loot ===
{{IN|bedrock}}, [[shulker]]s drop 0-1 shulker shells. The maximum can be increased by 1 per level of [[Looting]], which is 0-4 shells with Looting III.

{{IN|java}}, shulkers have a 50% chance of dropping a shulker shell when killed. This is increased by 6.25% per level of [[Looting]], for a maximum of 68.75% with Looting III.

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

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table

{{edition|bedrock}}:
{{ID table

== History ==
{{History|java}}

{{History|pocket}}
{{History|bedrock}}

{{History|console}}

{{History|new 3ds}}
{{History|foot}}

== Issues ==
{{Issue list}}

{{Items}}

[[de:Shulkerschale]]
[[es:Caparazón de shulker]]
[[fr:Carapace de Shulker]]
[[it:Guscio di shulker]]
[[ja:シュルカーの殻]]
[[ko:셜커 껍데기]]
[[nl:Shulkerschelp]]
[[pl:Skorupa Shulkera]]
[[pt:Casco de shulker]]
[[ru:Панцирь шалкера]]
[[th:เปลือกชัลเกอร์]]
[[zh:潜影壳]]</li><li>[[:Category:Minecraft Dungeons items|Category:Minecraft Dungeons items]]<br/>All items that are in ''[[Minecraft Dungeons]]''.
{{Minecraft Dungeons items}}
[[Category:Minecraft Dungeons]]
[[Category:Items]]
[[ja:カテゴリ:アイテム (Minecraft Dungeons)]]
[[pl:Kategoria:Przedmioty w Minecraft Dungeons]]
[[pt:Categoria:Itens do Minecraft Dungeons]]</li></ul>
```
```
{{Extension DPL}}<ul><li>[[Leggings|Leggings]]<br/>{{Update|Include information about armor trims and updated netherite upgrade information.}}
{{Item
Leather Pants.png | Leather
Chainmail Leggings.png | Chainmail
Iron Leggings.png | Iron
Diamond Leggings.png | Diamond
Golden Leggings.png | Golden
Netherite Leggings.png | Netherite
</gallery>
* Leather: 75
* Chainmail: 225
* Iron: 225
* Golden: 105
* Diamond: 495
* Netherite: 555
* '''Netherite''': No
* '''All others''': Yes
}}
'''Leggings''' are a type of [[armor]] that covers the lower body of the player. There are six types of leggings: '''leather pants'''<ref group=fn>Known as '''leather trousers''' in British English variant.{{only|java}}</ref>, '''chainmail leggings''', '''iron leggings''', '''diamond leggings''', '''gold leggings''', and '''netherite leggings'''.

== Obtaining ==

=== Crafting ===

{{crafting
}}
{{crafting
}}

=== Upgrading ===
{{Smithing
}}

=== Repairing ===
==== Grinding ====
{{Grinding
}}

==== [[Anvil mechanics#Unit repair|Unit repair]] ====
Leggings may be repaired on an [[anvil]] by combining them with their corresponding crafting material (leather, gold ingots, iron ingots, diamonds, or netherite ingots), with each repair material restoring 25% of the leggings' maximum durability, rounded down. Any enchantments are retained. Chainmail leggings may be repaired in this way with iron ingots. Leggings may also be repaired by crafting them together with another pair of leggings of the same material, although enchantments are lost.

=== Mob loot ===

If a [[zombie]], [[piglin]], [[zombie pigman]] or [[skeleton]] is wearing armor, there is an 8.5% chance (9.5% with Looting I, 10.5% with Looting II and 11.5% with Looting III) for the mob to drop leggings upon death. The leggings are usually badly damaged and may be enchanted.

[[Vindicator]]s and [[pillager]]s spawn in [[raid]]s have a chance to drop iron leggings, which are usually badly damaged, and may be enchanted.

=== Chest loot ===
{{IN|BE}}, a sealed room in [[woodland mansion]]s can appear that has a chest sometimes containing an [[Efficiency]] I leather pants.<ref>{{bug|MCPE-109048}}</ref>
{{LootChestItem|leather-pants,random-enchanted-leather-pants,chainmail-leggings,iron-leggings,level-enchanted-iron-leggings,golden-leggings,random-enchanted-golden-leggings,diamond-leggings,damaged-diamond-leggings,level-enchanted-diamond-leggings,damaged-random-enchanted-diamond-leggings,damaged-random-enchanted-diamond-leggings-2}}

=== Trading ===
{{IN|java}}, novice-level armorer villagers have a 40% chance to sell iron leggings for 7 emeralds. Apprentice-level armorer villagers have a 50% chance to sell chainmail leggings for 3 emeralds. Expert-level armorer villagers always sell enchanted diamond leggings for 18-35 emeralds. Novice-level leatherworker villagers have a {{frac|2|3}} chance to sell randomly dyed<ref group="note">The leather armor has a random color created by two dyes (possibly the same dye twice).</ref> leather pants for 3 emeralds.

Armorer villagers may give the players with the [[Hero of the Village]] effect chainmail leggings. {{only|java}}

{{IN|bedrock}}, novice-level armorer villagers have a 25% chance of selling iron leggings for 7 emeralds. Apprentice-level armorers have a {{frac|1|3}} chance to sell chainmail leggings for 3 emeralds. Expert-level armorers have a 50% chance to sell enchanted diamond leggings for 14 emeralds. Novice-level leatherworker villagers have 50% chance to sell leather pants for 3 emeralds.

{{notelist|columns=1}}

== Usage ==

Leggings can be placed in the 3rd armor slot of a player's [[inventory]] for activation.

=== Defense points ===

Defense points are each signified by half of a shirt of mail in the armor bar above the health bar. Each defense point reduces any damage dealt to the player that is absorbed by armor by 4%, increasing additively with the number of defense points. Different materials and combinations of armor provide different levels of defense.

The following table shows the number of defense points added by leggings.

{| class="wikitable" data-description="Defense points"
!scope="col" | Material
!scope="col" | Defense points
!scope="row" | Leather
!scope="row" | Golden
!scope="row" | Chain
!scope="row" | Iron
!scope="row" | Diamond
!scope="row" | Netherite

=== Knockback resistance ===
Netherite leggings provide 10% knockback resistance.

=== Durability ===

The following table shows the amount of damage each piece of armor can absorb before being destroyed.

Any "hit" from a damage source that can be blocked by armor removes one point of durability from each piece of armor worn for every {{hp|4}} of incoming damage (rounded down, but never below 1). Damage taken but not protected by that armor (such as [[Damage#Fall damage|falling]] or [[Damage#Drowning|drowning]]) does not damage the armor, even if it is enchanted to protect against that type of damage. The following chart displays how many hits leggings can endure.

Netherite armor is not damaged by [[lava]] or [[fire]] when worn.

{| class="wikitable" data-description="Durability"
! Material
!Durability
!scope="row" | Leather
!scope="row" | Golden
!scope="row" | Chain/Iron
!scope="row" | Diamond
!scope="row" | Netherite

=== Enchantments ===

Leggings can receive the following [[enchantment]]s:
{| class="wikitable"
! Enchantment !! Max Level  !! Notes
{{notelist}}

=== Smelting usage ===

=== Piglins ===
{{EntityLink|Piglin|Piglins}} are attracted to ''golden'' leggings and pick them up, examining them for 6 to 8 seconds. Piglins can wear other leggings but are not attracted to them. They prefer stronger leggings over weaker leggings, with one exception: They always prefer golden leggings over all other leggings, throwing out stronger leggings in favor of gold leggings. Enchanted leggings are preferred over unenchanted leggings.

== Sounds ==
{{el|je}}:
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table

{{el|be}}:
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table

{{edition|bedrock}}:
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table

=== Item data ===
When leather pants are dyed, it has the following NBT:
<div class="treeview">
* {{nbt|compound|tag}}: Parent tag.
** {{nbt|compound|display}}: Display properties.
*** {{nbt|int|color}}: The color of the leather armor. The tooltip displays "Dyed" if advanced tooltips are disabled, otherwise it displays the hexadecimal color value. 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>For positive values larger than 0x00FFFFFF, the top byte is ignored. All negative values produce white.</ref>
</div>

== Achievements ==
{{load achievements|Iron Man;Tie Dye Outfit;Cover me in debris;Oooh, shiny!}}

== Advancements ==
{{load advancements|Suit Up;Cover me With Diamonds;Oh Shiny;Cover Me in Debris}}

== History ==
{{Cleanup|Split history into just leggings history}}
{{Needs render|type=old|Add of armor models from February 12, 2010 ("Added armor models" / "Armor models are displayed on the player in the inventory").}}
{{History|java indev}}
{{History|java alpha}}
{{History|java}}
*Iron
*Copper
*Gold
*Lapis
*Emerald
*Diamond
*Netherite
*Redstone
*Amethyst
*Quartz
Those previous patterns were left with different names: dune was renamed sentry and sentry was renamed shaper.}}

{{History|pocket alpha}}
{{History||?|Leggings no longer turn red when [[mob]]s and [[player]]s are hurt.}}
{{History||v0.15.10|[[Cape]]s no longer clip through armor.}}
{{History|pocket}}
{{History|bedrock}}

{{History|console}}
{{History|PS4}}

{{History|new 3ds}}
{{History|foot}}

== Issues ==

{{issue list}}

== Gallery ==
=== Enchanted Leggings ===
<gallery>
File:Enchanted Leather Pants (item).gif
File:Enchanted Chainmail Leggings (item).gif
File:Enchanted Iron Leggings (item).gif
File:Enchanted Golden Leggings (item).gif
File:Enchanted Diamond Leggings (item).gif
File:Enchanted Netherite Leggings (item).gif
</gallery>
<gallery>
File:Enchanted Leather Leggings.gif
File:Enchanted Chainmail Leggings.gif
File:Enchanted Iron Leggings.gif
File:Enchanted Golden Leggings.gif
File:Enchanted Diamond Leggings.gif
File:Enchanted Netherite Leggings.gif
</gallery>

== Notes ==
{{fnlist}}

== References ==
{{reflist}}

== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory-leggings Taking Inventory:Leggings] – Minecraft.net on February 15, 2019

{{Items}}

[[Category:Armor]]

[[fr:Armure#Jambières]]
[[ja:レギンス]]
[[ko:각반]]
[[pl:Nogawice]]
[[pt:Calças]]
[[zh:护腿]]</li><li>[[Smithing Template|Smithing Template]]<br/>{{for|the block|Smithing Table}}
{{Item
Netherite Upgrade Smithing Template.png | Netherite Upgrade
Sentry Armor Trim Smithing Template.png | Armor Trim
</gallery>
}}

The sixteen '''armor trim smithing templates''' are found in a variety of [[Generated structures|structures]], and are used to apply various decorative trims (dependent on the variant) to armor using certain minerals for different colors.

'''Netherite upgrade smithing templates''' are required to upgrade diamond equipment with a [[Netherite Ingot|netherite ingot]]. They are only found in [[Bastion Remnant|bastion remnants]], but are guaranteed only in [[:en:Bastion_Remnant#Treasure_room|treasure rooms]].

== Obtaining ==
Smithing templates can be found in various [[Generated structures|structures]] and can be duplicated by using seven diamonds and a block based on what the template is.

=== Crafting ===
{{Crafting
}}

{| class="article-table"
! Item !! Material

=== Mob loot ===
[[Elder guardian]]s have a 20% chance to drop 1 tide armor trim upon death. [[Looting]] doesn't affect this percentage, and the elder guardian doesn't need to be killed by a player in order for the trim to drop and can be duplicated with [[prismarine]].

=== Chest loot ===
{{#invoke:LootChest|base3|netherite-upgrade-smithing-template,sentry-armor-trim-smithing-template,vex-armor-trim-smithing-template,wild-armor-trim-smithing-template,coast-armor-trim-smithing-template,dune-armor-trim-smithing-template,ward-armor-trim-smithing-template,silence-armor-trim-smithing-template,snout-armor-trim-smithing-template,rib-armor-trim-smithing-template,eye-armor-trim-smithing-template,spire-armor-trim-smithing-template}}
Note: In Woodland Mansions, only chests with random loot have the chance to contain the Vex Smithing Template, chests in the "Allium room", "Sapling farm", "Tree-chopping room" and "Fake End portal room" always generate with the same, room specific, loot.

=== Suspicious block loot ===
Items can only be extracted from [[Suspicious Block|suspicious blocks]] using a [[brush]].{{#invoke:LootChest|base3|wayfinder-armor-trim-smithing-template,raiser-armor-trim-smithing-template,shaper-armor-trim-smithing-template,host-armor-trim-smithing-template}}

== Usage ==
=== Crafting ingredient ===
{{Crafting
}}

=== Smithing ingredient ===
Smithing templates are used at a [[smithing table]]. Netherite upgrade smithing templates are used to upgrade diamond gear into netherite gear by using a netherite upgrade, a piece of diamond gear, and a [[netherite ingot]].

{{Smithing
}}

Armor trim smithing templates are used to customize an armor piece's appearance by using a smithing template, an armor piece, and an ingot or crystal ([[emerald]], [[redstone dust]], [[lapis lazuli]], [[amethyst shard]], [[nether quartz]], [[netherite ingot]], [[diamond]], [[gold ingot]], [[iron ingot]], or [[copper ingot]]). Including all dyed leather armor colors and regular armor, there are ≈3.679x10<sup>9</sup> different possible armor pieces<!--5713438 leather colors, plus the 4 other armor materials = 5713442. 5713442 * 161 (the 160 trim combos (16 trims, 10 materials) + untrimmed) = 919864162. 919864162 * 4 (helmet, chestplate, leggings, boots) = 3679456648 ≈ 3.679x10^9-->, and 7.16x10<sup>35</sup> <!--919864162 + 1 (no armor in that slot) = 919864163. 919864163^4 = 715969952015045562662444917041515536 ≈ 7.16x10^35 total possible armor combinations-->total possible armor combinations excluding enchantments and the player not wearing armor.

Most armor trims cover a small portion of the armor piece's surface with the trim material, except for the silence armor trim, which allows the trim material to cover a majority of the armor piece's surface.

All of the trims are purely decorative, and don't impact gameplay or strength(without the use of mods or plugins) of the armor they are applied to in any way. [[Piglin]]s do not pick up any gold-trimmed armor pieces, and they are not pacified by players wearing even a full set of gold-trimmed armor (unless, of course, the armor pieces in question are themselves golden), and netherite-trimmed armor pieces can still be burned by [[fire]].

{{Smithing
}}

;List of color palettes for all materials
*{{ItemSprite|emerald         }} - {{TrimPalette| emerald         }}
*{{ItemSprite|redstone dust   }} - {{TrimPalette| redstone dust   }}
*{{ItemSprite|lapis lazuli    }} - {{TrimPalette| lapis lazuli    }}
*{{ItemSprite|amethyst shard  }} - {{TrimPalette| amethyst shard  }}
*{{ItemSprite|nether quartz   }} - {{TrimPalette| nether quartz   }}
*{{ItemSprite|copper ingot    }} - {{TrimPalette| copper ingot    }}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table

{{edition|bedrock}}:
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table

== Achievements ==
{{load achievements|Smithing with style}}

== Advancements ==
{{load advancements|Crafting a New Look;Smithing with Style}}

== Video ==
{{yt|klP9SrJFDU8}}

== History ==
{{History|java}}
*Netherite upgrade chance to find increased from 3.2% to 10%.
*Coast chance to find increased from 11.1% to 16.7%.
*Dune chance to find increased from 11.1% to 14.3%.
*Eye chance to find increased from 4.7% to 10% in alter chests, and to 100% in library chests.
*Rib chance to find increased from 4.7% to 6.7%.
*Sentry chance to find increased from 20% to 25%.
*Snout chance to find increased from 4.7% to 8.3%.
*Spire chance to find increased from 4.7% to 6.7%.
*Vex chance to find increased from 4.7% to 50%.
*Ward chance to find increased from 4.7% to 5%.
*Wild chance to find increased from 20% to 33%.}}
Those previous patterns were left with different names: dune was renamed sentry and sentry was renamed shaper.}}

{{History|bedrock}}
Those previous patterns were left with different names: dune was renamed sentry and sentry was renamed shaper.}}
{{History|foot}}

== Issues ==
{{Issue list}}

== Trivia ==
** The spire armor trim resembles a [[shulker]].
** The vex armor trim resembles an [[evoker]]. As an item in the [[inventory]], it resembles the wing or the vein texture of a [[vex]].
** The wild armor trim has moss growing on 3 of its corners.
** The coast armor trim appears to have barnacles attached to it.
** The ward armor trim, as an item in the inventory, resembles the faces inside a [[warden]]'s chest.
** The silence armor trim appears to have sculk creeping onto / infecting it.
** The tide armor trim resembles [[Prismarine|prismarine bricks]].
** The snout armor trim resembles a [[piglin]]<ref name=":0" />.
** The rib armor trim resembles a [[wither skeleton]].
** The eye armor trim resembles an [[eye of ender]]. There are also two eyes on the head part of the armor trim that resemble those of an [[enderman]].
* ''Netherite upgrade smithing template'' (35 characters with "_" and 32 characters without "_") and ''sentry armor trim smithing template'' (35 characters with "_" and 31 characters without "_") are the current longest name for item ID, while ''[[polished blackstone pressure plate]]'' and ''[[cracked polished blackstone bricks]]'' have 34 characters with "_" and 31 characters without "_".
* The silence armor trim is the rarest trim, due to being found in ancient cities in the deep dark, and having only a 1.2% chance to be per chest.

== Gallery ==
=== Sprites ===
<gallery>
Netherite Upgrade Smithing Template.png|Netherite Upgrade
Sentry Armor Trim Smithing Template.png|Sentry Armor Trim
Vex Armor Trim Smithing Template.png|Vex Armor Trim
Wild Armor Trim Smithing Template.png|Wild Armor Trim
Coast Armor Trim Smithing Template.png|Coast Armor Trim
Dune Armor Trim Smithing Template.png|Dune Armor Trim
Wayfinder Armor Trim Smithing Template.png|Wayfinder Armor Trim
Raiser Armor Trim Smithing Template.png|Raiser Armor Trim
Shaper Armor Trim Smithing Template.png|Shaper Armor Trim
Host Armor Trim Smithing Template.png|Host Armor Trim
Ward Armor Trim Smithing Template.png|Ward Armor Trim
Silence Armor Trim Smithing Template.png|Silence Armor Trim
Tide Armor Trim Smithing Template.png|Tide Armor Trim
Snout Armor Trim Smithing Template.png|Snout Armor Trim
Rib Armor Trim Smithing Template.png|Rib Armor Trim
Eye Armor Trim Smithing Template.png|Eye Armor Trim
Spire Armor Trim Smithing Template.png|Spire Armor Trim
</gallery>

=== Armor trim patterns ===
<gallery>
Armor Trim Sentry (sample model).png|Sentry Armor Trim
Armor Trim Vex (sample model).png|Vex Armor Trim
Armor Trim Wild (sample model).png|Wild Armor Trim
Armor Trim Coast (sample model).png|Coast Armor Trim
Armor Trim Dune (sample model).png|Dune Armor Trim
Armor Trim Wayfinder (sample model).png|Wayfinder Armor Trim
Armor Trim Raiser (sample model).png|Raiser Armor Trim
Armor Trim Shaper (sample model).png|Shaper Armor Trim
Armor Trim Host (sample model).png|Host Armor Trim
Armor Trim Ward (sample model).png|Ward Armor Trim
Armor Trim Silence (sample model).png|Silence Armor Trim
Armor Trim Tide (sample model).png|Tide Armor Trim
Armor Trim Snout (sample model).png|Snout Armor Trim
Armor Trim Rib (sample model).png|Rib Armor Trim
Armor Trim Eye (sample model).png|Eye Armor Trim
Armor Trim Spire (sample model).png|Spire Armor Trim
</gallery>

=== Official Artwork ===
<gallery>
T&T Thumbnail.jpg|[[Sunny]] wearing amethyst armor trims.
Warden Chasing Alex with Silence Trim Pixel Art.png|A [[warden]] chasing Alex holding the silence armor trim.
Alex Trimming Armor in Smithing Table Pixel Art.png|Alex adding the silence armor trim and amethyst on iron armor.
Alex Wearing Iron Armor with Amethyst Pixel Art.jpg|Alex wearing the trimmed iron armor.
File:Live2023-01.jpeg|Noor working on trimmed iron armor.
</gallery>

=== Screenshots ===
<gallery>
Kingbdogz Armor Trim 1.jpg|Redstone trims on diamond armor.
Kingbdogz Armor Trim 2.jpg|Gold trims on netherite armor.
Too Many Trims.jpg|A large amount of armor trims.
Kingbdogz Armor Trim 3.jpg|Gold on netherite.
Kingbdogz Armor Trim 4.jpg|Diamond on diamond.
Emerald Armor.png|Emerald on gold.
Xilefian Armor Trims 1.png|[[Xilefian]] showing how armor trims work.
Xilefian Armor Trims 2.png|[[Xilefian]] showing how armor trims work.
Xilefian Armor Trims 3.png|[[Xilefian]] showing how armor trims work.
Armor Trims On Netherite Armors.png|A display of all eleven (before [[Java Edition 23w12a]]) armor trims and ten colors on netherite armors.
Armor Trim Showcase.png|A display of all eleven (before [[Java Edition 23w12a]]) armor trims, on netherite armor using emerald as the trim material.
Armor Trim Colors.png|A display of all ten armor trim colors, using the ward trim on a netherite helmet.
Silence Armor Trim on All Armors.png|A display of all ten colors of the silence armor trim on all armors.
Image 2023-06-07 154100087.png|A screenshot of every armor trim in every color(besides quartz) on leather armor.
Armor Trim Friends.jpg|Official screenshot of [[Alex]] and [[Zuri]] wearing armor trims.
LadyAgnes Armor Trims.jpg|Copper trims on netherite armor.
Trim Lineup.jpg
Fancy Delta.jpg|[[Kai]] wearing trimmed armor in a [[Basalt Delta]].
Trims & Pots.jpg
Noor Gold Armor Trim .jpeg
Noor Diamond Armor Trim.jpeg
Noor Netherite Armor Trim.jpeg
Noor Iron Armor Trim.jpeg
</gallery>

== References ==
{{Reflist}}

{{Items}}

[[Category:Bedrock Edition]]
[[Category:Non-renewable resources]]

[[de:Schmiedevorlage]]
[[es:Molde de herrería]]
[[fr:Modèle de forge]]
[[ja:鍛冶型]]
[[pl:Szablon kowalski]]
[[pt:Molde de ferraria]]
[[ru:Кузнечный шаблон]]
[[uk:Ковальський шаблон]]
[[zh:锻造模板]]</li></ul>
```
```
{{outdated feature|edition=bedrock}}
{{Item
}}

A '''copper horn''' was an [[item]] crafted from a [[goat horn]] and [[copper ingots]].

== Obtaining ==
=== Crafting ===
{{Crafting
}}

=== Natural generation ===
Copper horns were found in pillager outpost chests.

== Usage ==
Copper horns were used to play sounds. They took one second to use and had a four second cooldown. There were ten variations of copper horns, and each of them played three different sounds: when looking up, crouching, or neither of those. In total, there were thirty different sounds that could be played using copper horns. The sound a copper horn plays based on multiple conditions, which are in order as follows:
* If crouching, the bass tune was played.
* Else, if looking up (by 45 degrees), the harmony tune was played.
* Else, the melody tune was played.

== Sounds ==
Sound names in the item tooltip are created using the harmony, melody, and bass sounds in that order.

=== Harmony ===
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table

=== Melody ===
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table

=== Bass ===
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table

==Data Values==
===ID===
{{ID table

== History ==
{{h|bedrock}}
{{h|foot}}

== Trivia ==
* This is the first item in {{el|be}} to have been completely removed instead of just made unobtainable. This is likely due to the fact it never made it out of [[experimental gameplay]].
** If a world that contained this item is loaded into a newer version, the horn will disappear upon loading.

== References ==
{{reflist}}

{{Items}}
{{Removed features}}

[[Category:Renewable resources]]

[[de:Ziegenhorn]]
[[es:Cuerno de cobre]]
[[fr:Corne de chèvre]]
[[it:Corno di capra]]
[[lzh:銅號]]
[[pl:Kozi róg]]
[[pt:Chifre de cobre]]
[[ru:Козий рог]]
[[zh:铜制号角]]</li><li>[[Painting|Painting]]<br/>{{ItemEntity
}}
'''Paintings''' are decorative [[entity|entities]] that hang on walls.

== Obtaining ==
=== Crafting ===
{{Crafting
}}

Paintings can be crafted with any color of [[wool]]. The color of the wool used does not influence the picture chosen when the painting is placed.
Once placed, it displays a random painting.

=== Breaking ===
To remove a painting from a wall, the player can {{control|attack}} it, break one of its supporting blocks, cover one square of it with a block, hit it with an arrow, egg, ender pearl, snowball, or fire charge, or subject it to an explosion. The painting then drops as an item. Arrows that hit paintings disappear.

=== Trading ===
Master-level shepherd [[villager]]s sell 3 paintings for 2 [[emerald]]s.

== Usage ==
=== Placement ===
Paintings can be placed on the sides of [[solid block]]s, [[sign]]s, [[banner]]s, or [[sculk vein]]s. A small gap is visible between the painting and attachment surface. There are several different sizes of paintings (see below). When placed, a painting checks for the largest amount of space it has. It then chooses a random painting of that size. The player can add blocks around the painting to ensure it is the size wanted. When the supporting blocks are removed, the painting breaks after 20 game [[tick]]s (1 second) if no supporting blocks are replaced during that interval.

=== Properties ===
Being an entity, paintings can simultaneously exist in the same space as blocks such as water or torches. Specifically, they can share the space with any block whose collision box does not intersect its hitbox.

Players and mobs are able to walk through paintings, as long as the blocks supporting the painting allow it. Secret doorways can be created this way. [[Light]] propagates through paintings as well.

If a player is concealed behind a painting, the player's name is also concealed from other players.{{verify|Is this true in Bedrock?}}

Paintings are non-flammable.

== Canvases ==
There are 26 paintings in the game. These are mostly based on paintings by [[Kristoffer Zetterstrand]], who also created the ''Minecraft'' versions.

{| class="wikitable stikitable" style="text-align: center" data-description="Paintings"
! style="min-width:150px" |Canvas
! style="min-width:3em;max-width:4em" |Size
! style="min-width:3em" |Original
! style="min-width:3em" |Name
! style="min-width:3em;max-width:4.5em" |[[Resource location]]
! style="min-width:10em" |Description
! Java Edition version added
! [[File:Alban (texture).png|64px]]
! [[File:Aztec (texture).png|64px]]
! [[File:Aztec2 (texture).png|64px]]
! [[File:Bomb (texture).png|64px]]
! [[File:Kebab (texture).png|64px]]
! [[File:Plant (texture).png|64px]]
! [[File:Wasteland (texture).png|64px]]
! [[File:Courbet (texture).png|128px]]
! [[File:Pool (texture).png|128px]]
! [[File:Sea (texture).png|128px]]
! [[File:Creebet (texture).png|128px]]
! [[File:Sunset (texture).png|128px]]
! [[File:Graham (texture).png|64px]]
! [[File:Wanderer (texture).png|64px]]
! [[File:Bust (texture).png|128px]]
! [[File:Match (texture).png|128px]]
! [[File:Skull and Roses (texture).png|128px]]
! [[File:Stage (texture).png|128px]]
! [[File:Void (texture).png|128px]]
! [[File:Wither (painting texture).png‎|128px]]
! [[File:Fighters (texture).png|128px]]
! [[File:Donkey Kong (texture).png|128px]]
! [[File:Skeleton (painting texture).png|128px]]
! [[File:Burning Skull (texture).png‎|128px]]
(See the [[:en:Painting#Trivia|trivia]] section for more info.)
! [[File:Pigscene (texture).png|128px]]
! [[File:Pointer (texture).png|128px]]

=== Unused paintings ===

According to [[Helen Zbihlyj]],<ref>https://old.reddit.com/r/Minecraft/comments/u8hpnx/thoughts_on_the_new_paintings/i5olue6/?context=3 ([https://web.archive.org/web/20220422115723/https://old.reddit.com/r/Minecraft/comments/u8hpnx/thoughts_on_the_new_paintings/i5olue6/?context=3 archived])</ref> these paintings were originally added "as part of a Pocket Edition promo map" (no footage found) which was planned to be a part of [[Pocket Edition]] promotion at [[MINECON 2012]] [[MINECON 2013|or 2013]] and have never been used in game. The artist of these paintings remains unknown.

{| class="wikitable stikitable" style="text-align: center" data-description="Paintings"
! style="min-width:100px" |Canvas
! style="min-width:3em;max-width:4em" |Size
! style="min-width:6em" |Name
! style="min-width:10em" |[[Resource location]]
! style="min-width:10em" |Description
! style="min-width:5em;max-width:10em" |Bedrock Edition version added
! style="min-width:5em;max-width:8em" |Java Edition version added
! [[File:Earth (texture) BE2.png|128px]]
! [[File:Fire (texture) BE2.png|128px]]
! [[File:Water (texture) BE2.png|128px]]
! [[File:Wind (texture) BE2.png|128px]]

==Sounds==
{{Edition|Java}}:
{{Sound table
{{Sound table

{{Edition|Bedrock}}:
{{Sound table
{{Sound table

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table
{{ID table

{{edition|bedrock}}:
{{ID table
{{ID table

=== Entity data ===

Paintings have entity data that defines various properties of the entity.

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

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

== Video ==
<div style="text-align:center">{{yt|M3vWDirTMek}}</div>

== History ==
{{History|java indev}}
{{{!}} class{{=}}"collapsible collapsed"
! Recipe
{{!}}-
{{!}}
{{Crafting Table
}}
{{!}}}
{{History|java infdev}}
{{History||20100227-1|The [[crafting]] recipe has of paintings has been changed, so that it now uses [[stick]]s, rather than [[planks]].
{{{!}} class{{=}}"collapsible collapsed"
! Recipe
{{!}}-
{{!}}
{{Crafting Table
}}
{{!}}}
}}
{{History|java alpha}}
{{History||v1.1.1|Added five more painting canvases, for a total of 24.
{{History|java beta}}
{{History||1.2_01|Added a new painting, although it uses an untextured part of <samp>kz.png</samp> due to the painting texture not yet being implemented.}}
{{History||1.3|The texture of the new painting, has been added to the part of <samp>kz.png</samp> displayed by the new painting.}}
{{History||1.7.3|Paintings pushed by [[piston]]s now pop off.}}
{{History|java}}

{{History|pocket alpha}}
{{History|pocket}}
{{History||1.0.7|Added new painting canvas 'Wither'.}}
{{History|bedrock}}

{{History|console}}
{{History||xbox=TU11|The limit for paintings in a world has been increased.

{{History|3ds}}
{{History|foot}}

== Issues ==
{{issue list}}

== Trivia ==
* The texture on the back of a painting is the same as the wooden planks texture, but with a yellowish color similar to that of [[chests]] (but slightly darker).
**The seeds for this world are -1044887956651363087 and -6984854390176336655 (both are the same), standing at X=-249.65, Y=91, Z=-29.04.<ref>https://pastebin.com/fzAY9ES4</ref><ref>https://www.reddit.com/r/Minecraft/comments/iqg3ey/the_original_screenshot_seed_of_the_minecraft/</ref>
* The "Skull on Fire" painting's texture was added in [[Java Edition Beta 1.3|Beta 1.3]]. However, the code for paintings to randomly display the part of the [[Kz.png]] texture that was to be occupied by the Burning Skull painting was added earlier, in [[Java Edition Beta 1.2_01|Beta 1.2_01]]. As there was nothing on this part of the texture except for a purple background grid, this is what would be displayed if the painting was randomly chosen, until the Burning Skull painting texture was actually added.
* The original "Skull on Fire" painting was given to the winner of an official texture pack competition by Mojang.<ref>https://web.archive.org/web/20110110003612/http://www.webhallen.com:80/minecraft/</ref>

== Gallery ==
<gallery>
File:Notch Painting Screenshot.png|The first image of paintings released by [[Notch]].
File:Skull on Fire world.jpg|The original screenshot behind the "Skull on Fire" painting.
File:Burning Skull Render.jpg|A render of the "Skull on Fire" painting that [[Kristoffer Zetterstrand]] used as a reference image.
File:Skull on Fire IRL.jpg|The original "Skull on Fire" painting being painted.
</gallery>

=== Renders ===
<gallery>
Alban.png | Albanian
Aztec.png | de_aztec
Aztec2.png | de_aztec
Bomb.png | Target Successfully Bombed
Kebab.png | Kebab med tre pepperoni
Plant.png | Paradisträd
Wasteland.png | Wasteland
Courbet.png | Bonjour Monsieur Courbet
Creebet.png | Creebet
Pool.png | The Pool
Sea.png | Seaside
Sunset.png | sunset_dense
Graham.png | Graham
Wanderer.png | Wanderer
Bust.png | Bust
Match.png | Match
Skull and Roses.png | Skull and Roses
Stage.png | The Stage Is Set
Void.png | The void
Wither (painting).png | Wither
Fighters.png | Fighters
Donkey Kong.png | Kong
Skeleton (painting).png | Mortal Coil
Burning Skull.png | Skull On Fire
Pigscene.png | Pigscene
Pointer.png | Pointer
Earth BE2.png | Earth
Fire BE2.png | Fire
Water BE2.png | Water
Wind BE2.png | Wind
</gallery>

== See also ==
* [[Item Frame]]
* [[Bedrock Edition unused features#Paintings|Unused paintings]]
* [[Kz.png]]
* [[Kristoffer Zetterstrand]]

== References ==
{{reflist}}

== External links ==
*[https://www.minecraft.net/en-us/article/taking-inventory-painting Taking Inventory: Painting] – Minecraft.net on January 18, 2019

{{items}}
{{entities}}

[[cs:Obraz]]
[[de:Gemälde]]
[[es:Cuadro]]
[[fr:Tableau]]
[[hu:Festmény]]
[[it:Quadro]]
[[ja:絵画]]
[[ko:그림]]
[[nl:Schilderij]]
[[pl:Obraz]]
[[pt:Quadro]]
[[ru:Картина]]
[[th:ภาพวาด]]
[[uk:Картина]]
[[zh:画]]</li></ul>
```
```
{{Item
}}

A '''recovery compass''' is an item used to point to the location of the [[Player|player's]] last death.

== Obtaining ==

=== Crafting ===
{{Crafting
}}

== Usage ==
When held by a player, the recovery compass will point towards the spot where they previously died.

The recovery compass will only work when it is held by a player who has previously died and is in the same dimension as their last death. Otherwise, it will spin around randomly.

Like other items, the recovery compass itself will still drop when a player dies and the <code>keepInventory</code> [[game rule]] is not enabled.

This item is useless on Hardcore mode, as once the player dies, the player cannot respawn.

=== Enchantments ===

A recovery compass can receive the following [[enchantment]]s:
{| class="wikitable col-2-center col-3-right"
!Name
!Max Level
![[Enchanting|Method]]

== Data values ==
{{Missing information|section|data values for Bedrock Edition|type=data}}

=== ID ===
[[Java Edition|''Java Edition'']]:

==History==
{{History|java}}
{{History|bedrock}}
{{History|foot}}

==Issues==
{{issue list}}

==Gallery==
<gallery>
</gallery>

==References==
{{reflist}}

== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--recovery-compass Taking Inventory：Recovery Compass] – Minecraft.net on January 19, 2023

{{Items}}

[[Category:Tools]]
[[Category:Non-renewable resources]]

[[de:Bergungskompass]]
[[es:Brújula de recuperación]]
[[fr:Boussole de récupération]]
[[ja:リカバリーコンパス]]
[[pl:Kompas powrotny]]
[[pt:Bússola de retomada]]
[[ru:Компас восстановления]]
[[th:เข็มทิศกู้คืน]]
[[uk:Компас відновлення]]
{{Block
}}
'''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
}}

=== Smelting ===
{{Smelting
}}

=== 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
}}
{{Brewing
}}

=== 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
}}

;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.

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.

}}{{Schematic|caption =

However, the signal can never go down from slabs.

}}

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.

}}
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
{{ID table

{{edition|bedrock}}:
{{ID table
{{ID table

=== 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|java alpha}}
{{History||v1.1.0|Redstone is now used to craft [[compass]]es.}}
{{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||1.6.6|Redstone dust now checks if the block below has a solid top face or [[glowstone]], allowing it to be placed on it.}}
{{History|java}}
{{History||?|Redstone wire block particles are now correctly colored.}}

{{History|pocket alpha}}
{{History|pocket}}
{{History|bedrock}}

{{History|console}}
{{History||ps=1.95|Redstone can now be placed on [[glass]].}}

{{History|new 3ds}}
{{History|foot}}

=== Redstone wire "item" ===
{{:Technical blocks/Redstone Wire}}

== Gallery ==
=== Renders ===
; Java Edition
<gallery>
Inactive Redstone Wire (NSW).png
</gallery>
<gallery>
Active Redstone Wire (NSW).png
</gallery>

; Bedrock Edition
<gallery>
Inactive Redstone Wire (NSW) BE.png
</gallery>
<gallery>
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 ==
* 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></ul></nowiki>
```
```
{{Extension DPL}}<ul><li>[[Milk Bucket|Milk Bucket]]<br/>{{Item
}}

== Obtaining ==

=== Harvesting ===
Milk buckets can be obtained from [[cow]]s, [[mooshroom]]s, and [[goat]]s by pressing {{control|use}} while looking at them with an empty [[bucket]].

=== Mob loot ===
A milk bucket has a chance of dropping from a [[wandering trader]], if the trader is killed while holding it.{{only|java}}

== Usage ==

Holding {{control|use}} with a milk bucket starts the drinking sound and animation. {{IN|java}}, the animation is shown only in first-person camera mode.

When consumed, milk immediately removes all status [[effect]]s from the [[player]]. [[Fire]] is not a status effect; therefore, drinking milk doesn't extinguish a burning player.

The benefits of area status effects granted by [[beacon]]s and [[Conduit Power|conduit power]] are restored almost immediately in Bedrock Edition and after a few seconds in ''Java Edition''.

=== Crafting ingredient ===

{{crafting usage|Milk Bucket}}

== Sounds ==
{{el|je}}:
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table

{{el|be}}:
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table

{{edition|bedrock}}:
{{ID table

== Achievements ==
{{load achievements|The Lie}}

== Advancements ==
{{Load advancements|Husbandry}}

== Video ==

<div style="text-align:center">{{yt|eyxea_d0b3s}}</div>

== History ==

{{History|java alpha}}
{{History||v1.0.17|Milk buckets can now be emptied.}}
{{History|java beta}}
{{History||1.2|Milk has been incorporated into the [[crafting]] recipe of [[cake]].}}
{{History||1.2_01|[[Squid]] can now be milked by right-clicking on their mouth if part of their body was exposed to [[air]] or if they were not touching another [[block]]. An easy way to accomplish this is to pull a squid with a [[fishing rod]] away from other blocks and then milk it.}}
{{History||1.3_01|Squid milking has been removed.}}
{{History|java}}
{{History|upcoming java}}

{{History|pocket alpha}}
{{History|bedrock}}

{{History|console}}
{{History|Ps4}}

{{History|New 3DS}}
{{History|foot}}

== Issues ==
{{issue list}}

== See also ==
*[[Water Bucket]]
*[[Lava]]
*[[Food]]
*[[Cake]]
*[[Honey Bottle]] (alternative to remove poison effect)
*[[Medicine]]

== Notes ==
{{fnlist}}

== References ==
{{reflist}}

== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--milk-bucket Taking Inventory: Milk Bucket] – Minecraft.net on October 8, 2019

{{Items}}

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

[[cs:Mléko]]
[[de:Milcheimer]]
[[es:Cubo con leche]]
[[fr:Seau de lait]]
[[hu:Tej]]
[[it:Secchio di latte]]
[[ja:ミルク入りバケツ]]
[[ko:우유 양동이]]
[[nl:Emmer melk]]
[[pl:Wiadro mleka]]
[[pt:Balde de leite]]
[[ru:Ведро с молоком]]
[[th:ถังนม]]
[[uk:Відро молока]]
[[zh:奶桶]]</li><li>[[Boots|Boots]]<br/>{{Item
Leather Boots.png | Leather
Chainmail Boots.png | Chainmail
Iron Boots.png | Iron
Diamond Boots.png | Diamond
Golden Boots.png | Golden
Netherite Boots.png | Netherite
</gallery>
* Leather: 65
* Chainmail: 195
* Iron: 195
* Golden: 91
* Diamond: 429
* Netherite: 481
* '''Netherite''': No
* '''All others''': Yes
}}
'''Boots''' are a type of [[armor]] that covers the feet of the player. There are six types of boots: '''leather boots''', '''chainmail boots''', '''iron boots''', '''diamond boots''', '''gold boots''', and '''netherite boots'''.

== Obtaining ==

=== Crafting ===

{{crafting
}}
{{crafting
}}

=== Upgrading ===
{{Smithing
}}

=== Repairing ===
==== Grinding ====
{{Grinding
}}

==== Anvil ====
Boots can be repaired in an [[Anvil mechanics#Unit repair|anvil]] by adding units of the [[armor material]]'s repair material, with each repair material restoring 25% of the boots' maximum durability, rounded down. Chainmail boots may also be repaired in this way using iron ingots.

They can also be [[Anvil mechanics#Combining items|combined]] with other boots. When doing this, the item's enchantments are not lost, and can even be raised.

==== Crafting ====
You can craft two sets of boots together using a crafting table, but enchantments are removed.

=== Mob loot ===

If a [[zombie]], [[husk]], [[stray]], [[piglin]], or [[skeleton]] is wearing armor, there is a 8.5% chance (9.5% with Looting I, 10.5% with Looting II and 11.5% with Looting III) for the mob to drop boots upon death. The boots are usually badly damaged, and may be enchanted.
[[File:Zombie With Boots.png|alt=Zombie is shown wearing boots|thumb|Zombie is shown wearing full iron armor set, including boots.]]

{{IN|bedrock}}, [[vindicator]]s and [[pillager]]s that spawn in [[raid]]s have a chance to drop iron boots, which are usually badly damaged and have a 50% chance to be enchanted.

=== Chest loot ===

{{LootChestItem|leather-boots,random-enchanted-leather-boots,chainmail-boots,iron-boots,level-enchanted-iron-boots,golden-boots,random-enchanted-golden-boots,soul-speed-enchanted-golden-boots,diamond-boots,damaged-diamond-boots,damaged-random-enchanted-diamond-boots,damaged-random-enchanted-diamond-boots-2,level-enchanted-diamond-boots}}

=== Trading ===
{{IN|java}}, novice-level armorer [[villager]]s have 40% chance to sell iron boots for 4 [[emerald]]s. Apprentice-level armorers have a 50% chance to sell chainmail boots for an [[emerald]]. Expert-level armorers always sell enchanted<ref group="note" name="enchantment" /> diamond boots for 11–27 [[emerald]]s. Apprentice-level leatherworker [[villager]]s have {{frac|2|3}} chance to sell leather boots for 4 [[emerald]]s.

Armorer [[villager]]s may give the players with the [[Hero of the Village]] effect chainmail boots.{{only|java}}

{{IN|bedrock}}, novice-level armorer villagers have a 25% chance to sell iron boots for 4 emeralds. Apprentice-level armorers have a {{frac|1|3}} chance to sell chainmail boots for an emerald. Expert-level armorers have a 50% chance to sell enchanted<ref group="note" name="enchantment">When creating an enchantment offer, the game uses a random enchantment level from 5 – 19. The enchantments are never treasure enchantments.</ref> diamond boots for 8 emeralds. Apprentice-level leatherworker villagers have a 50% chance to sell leather boots for 4 emeralds.

{{notelist}}

=== Bartering ===
[[Piglin]]s may [[bartering|barter]] iron boots with [[Soul Speed]] when given a [[gold ingot]].

=== Fishing ===

Leather boots can be caught as a "junk" item when [[fishing]].

== Usage ==

Boots can be placed in the fourth armor slot of a player's [[inventory]] for activation.

=== Defense points ===

Defense points are each signified by half of a chestplate in the armor bar above the health bar. Each defense point reduces any damage dealt to the player that is absorbed by armor by 4%, increasing additively with the number of defense points. Different materials and combinations of armor provide different levels of defense.

The following table shows the amount of defense points added by boots.

{| class="wikitable" data-description="Boots defense points"
!scope="col" | Material
!scope="col" | Defense points
!scope="row" | Leather
!scope="row" | Golden
!scope="row" | Chainmail
!scope="row" | Iron
!scope="row" | Diamond
!scope="row" | Netherite

=== Knockback resistance ===
Netherite boots provide 10% knockback resistance.

=== Durability ===

The following table shows the amount of damage each piece of armor can absorb before being destroyed.

Any "hit" from a damage source that can be blocked by armor removes one point of durability from each piece of armor worn for every {{hp|4}} of incoming damage (rounded down, but never below 1). Damage taken that armor doesn't protect (such as [[Damage#Fall damage|falling]] or [[Damage#Drowning|drowning]]) does not damage the armor, even if it is enchanted to protect against that type of damage. The following chart displays how many hits boots can endure.

Netherite armor is not damaged by [[lava]] or [[fire]] when worn.

{| class="wikitable" data-description="Boots durability"
! Material
!Durability
!scope="row" | Leather
!scope="row" | Golden
!scope="row" | Chainmail/Iron
!scope="row" | Diamond
!scope="row" | Netherite

=== Enchantments ===
Boots can receive the following [[enchantment]]s:
{| class="wikitable"
! Enchantment !! Max Level !! Notes
{{notelist}}

=== Smelting usage ===

=== Piglins ===
{{EntityLink|Piglin|Piglins}} are attracted to ''golden'' boots and pick them up, examining them for 6 to 8 seconds. Other boots do not attract piglins but can be worn by them. They prefer stronger boots over weaker boots, with one major exception: They always prefer golden boots over all other boots, throwing out stronger boots to equip them. Enchanted boots are preferred over unenchanted boots.

=== Powder snow===

Leather boots can be used to safely cross [[powder snow]] without sinking in it. The block behaves similar to [[scaffolding]], allowing the player to sink in by pressing {{control|crouch}} and move up by pressing {{control|jump}}. The boots also prevent the wearer from taking freezing damage.

===Decoration===

These trims have no effect on the gameplay or strength of the armor.

==Sounds==
{{el|je}}:
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table

{{el|be}}:
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table
{{Sound table

==Data values==
===ID===
{{edition|java}}:
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table

{{edition|bedrock}}:
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table
{{ID table

=== Item data===
When leather boots are dyed, it has the following NBT:
<div class="treeview">
*{{nbt|compound|tag}}: Parent tag.
**{{nbt|compound|display}}: Display properties.
***{{nbt|int|color}}: The color of the leather armor. The tooltip displays "Dyed" if advanced tooltips are disabled, otherwise it displays the hexadecimal color value. 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>For positive values larger than 0x00FFFFFF, the top byte is ignored. All negative values produce white.</ref>
</div>

==Achievements==
{{load achievements|Iron Man;Tie Dye Outfit;Let It Go!;Cover me in debris;Oooh, shiny!}}

==Advancements==
{{load advancements|Suit Up;Cover me With Diamonds;Oh Shiny;Cover Me in Debris;Light as a Rabbit}}

==History==
{{History|java indev}}
{{History|java alpha}}
{{History||v1.0.8|"Wool boots" have been renamed to "leather boots", despite item names not existing at this time.
{{History|java}}
*Iron
*Copper
*Gold
*Lapis
*Emerald
*Diamond
*Netherite
*Redstone
*Amethyst
*Quartz
Those previous patterns were left with different names: dune was renamed sentry and sentry was renamed shaper.}}

{{History|pocket alpha}}
{{History|pocket}}
{{History|bedrock}}

{{History|console}}
{{History|PS4}}

{{History|new 3ds}}
{{History|foot}}

==Issues ==
{{issue list}}

==Trivia==
*Netherite boots are shorter in their item texture but are longer in their texture when being worn
*Leather armor originally used textures from one of [[Notch]]'s previous games, ''[[Legend of the Chambered]]''.
*Leather boots are the only piece of leather armor that has the same name as other armor materials.
*The netherite boots are the only type of boots to have a differently shaped item sprite when compared to the other boot types.
*Chainmail boots are the only boots that have transparent pixels in their texture currently

==Gallery==

===Enchanted Boots===
<gallery>
File:Enchanted Leather Boots (item).gif
File:Enchanted Chainmail Boots (item).gif
File:Enchanted Iron Boots (item).gif
File:Enchanted Golden Boots (item).gif
File:Enchanted Diamond Boots (item).gif
File:Enchanted Netherite Boots (item).gif
</gallery>
<gallery>
File:Enchanted Leather Boots.gif
File:Enchanted Chainmail Boots.gif
File:Enchanted Iron Boots.gif
File:Enchanted Golden Boots.gif
File:Enchanted Diamond Boots.gif
File:Enchanted Netherite Boots.gif
</gallery>

==References==
{{reflist}}

==External Links==
*[https://www.minecraft.net/en-us/article/taking-inventory--boots Taking Inventory: Boots] – Minecraft.net on November 24, 2019

{{Items}}

[[Category:Armor]]

[[ja:ブーツ]]
[[ko:부츠]]
[[pl:Buty]]
[[pt:Botas]]
[[th:รองเท้า]]
[[zh:靴子]]</li></ul>
```
```
{{Extension DPL}}<ul><li>[[Prismarine Crystals|Prismarine Crystals]]<br/>{{Item
}}

'''Prismarine crystals''' are items obtained by defeating [[guardian]]s or [[elder guardian]]s. They are used along with [[prismarine shard]]s to craft [[sea lantern]]s.

== Obtaining ==

=== Mob loot ===

[[Guardian]]s and [[elder guardian]]s have a 40% chance and {{frac|1|3}} chance, respectively, of dropping prismarine crystals upon death. The maximum drop count is increased by one per level of [[Looting]].

=== Mining ===

Prismarine crystals are dropped by [[sea lantern]]s when not using a [[Silk Touch]] tool. They drop 2–3 crystals each time, which can be increased to a maximum of 5 using the [[Fortune]] enchantment.

=== Natural generation ===

{{LootChestItem|prismarine-crystals}}

== Usage ==

=== Crafting ingredient ===

{{crafting usage}}

== Data values ==
=== ID ===
{{edition|java}}:
{{ID table

{{edition|bedrock}}:
{{ID table

== History ==

{{History|java}}

{{History|pocket alpha}}
{{History|bedrock}}

{{History|console}}

{{History|New 3DS}}
{{History|foot}}

== Issues ==

{{issue list}}

{{Items}}

[[Category:Renewable resources]]

[[de:Prismarinkristalle]]
[[es:Cristales de prismarina]]
[[fr:Cristaux de prismarine]]
[[hu:Prizmarin kristály]]
[[ja:プリズマリンクリスタル]]
[[ko:프리즈머린 수정]]
[[lzh:海磷晶]]
[[nl:Prismarienkristallen]]
[[pl:Kryształy pryzmarynu]]
[[pt:Cristais de prismarinho]]
[[ru:Призмариновый кристалл]]
[[uk:Призмаринові кристали]]
{{outdated feature|edition=java}}
{{Item
}}

'''Horse saddles''' were [[item]]s which allowed the player to ride [[horse]]s.

== Obtaining ==
=== Crafting ===
{{crafting |ignoreusage=1
}}

== Usage ==
Horse saddles worked just like regular [[saddle]]s, but for [[horse]]s instead of [[pig]]s. Taming a horse was required before putting a horse saddle on it. Unlike any other items, horse saddles could be stacked up to 32.

== Sounds ==
''None''<ref>{{ytl|2a6BQeW6is4|t=330}}; sounds for horses were not added until [[13w22a]]</ref>

== Data values ==
=== ID ===
{{ID table

== History ==
{{History|java}}
{{History|foot}}

== Issues ==
Horse saddles have been removed from the game, and as such are no longer supported.

{{Items}}
{{Removed Features}}

[[es:Montura de caballo]]
[[fr:Selle de cheval]]
[[it:Sella di cavallo]]
[[ja:ウマの鞍]]
[[ko:말 안장]]
[[pt:Sela para cavalo]]
[[zh:马鞍]]</li></ul>
```

## Issues

The world at excessive coordinates is not supported, and as such certain issues related to the Far Lands may never be fixed. This is because such issues would affect only players who intentionally teleport to high coordinates, and exist as a limitation of the game engine itself.

## Trivia

* The Far Lands make an appearance in Minecraft: Story Mode, where it is the location of The Maze and Ivor's Cottage.
* The title for Steve's Classic Mode route in Super Smash Bros. Ultimate references the Far Lands.

## Gallery

* A view of the Far Lands while a player is facing them.
* Edge of the Far Lands.
* Mesa section of the Far Lands.
* Swamp section of the Far Lands, with symmetric structure.
* The Edge Far Lands near the Corner Far Lands, with symmetric structure.
* The Far Lands intersection in a desert biome. The cacti render as full blocks with gaps.
* A desert temple generated in midair close to the start of the Skygrid.
* Skygrid with negative Z Far Lands.
* A cave in the Edge Far Lands. Caves and ravines also generate this way in the Skygrid and Nothingness regions.
* An igloo generated in the Skygrid. As a result, the entire igloo, including the basement, is floating in mid-air.
* A fallen tree in the Skygrid. Only the base generated.
* An eroded badlands in the "Nothingness" Far Lands, the only biome with relatively normal terrain generation.
* A village near X=12551000. Partial blocks, such as fences and crops, render incorrectly here.
* The Far Lands in version 1.17.10, using the Caves and Cliffs experimental setting.
* Like in Java Edition Beta 1.8, the Far Lands were removed in beta 1.17.20.20, however the rendering and movement issues still persist.
* Edge Far Lands in beta 1.17.0.50, one of the last versions they appear in.
* The corner far lands.

### In other media

#### Minecraft: Story Mode

* Soren looking at the Far Lands.
* The entrance to The Maze and Ivor's Cottage in the Far Lands.

## References

1. ↑ https://web.archive.org/web/20110322154638/http://notch.tumblr.com/post/3746989361/terrain-generation-part-1
2. ↑  "I found the edge Far Lands in mcpe!" – u/Wolfyminecraft on Reddit, June 12, 2014
3. ↑ MCPE-39299 — "Fall through world at x:65536 z:65535" — resolved as "Won't Fix".
4. ↑ a b  "MCPE uses single precision (faster and more mobile-friendly), so, sadly, you notice the first jittering around 700k and it's well unplayable around 900k." – u/mojang\_tommo on Reddit, May 5, 2014
5. ↑ https://youtu.be/PHG49ZcoEkc&t=1h16m7s
6. ↑ MCPE-19828 — "Blocks after x/z +-4194304 are non-solid" — resolved as "Works As Intended".