Bedrock Edition distance effects

**This article needs cleanup to comply with the style guide.** [discuss]
Please help improve this page. The talk page may contain suggestions.
**Reason:** Organize this page more like Java Edition distance effects - should allow a lot more in-depth analysis of each effect

**This feature is exclusive to  *Bedrock Edition*.**

See also: Java Edition distance effects

As the player travels far from the world origin in Bedrock Edition, the world starts to behave abnormally. This is mostly caused by precision loss of the 32-bit floating point numbers used for location.

Note: Effects marked with an asterisk (\*) are well-known effects. Effects shaded in blue are effects affected at the coordinates other than powers of two. Effects shaded in gray are effects affected beyond the 32-bit integer limit.

## General effects

Some effects can occur at any distance but gradually worsen as coordinates increase. Bedrock Edition uses 32-bit floating points for many of its calculations, such as the player's position, as opposed to Java Edition, which uses 64-bit floating points. A 32-bit floating point uses 23 of these bits for precision (the other 9 are used for the sign and the order of magnitude). Thus, there are 223 (8,388,608) possible positions for any given order of magnitude. For example, there are 8,388,608 possible positions between 1 and 2, each 1⁄8,388,608 apart, but there are also 8,388,608 possible positions between 8,388,608 and 16,777,216, each a full block apart. In general, between 2n and 2n+1, the valid positions are 2n-23 apart. At higher coordinates, the valid positions are farther apart, so position is less precise. This principle has several implications.

### Block rendering errors

Various blocks are rendered as partial blocks, and the game uses 32-bit floating points to calculate the corners. At high coordinates, these coordinates become offset, causing the block to render incorrectly. Blocks with more detailed models usually become glitched at lower coordinates (a few blocks start to render incorrectly at a relatively low 131,072 blocks), while full blocks continue to render correctly past 8,388,608 blocks, farther out than most partial blocks.

### Slow movement becomes impossible

For an entity to move, it advances a certain distance each tick. At slow speeds or high coordinates, the increase in distance per tick is so little that when rounding to the nearest valid position, the entity is placed at its original position, so it essentially does not move at all. More specificially, between 2n and 2n+1, an entity's speed is rounded to the nearest multiple of 20\*2n-23, so it must move at least 10\*2n-23 to actually be considered moving.

There are several ways to slow the player’s movement, such as sneaking, status effects, using an item (e.g. drawing back a bow), or certain blocks (such as cobwebs). In addition, moving diagonally decreases the player’s speed on any given axis. This effect can be amplified by moving almost (but not exactly) along an axis, and by walking into an object, one can do this without changing their coordinate on the other axis. Note that due to trigonometric rounding errors,[*verify*] extremely small angles do not cause the player to move as slowly as expected. The slowest form of movement without walking into objects (sneaking through cobweb over blue ice with Slowness VI while touching powder snow and drawing back a bow) becomes impossible at 256 blocks, and coincidentally, the slowest form of movement achievable by walking into an object at a slight angle also becomes impossible at 256 blocks; as a result, both methods must be used to slow the player down if one wishes to observe this effect at lower coordinates.

### Jitter

The game normally runs at 60 frames per second, so when the player moves, the game must calculate the camera position on the intermediate frames between ticks. This is normally not an issue, but if the player is moving close to the slowest possible speed, the camera position on intermediate frames becomes distorted, and the game starts to jitter.

Eventually, the slow speed and precision errors reach a point where the player only advances by 1 valid position per tick, forcing that the game to render the intermediate frames at exactly the starting or ending position. As a result, the camera moves as though the game ran at 20 frames per second instead of 60.

Since slower speeds become jittery at lower coordinates, it is impossible to say exactly where jitter "starts."

### Falling through the world

At extreme coordinates, small entity hitboxes shrink to width 0, and such entities can fall through the edges of solid blocks. For example, if an entity smaller than 1⁄4 blocks exceeds coordinate 2,097,152, its position is rounded to the nearest quarter. Since its hitbox extends less than 1⁄8 from a valid position in each direction, both sides of the hitbox are rounded to the same position, so the apparent hitbox size is 0.

In addition, it is possible to manipulate hitboxes and fall through the world at much lower coordinates. While the positions of the centers of entities are stored in NBT, the positions of the individual hitbox corners are stored in memory. If the player is crossing a power of 2, these corners may move at different speeds, if they are affected differently by floating point precision errors, thus changing the hitbox size. The hitbox size resets to 0.6 in certain situations, including:[*more information needed*]

* Exiting and reloading the world.
* Using the `/tp` command.
* Switching between walking, sneaking, crawling,‌[*upcoming*] swimming, and gliding positions.
* Teleporting using ender pearls or chorus fruit.

Again, if the player's hitbox size shrinks to 0, it becomes possible to fall through the edges of blocks and into the void (MCPE-39299). Conversely, it is possible to stretch one's hitbox to several blocks wide.

## Medium effects (X/Z ±131,072–1,048,575)

Eventually, some common forms of movement begin to glitch. In addition, blocks with detailed models begin to render incorrectly.

* 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 jittery.
* Lecterns and tripwire hooks start to become distorted, lecterns don't always become noticeably distorted at this point.
* When the player stops walking, they are bumped.
 X/Z ±262,144 (218)\*
* Climbing up ladders and vines while sneaking is even slower and less smooth.
* Moving in powder snow while sneaking becomes impossible if the player waits for too long.
* Sea pickles render with slightly thinner stems than normal.
* Tripwire string becomes invisible.
* Sweet berry bushes and cobwebs appear slightly larger.
* Sunflowers become glitched and are Z-fighting on the X-axis. They aren't glitched on the Z-axis.
* Sneaking in soul sand with a spyglass stops movement.
 X/Z ±524,288 (219)\*
* All entities are on the edges of block pixels.
* Paintings are pushed half a pixel into the block causing the painting to turn black.
* The inner part of item frames render flush along the block' which means that the inner part of item frames become 2D.
* Moving horizontally while on cobwebs becomes impossible.
* Moving in powder snow becomes entirely impossible while sneaking.
* Jitter is noticeable beyond this point.
* Most mobs are unable to jump on blocks correctly.
* Sea turtles and axolotls can no longer move on land.
* The top part of candles renders incorrectly.
* It becomes impossible to sneak outside the X/Z axis on soul sand.
* The stem of mangrove propagules render incorrectly.
* Leads start to become easily noticeably distorted.

### Examples

* Tripwire hooks appear distorted past X/Z ±131,072.
* Sunflowers glitch after X ±262,144.
* The top part of the metal hook is thin and further distorted after X/Z ±262,144.
* Inner part of item frames become 2D after X/Z ±524,288.
* Top part of candles rendering incorrectly beyond X/Z ±524,288.
* Paintings turn black beyond X/Z ±524,288.
* Paintings are pushed half a pixel into the block beyond X/Z ±524,288.
* Metal hook of tripwire hooks are thin beyond X/Z ±524,288.

## Major effects (X/Z ±1,048,576–16,777,215)

**This section is missing information about the following features and effects:**
* Leads
* Cave generation
* Raycasting, which seems to result in incorrect blocks being targeted.

Please expand the section to include this information. Further details may exist on the talk page.

Blocks are rendered based on their corners, whose coordinates are 32-bit floating point numbers. Generally, these are multiples of 1⁄16. Thus, most blocks render normally as long the floating points are precise to the nearest sixteenth. This breaks at X/Z ±1,048,576 (220), and blocks continue to render incorrectly as the coordinates go even farther out. However, there is never any vertical distortion.

In the RTX betas, the lighting is unaffected by floating-point precision errors, although block shapes themselves are incorrect.

Besides, many "normal" forms of movement become impossible.

The different types of block model deformation have changed a lot over the years, although the update specifics and hardware requirements are unknown. Previously, blocks such as flowers and grass would appear completely 2D beyond 8,388,608 blocks, whereas they appeared as almost normal X shapes in more recent versions, but appearing as 2D again as of 1.16.220. Also, sunflower heads could previously distort to become square, which also no longer happens; the flower appears detached from the plant instead.

In addition here, the terrain starts to break down following the table.

* Walls render wider than normal.
* Fences (excluding the posts) and closed fence gates render completely flat.
* Doors and open trapdoors render thinner than normal.
* Iron bars and glass panes render twice as wide than normal.
* Climbing up ladders and vines is impossible without holding the jump button, and climbing up them while sneaking is extremely slow.
* It becomes impossible to sneak outside the X/Z axis.
* Moving in powder snow becomes impossible if you wait too long, though rapidly inputting sprint allows you to escape.
* The cube inside slime blocks is slightly wider.
* The cube inside honey blocks is stretched to a full block, which results in a flickering effect.
* Cakes appear stretched to full block.
* Fire renders a bit differently.
* Sea pickles render in slightly different places without stems.
* Lanterns render wider than usual and without the top part.
* The logs in campfires render farther apart, overlapping with each other.
* In brewing stands, the base renders incorrectly and the central pole is invisible.
* The bases of anvils render incorrectly.
* The supports of grindstones render incorrectly.
* The sides of item frames render wider than the top and bottom.
* Flower pots appear slightly wider.
* The inside of beacons render incorrectly.
* The supports of bells render incorrectly.
* Horizontal end rods render flat, while vertical end rods render only with their bases.
* The shafts of lightning rods render as flat.
* Redstone renders slightly differently.
* Torches become invisible.
* Buttons placed anywhere other than the sides of blocks are distorted and pushed buttons are pushed all the way into the block.
* Pressure plates cover an entire block.
* Redstone repeaters and Redstone comparators render without torches.
* Cocoa beans in the second stage render as wide as mature cocoa beans.
* Cacti render as full blocks, with gaps at the edges.
* Bamboo renders wider than normal, flat, or invisible.
* The dragon egg appears to be blockier.
* Turtle eggs are distorted.
* The small bumps on chorus plant stems disappear.
* Medium amethyst buds are slightly smaller than normal.
* Walking is as fast as running speed.
* The stem of mangrove propagules render twice as wide as normal.
* Sniffer Eggs become stretched to full block.
* The first stage of Pitcher Pods render wider than normal.
 X/Z ±2,097,152 (221)\*
* Moving while sneaking becomes nearly impossible.
* Walking feels very bumpy.
* Dropped items fall through the edges of blocks. Dropped items that land on the edges of lava bounce off without burning; this effect continues into the Stripe Lands.
* Fence posts are invisible.
* Open fence gates are completely flat.
* Lightning rods render entirely flat.
* Doors and trapdoors render wider than normal.
* Iron bars and glass panes render completely flat.
* The supports of scaffolding are invisible.
* Cauldrons and composters have completely flat walls and whatever is inside them are stretched to fit the top.
* Flowers begin to distort.
* The bottom part of hoppers are invisible.
* Lecterns are wider more than a block.
* Nether portal blocks are completely flat.
* Flowers, sweet berry bushes, cobwebs, and tall grass are much smaller than normal.
* Hanging roots render thinner than normal.
* All four stages of amethyst buds render thinner than normal.
* The first stage of cocoa beans is flat.
* Chorus flowers render as full blocks.
* The top part of the dragon egg is invisible.
* The big bumps on chorus plant stems are bigger.
* The stem of Mangrove propagules are invisible.
 X/Z ±2,812,333
 X/Z ±4,194,304 (222)\*
* It becomes extremely difficult to traverse the world on foot from here. In order to continue navigating around the world, Players need to use ender pearls, chorus fruit, elytra with fireworks or a Riptide trident (if raining or underwater), horseback, boats, or any method that would be at least five blocks per second normally, meaning moving in normal walking speed is impossible.
* One can travel on foot past 4,194,304 by jumping one time and sprinting.
* One cannot jump normally. The Jump Boost effect does not work. Stairs and slabs or blocks less than 0.5 blocks tall are work past this point.
* Entities less than 0.5 blocks wide (such as items and silverfish) fall through the edges of blocks, but can still stand on the centers. This is likely because the hitbox corners on both sides round to the same coordinates, resulting in a "null" hitbox; however, it is not confirmed.[*verify*]
* Status effect particles snap to the center of the player, causing them to bunch around the center of the screen.
* All stages of amethyst buds are stretched to a full block.
* The stems of both big dripleaves and small dripleaves become two-dimensional.
* Eyes of ender placed inside end portal blocks are stretched to cover the entire block.
* Piston bases are stretched to full block. If retracted, the front "flickers" between the head and base textures.
* Crops, hanging roots, and seagrass render on the edges of blocks.
* The second stage of cocoa beans is flat just like the first stage.
* The third stage of cocoa beans appears stretched as a full block.
* When the player is in powder snow the screen sometimes flickers fighting trying to see if the player is inside or outside of powder snow even with leather armor on.
 X/Z ±8,388,608 (223)\*
	+ If only one coordinate exceeds this value, blocks still have collision detection from the side.
	+ The player can still be considered "under" blocks, meaning that phantoms do not spawn. Thus, it is theoretically possible to travel to and from the Stripe Lands in survival using above-average in speed horses.
* The minimum movement speed is increased to ten blocks per second, meaning that sprinting, boats (except in frozen oceans), horses (except for the faster ones mentioned above), and swimming are no longer usable sources of movement.
* To fly in creative the player must sprint or look directly along an axis, unless the player position is controlled by 64-bit doubles instead of 32-bit floats. The Speed effect does not work, due to MCPE-61425. In addition, flying at this coordinate is bumpy, even when the player is sprinting and looking directly along an axis.
* Most blocks that normally render as partial blocks are either stretched to become full blocks, or squished to become 2-dimensional. The exception is a few blocks that render normally no matter how far out the player travels, such as chests and bells.
	+ If both coordinates exceed this value, partial blocks that normally render as 2D this far out become 1-dimensional and are therefore completely invisible.
* The terracotta strata in badlands biomes become noticeably distorted at this point.
* The blade of a stonecutter duplicates, with each blade appearing on the edge.
* Spore blossoms are stretched so that the player sees only half of the flower.
* Entering active end portals becomes impossible.
* Previously, cross models would render stretched out (changed from rendering 2D as of an unknown update), however as of 1.16.210 they render flat again.
* The first and second stage of cocoa beans are pushed into the block when placed horizontally and render as full blocks when placed vertically.
* Riding Minecarts on active powered rails becomes impossible.
* Chains are stretched to a full block.
* Caves generate incorrectly.
* Mangrove propagules are stretched to 2 blocks wide.

### Examples

* Fence texture renders flat
* Fence gate texture renders flat after X/Z ±2,097,152
* Cacti incorrectly render as full blocks, with gaps at the edges
* Cauldron and composter have completely flat walls
* Fence post renders invisible in a pillager outpost beyond X/Z ±2,097,152
* Tripwire hook becomes thick beyond X/Z ±1,048,576
* Tripwire hook base becomes flat beyond X/Z 2,097,152
* Terrain failing to generate beyond X/Z ±2,812,333, exposing aquifers to the surface
* An Ancient City exposed by the terrain failing.
* A Woodland Mansion and Pillager Outpost generating in the failed terrain.
* Same world, different angle.
* The "border" of the terrain failure, at 2,812,333 blocks.
* Different angle.
* Different angle.
* Terrain failing near the Stripe Lands.
* Monolith-like structures generating beyond X/Z ±2,812,333
* Stonecutters blade duplicates on the edge after X/Z ±8,388,608
* Same world, different angle.
* At exactly 2,812,333 blocks on mobile.
* At exactly 8,388,608 blocks, where flowers become 2-dimensional.
* Same location, different angle.

## Game-breaking effects (X/Z ≥±16,777,216)

**This section is missing information about notable effects beyond the 32-bit limit (X/Z ≥2,147,483,648).**
Please expand the section to include this information. Further details may exist on the talk page.

Here, the rendering fundamentally breaks down to the point where normal gameplay is completely impossible.

### Stripe Lands

The Stripe Lands are an artifact of the game's rendering and block hitbox calculation, rather than a quirk relating directly to terrain generation. The Stripe Lands start at X/Z ±16,777,216. They exist because coordinates are off by up to a full meter, causing the blocks themselves (not just their corners) to appear in the wrong places.

Past X/Z: ±33,554,432 all blocks are rendered as two-dimensional, and the gap between valid blocks doubles to 1 out of four. This gap doubles again at every power of 2 and reaches 128 blocks wide at X/Z: ±1,073,741,824. This is the widest the gaps can be since the game crashes near X/Z: ±2,147,483,648.

### Examples

* The first screenshot posted of the Stripe Lands, by Tommaso Checchi, at X/Z 32,000,000.
* A village in the corner stripe Lands.
* A jungle temple in the corner stripe Lands.
* Some fossils that have generated in the Corner Stripe Lands.
* Overhead view of the Corner Stripe Lands.
* The 25-bit boundary area in the form of 2d lands and Stripe Lands.
* At the integer X / Y: 24-bit position, The nether begins to strip and becomes a dot chunk.
* A savanna village at the Stripe Lands at X/Z 16,777,216. Any structure that generates past this limit is rendered as two-dimensional.
* The previous screenshot at the opposite angle.
* A cold biome in the corner Stripe Lands. 2 polar bears are visible. They don't fall into the void.
* After 1.17.0, when the terrain cutoff was removed.
* A village near the Stripe Lands.
* Terrain failing in the Stripe Lands.
* Terrain failing in the Corner Stripe Lands.
* The monolith-like terrain bug in the Stripe Lands.
* The monolith-like structure in the Corner Stripe Lands.
* A cave in the Stripe Lands.
* A Pillager Outpost in the Stripe Lands.
* A Sculk Sensor and a Sculk Shrieker in the Stripe Lands.
* A high shot of the Stripe Lands.

## Vertical limits

Like the X and Z axes, the game breaks at excessive Y coordinates. Since blocks cannot be placed above Y=320, block rendering glitches do not occur, but other effects do.

Many of these effects would occur at negative coordinates, but there is a barrier at Y=-104. Beyond this entities can move only vertically using the "fall through the world" glitch, or teleporting below Y=-104. Thus the barrier can be avoided by teleporting past X/Z ±8,388,608. Also, all entities, except players in creative, disappear in the void.

## History

**This section needs expansion.**
You can help by expanding it.

```
{{Item
}}

'''Leather''' is an [[item]] used to make [[item frame]]s, [[armor]] and [[book]]s.

== Obtaining ==

=== Mob loot ===

Upon death, [[cow]]s, [[mooshroom]]s, [[horse]]s, [[donkey]]s, [[mule]]s, [[llama]]s and [[trader llama]]s drop 0–2 leather, while [[hoglin]]s drop 0–1 leather. The maximum amount is increased by 1 per level of [[Looting]], for a maximum of 5 leather (4 leather from hoglins) with Looting III.

A [[fox]] sometimes spawns holding leather, which always drops upon death. Alternatively, a player can drop a [[food]] item, causing the fox to drop the leather.

=== Fishing ===

Leather can be obtained as a "junk" item from [[fishing]].

=== Crafting ===

{{Crafting
}}

=== Chest loot ===

{{LootChestItem|leather}}

=== Villager gifts ===

{{in|java}}, leatherworker [[villager]]s throw leather at players under the [[Hero of the Village]] effect.

=== Bartering ===
[[Piglin]]s may [[barter]] 2-4 leather when given a [[gold ingot]].

== Usage ==

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

=== Trading ===

=== Repairing ===

Leather is the repair item for the [[armor materials|leather armor]], and thus can be used to [[item repair|repair]] the following items in an [[anvil]]:
* {{ItemLink|Leather cap}}
* {{ItemLink|Leather tunic}}
* {{ItemLink|Leather pants}}
* {{ItemLink|Leather boots}}

== Achievements ==
{{load achievements|Cow Tipper}}

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

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

== History ==

{{History|java alpha}}
{{History||v1.0.17|[[Chicken]]s in [[Survival]] [[multiplayer]] now [[drop]] leather if killed by [[fire]], fall [[damage]] or [[cactus]].}}
{{History|java}}

{{History|pocket alpha}}
{{History||v0.6.0|Leather is now obtainable by killing [[cow]]s.
{{History|pocket}}
{{History|bedrock}}

{{History|console}}

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

== Issues ==

{{issue list}}

{{Items}}

[[Category:Renewable resources]]

[[cs:Kůže]]
[[de:Leder]]
[[es:Cuero]]
[[fr:Cuir]]
[[hu:Bőr]]
[[it:Cuoio]]
[[ja:革]]
[[ko:가죽]]
[[nl:Leer]]
[[pl:Skóra]]
[[pt:Couro]]
[[ru:Кожа]]
[[th:หนังสัตว์]]
[[uk:Шкіра]]
[[zh:皮革]]</li><li>[[Boat|Boat]]<br/>{{ItemEntity
Height: 0.5625 Blocks<br>Width: 1.375 Blocks<br>
'''{{IN|Bedrock}}:'''<br>
Height: 0.455 Blocks<br>Width: 1.4 Blocks
}}
{{for|other kinds of boats|Boat (disambiguation)}}
A '''boat''' is a drivable vehicle [[entity]] used primarily for fast transport of players and passenger mobs over bodies of water. '''Bamboo rafts''' look different, but function almost identically to other boats.

== Obtaining ==

Boats can be retrieved by repeatedly hitting them until they drop as an item.

[[Tool]]s and [[weapon]]s that deal more than {{Health|4}} damage will instantly destroy a boat in one hit.{{only|Java}}

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

== Usage ==
Boats can be used for the transportation of [[player]]s and [[mob]]s, sold for emeralds, or [[Smelting|burnt]] as fuel.

=== Crafting ===
{{Crafting usage|match=end|Boat, Bamboo Raft}}

=== Trading ===
Master-level fisherman [[villager]]s always offer to buy a boat for an [[emerald]]. The type of boat depends on the biome outfit type of the villager; [[plains]] villagers offer to buy oak boats, [[taiga]] and [[Snowy Tundra|snowy]] villagers offer to buy spruce boats, [[savanna]] villagers offer to buy acacia boats, [[desert]] and [[jungle]] villagers offer to buy jungle boats, and [[swamp]] villagers offer to buy dark oak boats.

=== Fuel ===
A boat used as fuel in a [[furnace]] lasts 60 seconds, smelting up to 6 items.

=== Transportation ===
{{see also|Transportation|Riding}}
==== Entering ====

A player enters a boat by {{control|using}} it, if the boat is not fully occupied (boats can hold two entities). Unlike [[bed]]s, there is no message above the hotbar for attempting to enter a fully occupied boat.<ref>{{bug|MC-161251}} - resolved as “Works as Intended”</ref>

==== Exiting ====
A boat can be exited by {{control|sneaking}} or, {{in|BE}}, pressing down the right analog stick on a controller, tapping the "Leave Boat" button when using touch controls, or {{control|jumping}}. When exiting a boat, the player is placed in the direction the player is facing, or, if facing directly up or down, the player is placed in front of the boat. The exiting player is placed on land if possible from the dismounting position.

==== Motion ====
Boats do not turn with mouse-look.

With touchscreen controls, two buttons for steering appear. The right button or key steers to the left, and the left button or key steers to the right. Pressing both buttons or keys moves the boat forward.

{{IN|Java}}, boats can be ridden against a current, but cannot be ridden upstream to a higher elevation. A boat lift, usually made from tripwire, pistons, and optionally a slime block, can be used to move a boat up. Bubble columns created with soul sand can also be used to push boats upward. These mechanisms can also be used {{in|bedrock}} but are usually unnecessary because boats can be ridden upward in descending water, as well as [[Tutorials/Water-powered boat transportation|follow upward stair-step currents]].

== Behavior ==
=== Speed ===
{| class="wikitable"
!Substance
!Speed

=== Floatation ===

When a boat moves over a bubble column, it begins to shake. If the bubbles are caused by a [[Magma Block|magma block]], all passengers are expelled and the boat sinks.

{{IN|java}}, a sunken boat cannot be re-floated until a bubble column pushes it up or it is broken by the player. {{IN|bedrock}}, a boat resumes floating when it emerges from the currents keeping it down, or when the bubble column is blocked or removed.

[[Dolphin]]s chase players riding a boat in motion, occasionally bumping the boat, causing it to shake briefly.

=== Destruction ===

Boats can be destroyed by explosions, fire and lava (but not magma blocks), cactus, and by being punched by mobs, such as [[Drowned]]. Boats made invulnerable with commands cannot be broken by any of these, but they still cannot be used to travel on lava because they sink.

When a boat is destroyed under normal conditions, it drops itself in item form. In certain conditions, such as when falling for exactly 12, 13, 49, 51, 111, 114, 198, 202, 310, or 315 blocks,<ref name="MC-119369">{{bug|MC-119369}}</ref> it drops two [[stick]]s and three [[planks]] upon being destroyed.

=== Passengers ===
[[File:Multiple mobs in 2 boats.png|alt=|thumb|Multiple mobs in 2 types of boats.]]

A player cannot both move (row) and use items at the same time. It is still possible to initialize item use (e.g. start eating) and row the boat while the item is still in the middle of the use animation. Although the rowing animation overrides the item use animation, the item can still be successfully consumed. This does not work with items that are triggered by the ''release'' of the use button (such as [[Bow|bows]] and [[Trident|tridents]]).{{only|Java}}

Being in a boat limits the player's mouse-look to the forward 210° arc {{in|java}} and 180° {{in|bedrock}}.

Underwater boat cannot be ridden. When the boat is underwater, all passengers in it are expelled.

=== Damage prevention ===
Riding a boat does not deplete [[hunger]], making it an efficient way to travel.

=== Collision ===
A boat has a solid collision box, which means players and other entities can't go through it even with high speed. Falling blocks are also blocked by boats.

{{IN|java}}, a boat falling on top of an entity stops on top of the entity. {{In|bedrock}}, a falling boat can go through other entities.

Riding a boat over a [[Lily Pad|lily pad]] causes the lily pad to drop, although the boat's speed stutters a bit.

=== Mobs ===
Most mobs can ride boats. Mobs cannot exit the boat unless the boat is destroyed, sinks, or moves over a bubble column. However, {{in|bedrock}}, [[endermen]] are able to teleport out of boats.

Mobs can be picked up into the boat when they collide with the side of the boat. A mob cannot control the boat. {{IN|java}}, a boat being ridden by a player cannot pick up a mob. {{IN|bedrock}}, mobs can be picked up by a boat being ridden by a player.

Mobs wider than the width of a boat cannot be picked up by a boat. [[Warden]]s, and [[wither]]s cannot be picked up by a boat. {{IN|java}}, baby [[sniffer]]s cannot be picked up either.

=== Lead ===
{{IN|java}}, leads cannot be attached to boats. {{IN|bedrock}}, leads can be attached to boats, though the lead can break when stretched too far due to boats moving much slower on land.

== Sounds ==
{{Edition|Java}}:<br>
Boats use the Friendly Creatures sound category for entity-dependent sound events.
{{Sound table
{{Sound table

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

==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

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

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

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

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

==Achievements==
{{load achievements|Whatever Floats Your Goat}}

==Advancements==
{{load advancements|Whatever Floats Your Goat!}}

==History==
{{History|java alpha}}
{{History||v1.0.6_01|Boats now only break on impact with land at high speeds.
{{History|java beta}}
{{History|java}}
{{{!}} class{{=}}"collapsible collapsed" data-description{{=}}"Recipe"
! Recipe
{{!}}-
{{!}}
{{Crafting
}}
{{!}}}

{{History|pocket alpha}}

{{History|bedrock}}

{{History|console}}
{{History||xbox=TU12|The maximum number of boats in a world has been increased to 40.

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

==Issues ==
{{issue list}}

==Trivia==
*A [[chest]] is short enough that a boat falls onto it rather than crashes into it.
*{{IN|console}}, holding the movement stick to the side in a boat on [[Blue Ice|blue ice]] causes the player to spin quickly. If a passenger is in the boat while this occurs, when the player exits the boat after it reaches maximum velocity (attained after about three seconds), for most mobs, the mob's head may spin uncontrollably. For some mobs, however, nothing happens (such as [[slime]]s and [[ghast]]s). The mob may also get its head stuck at an angle. Thorough testing was done on Minecraft: Wii U Edition, although the glitch was originally discovered on the Xbox 360 Edition.

==Gallery==
<gallery>
Oak Boat.png|Oak
Spruce Boat.png|Spruce
Birch Boat.png|Birch
Jungle Boat.png|Jungle
Acacia Boat.png|Acacia
Dark Oak Boat.png|Dark oak
Mangrove Boat.png|Mangrove
Cherry Boat.png|Cherry
Bamboo Raft.png|Bamboo raft
Oak Boat (item).png|Oak
Spruce Boat (item).png|Spruce
Birch Boat (item).png|Birch
Jungle Boat (item).png|Jungle
Acacia Boat (item).png|Acacia
Dark Oak Boat (item).png|Dark oak
Mangrove Boat (item).png|Mangrove
Cherry Boat (item).png|Cherry
Bamboo Raft (item).png|Bamboo raft
</gallery>

=== Screenshots ===
<gallery>
AllBoats.png|All types of boats next to each other.
Screenboat.png|The old boat floating.
BoatStackingFun.png|A bunch of pre-1.9 boats stacked up.
Boats boats boats boats!!.jpg|First image of boats in BE development.
I guess it's getting there.png|Second image of boats in BE development.
All aboard the hype boat!.png|Image of the completed Bedrock Edition boats.
Boatglitche.png|A trail of boats after a game crash while riding a boat.
BoatDock.png|A dock with many boats.
Minescape.png|A third-person perspective of a boat in [[Java Edition Alpha v1.0.6]].
</gallery>

=== Development Images ===
<gallery>
Jappa Boat.jpg|Jappa texturing a boat.
Nekofresa Making Bamboo Raft in Blockbench.png|Nekofresa making the bamboo raft in Blockbench.
Chiwi Boats 1.png|Boat item textures.
Chiwi Boats 2.png|Boat item textures.
Chiwi Boats 3.png|Boat item textures.
Chiwi Boats 4.png|Boat item textures.
</gallery>

=== Concept Art ===
<gallery>
Bamboo Raft Concept Art.png|Bamboo raft concept art.
Bamboo Raft and Raft with Chest Concept Art.png|Ditto.
</gallery>

=== Artwork ===
<gallery>
Sunny-boat.gif|Official artwork of [[Sunny]] riding a mangrove boat.
Mobile Adventure 640x960.png|Official artwork of [[Alex]] in a boat at sea with an [[Allay]].
File:Zuri Raft.jpg
Zuri on Bamboo Raft Pixel Art.png|Pixel art of [[Zuri]] on a bamboo raft with a baby [[panda]].
File:Cutout Blossom (Trails & Tales Event).png|Cutout of Zuri and [[Efe]] on bamboo rafts, featured in the [[Trails & Tales Event]].
File:This or That.jpg
File:Croc Ad 1.jpg|An oak boat as it appears in an advertisement for ''Crocs''.<ref> https://www.youtube.com/shorts/e1AJo7jU5MI</ref>
</gallery>

==See also==
*[[Transportation]]

==References==
{{reflist}}

== External Links ==
*[https://www.minecraft.net/en-us/article/taking-inventory--boat Taking Inventory: Boat] – Minecraft.net on October 4, 2019

{{Items}}
{{Entities}}

[[cs:Člun]]
[[de:Boot]]
[[es:Barca]]
[[fr:Bateau]]
[[hu:Csónak]]
[[it:Barca]]
[[ja:ボート]]
[[ko:보트]]
[[nl:Boot]]
[[pl:Łódka]]
[[pt:Bote]]
[[ru:Лодка]]
[[th:เรือ]]
[[uk:Човен]]
[[zh:船]]</li></ul>
```
```
{{Extension DPL}}<ul><li>[[:Category:Armor|Category:Armor]]<br/>[[Category:Items]]</li><li>[[Chalkboard|Chalkboard]]<br/>{{Education feature}}
{{unobtainable|edition=be}}{{Block
Chalkboard Slate.png|Slate
Chalkboard Poster.png|Poster
Chalkboard Board.png|Board
</gallery>
}}
A '''chalkboard''' is a [[block]] that can display more text than a [[sign]].<ref>https://education.minecraft.net/support/knowledge-base/using-slates-posters-boards/</ref> Three sizes are available: 1×1 (slate), 2×1 (poster), and 3×2 (board).

== Obtaining ==
In ''[[Education Edition]]'', chalkboards can be obtained in the [[Creative inventory]] or through the {{cmd|give}} command.
In ''[[Bedrock Edition]]'', chalkboards cannot be obtained by commands or the creative inventory, and can only be obtained by using glitches or inventory editors.

== Usage ==
A chalkboard can be used similarly to a [[sign]], to display text. Once placed, select the chalkboard and enter the desired text and click the "OK" button. The "×" in the upper right corner of the board closes the edit screen.

=== Placement ===
Chalkboards may be placed on the top or side of other blocks (including non-solid blocks like [[fence]]s, [[glass]], [[rail]]s, and other chalkboards). To place a chalkboard, {{control|use}} a chalkboard item while pointing at the block the chalkboard should be attached to. To place a chalkboard on a block that can be interacted with by the {{control|use}} control (for example, [[chest]]s, [[note block]]s, etc.), {{control|sneak}} while placing the chalkboard.

1×1 slates placed on the top of a block stand on a short post, facing in the direction of the player who placed it, in any of 16 different directions. 2×1 posters and 2×3 boards can be placed in any of 4 different directions. Chalkboards placed on the side of a block simply float there, even if the block doesn't make contact with the chalkboards.

=== Text ===
When entering text, six lines of text are available for the slates and posters, while fifteen lines of text are available for the 2×3 boards. To switch between lines, the player can press Enter or the up/down arrow keys. The location of text currently selected has a flashing cursor.

While editing, typing and backspacing can occur at any point in the line by moving the cursor using the left and right arrow keys. Once the end of the line has been reached, the word is hyphenated and is continued on the next line.

After the editing window is closed, right-clicking on a chalkboard reopens the editing menu. Copy and paste can be performed, and no more than the basic/shifted keyboard characters may be entered.

=== Interaction ===
Chalkboards act as though they have a {{control|use}} action, so {{control|sneaking}} is required to place blocks or use items while the cursor is pointed at them.

Unlike signs, boards block a [[piston]] from moving.

Boards have no collision box (they are completely non-solid), so [[item]]s and [[mob]]s can move through boards blocks. Other blocks (including other boards) can be placed on any edge of a board.

[[Water]] and [[lava]] flow around boards. Lava can create [[fire]] in [[air]] blocks next to boards as if the boards were flammable, but the boards do not burn.

== Sounds ==
{{Sound table/Block/Stone/BE}}

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

=== Metadata ===
{{see also|Data values}}
Chalkboards uses the following data values:

*Slate: 1
*Board: 2
*Poster: 3
<!--{{/DV}}-->

=== Block states ===
{{see also|Block states}}
{{info needed}}
<!--{{/BS}}-->

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

{{History|education}}
{{History||1.0.2|The UI of chalkboards now has a locked option.
{{History|foot}}

== Gallery ==
<gallery>
Education Edition Exclusive Features.png|The chalkboard placed in a world along with other Education Edition features.
Chalkboardsingamepe.png|The chalkboard in [[Pocket Edition v0.16.0 alpha build 1]].
</gallery>

== References ==
{{Reflist}}

{{Blocks|Utility}}
{{Items}}
{{Education Edition}}

[[Category:Utility blocks]]
[[Category:Block entities]]
[[Category:Education Edition blocks]]
[[Category:Education Edition items]]

[[pt:Lousa]]
[[de:Tafel]]
[[fr:Ardoise]]
[[ja:黒板]]
[[pl:Tablica kredowa]]
[[ru:Доска]]
[[uk:Дошка]]
[[zh:黑板]]</li></ul>
```
```
{{Extension DPL}}<ul><li>[[Minecart with Chest|Minecart with Chest]]<br/>{{ItemEntity
}}

A '''minecart with chest''' is a single [[chest]] inside a [[minecart]], and functions as such.

== Natural generation ==
Minecarts with chests containing loot naturally generate in [[mineshaft]]s, each on top of a piece of [[rail]].

== Obtaining ==
=== Crafting ===

Minecarts with chests can be retrieved by attacking them. By doing so it drops as an [[item]] and any other contents of the chest are dropped as well.

==Usage==
[[File:Minecart with Chest GUI.png|thumb|176px|The GUI of a minecart with chest.]]
Minecarts with chests can be placed by {{control|use item|text=using its item}} on any type of [[rail]].

Chest minecarts' contents can be accessed by pressing {{control|use item}} button on them. The interaction makes no sounds and the chest does not show the opening or closing animation, unlike regular chests.

The boost that minecarts with chests gain from [[powered rail]]s is dependent on their load. For example, from a 1 powered rail starter track, an empty minecart with chest travels 64 blocks, but a full minecart with chest travels only 16 blocks (opposed to 80 blocks for an occupied normal minecart and 8 blocks for an empty normal minecart).

Another physical property of chest minecarts is their ability to be stacked. While three chests can fit in an area three blocks tall, up to four chest minecarts can fit in the same area. Like other minecarts, an unlimited number of minecarts with chests can exist in the same block space.

Minecarts with chests are also able to interact with [[hopper]]s. Hoppers can take items out from the minecart chest if they are below the track as the minecart rolls over it or put them in if the minecart rolls under a downward facing hopper. Hoppers can also input items if they are facing into the side of the minecart.

Opening or destroying a minecart with chest angers [[piglin]]s.

{{See also|Tutorials/Storage minecarts}}

When on top of [[detector rail]]s, nearby [[redstone comparators]] will give out redstone signals based on how full the minecarts with chests are.

== Sounds ==
{{Edition|Java}}:<br>
Minecarts with chests use the Friendly Creatures sound category for entity-dependent sound events.<ref group=sound name=rollsource>{{bug|MC-42132}}</ref>
{{Sound table

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

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

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

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

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

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

==Achievements==
{{load achievements|Freight Station}}

== Video==

<div style="text-align:center">{{yt|2yVVMiQrCwo}}</div>

==History ==
[[File:Minecart with Chest BE3.png|thumb|The Minecart models in the Bedrock Edition were north or south on the sides. In the latest version, the front and rear sides are north or south. But the absolute orientation of the chest was not changed.]]
{{info needed section|In bedrock edition 1.16.100 it seems that chests in minecarts face sideways instead of forward - when was this changed?}}
{{History|java alpha}}
{{History|java beta}}
{{History||1.0|"Minecart with Chest" has been first indicated as its name, via the new item tooltips.}}
{{History|java}}

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

{{History|console}}

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

==Issues==
{{issue list}}

==Gallery ==
<gallery>
Compact Minecart Storage.png|A compact storage using chest minecarts (left) compared to chest storage in the same volume. Notice how chests cannot be placed next to each other, which is no longer the case after Java Edition 1.13.
GlitchedMinecartChest.png|This minecart with chest is trapped inside a block, due to a [[stronghold]] and a [[mineshaft]] that generated partially overlapping.
Minecartportal.png|A minecart with chest generated on top of an [[end portal frame]], because there is a mineshaft behind the wall.
Chest Minecart Stack.png|A large stack of chest minecarts.
</gallery>

==References==
{{Reflist}}

{{items}}
{{entities}}

[[Category:Mechanics]]
[[Category:Storage]]

[[cs:Nákladní vozík]]
[[de:Güterlore]]
[[es:Vagoneta con cofre]]
[[fr:Wagonnet de stockage]]
[[hu:Tárolócsille]]
[[it:Carrello da miniera]]
[[ja:チェスト付きのトロッコ]]
[[ko:상자가 실린 광산 수레]]
[[nl:Mijnkar met kist]]
[[pl:Wagonik ze skrzynią]]
[[pt:Carrinho de mina com baú]]
[[ru:Вагонетка с сундуком]]
[[uk:Вагонетка зі скринею]]
[[zh:运输矿车]]</li><li>[[Horse Armor|Horse Armor]]<br/>{{Item
Leather Horse Armor.png | Leather
Iron Horse Armor.png | Iron
Golden Horse Armor.png | Golden
Diamond Horse Armor.png | Diamond
</gallery>
Leather Horse Armor (item).png|Leather
Iron Horse Armor (item).png|Iron
Golden Horse Armor (item).png|Golden
Diamond Horse Armor (item).png|Diamond
</gallery>
* '''Leather''': Yes
* '''All others''': No
}}

'''Horse armor''' is a special type of [[armor]] that can be given to a [[horse]] to wear.

== Obtaining ==

===Chest loot===
{{LootChestItem|iron-horse-armor}}
{{LootChestItem|golden-horse-armor}}
{{LootChestItem|diamond-horse-armor}}

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

Only leather horse armor can be crafted; other horse armor can be obtained only from chest loot from some generated structures.

===Trading===
Expert-level [[leatherworker]] villagers [[trading|sell]] leather horse armor for 6 [[emerald]]s as part of their trade.

==Usage==

Only normal adult horses can wear armor; foals, [[donkey]]s, [[mule]]s, and undead variants such as [[skeleton horse]]s and [[zombie horse]]s cannot be equipped with armor.

=== Types ===
Horse armor has leather, iron, gold, and diamond variants. However, horse armor does not have netherite or chainmail variants.

=== Armor Stands ===
Horse armor cannot be placed or displayed on [[armor stand]]s.

===Protection===
Horse armor can be equipped to horses either by manually placing it in its respective slot by pressing E while riding the horse ({{SlotSprite|Horse Armor}}), or by right-clicking the horse with it.

There is a gradual increase in the defense given from a horse wearing the different types of armor. Note that golden horse armor provides more protection than iron horse armor, whereas the opposite is true for [[armor|player armor]].
{| class="wikitable" data-description="Armor defense"
! Material !! [[Armor]]
! [[Leather]]
! [[Iron]]
! [[Gold]]
! [[Diamond]]
When a horse dies while equipped with any horse armor, it drops its normal loot, saddle (if it had one), and the horse armor.

Leather horse armor protects horses from freezing in [[powder snow]], but it does not negate other powder snow effects (e.g., falling through, inability to jump).

===Durability===
Unlike [[armor|player armor]], horse armor does not have durability. This means a single horse armor can be used infinitely unless destroyed.
=== Enchanting ===
Unlike [[armor|player armor]], horse armor cannot be enchanted in survival mode. However, {{in|java}} Creative mode, horse armor can be used with an [[anvil]] to enchant with [[Depth Strider]], [[Thorns]], [[Respiration]], [[Feather Falling]], and [[Curse of vanishing]]. Other enchantments can be applied, but they have no effect.

=== Dyeing ===
Leather horse armor can be dyed 12,326,391 different colors (using lone dyes or dye combinations) and put onto a horse to display that color. These changes can be reverted by {{control|using}} a filled [[cauldron]] with dyed leather horse armor.

===Smelting usage===

===Piglins===
{{EntityLink|Piglin|Piglins}} are attracted to golden horse armor and run toward any golden horse armor on the ground, inspecting it for 6 to 8 seconds before putting it in their inventory.

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

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

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

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

=== Item data ===
When leather horse armor is dyed, it has the following NBT:

{{el|java}}:
{{main|Player.dat format}}
<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>

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

== History ==
{{History|java}}
{{{!}} class{{=}}"collapsible collapsed"
! Recipe
{{!}}-
{{!}}
{{Crafting Table
}}
{{!}}}
}}

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

{{History|console}}

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

== Issues ==
{{issue list}}

== Gallery ==
<gallery>
Leather Horse Armor.png | Undyed Leather armor
White Leather Horse Armor.png | White Leather armor
Light Gray Leather Horse Armor.png | Light Gray Leather armor
Gray Leather Horse Armor.png | Gray Leather armor
Black Leather Horse Armor.png | Black Leather armor
Brown Leather Horse Armor.png | Brown Leather armor
Red Leather Horse Armor.png | Red Leather armor
Orange Leather Horse Armor.png | Orange Leather armor
Yellow Leather Horse Armor.png | Yellow Leather armor
Lime Leather Horse Armor.png | Lime Leather armor
Green Leather Horse Armor.png | Green Leather armor
Cyan Leather Horse Armor.png | Cyan Leather armor
Light Blue Leather Horse Armor.png | Light Blue Leather armor
Blue Leather Horse Armor.png | Blue Leather armor
Purple Leather Horse Armor.png | Purple Leather armor
Magenta Leather Horse Armor.png | Magenta Leather armor
Pink Leather Horse Armor.png | Pink Leather armor
</gallery>

=== Screenshots ===
<gallery>
Armored Horse.png|A [[horse]] equipped with iron horse armor and bound to a fence post by a [[lead]].
13w21a-new-HorseUI-inventory.png|The GUI for horses implemented in [[Java Edition 13w21a|13w21a]], which allows the removal and switching of armor.
GodSpawner.png|A golden horse armor found in a [[dungeon]] chest, which coincidentally contains an [[enchanted golden apple]].
Horses with armor.png|4 [[horse]]s equipped with [[leather]], [[iron]], [[gold]], and [[diamond]] armor.
Leather Horse Armor 1.jpg|First image of leather horse armor.
Leather Horse Armor 2.jpg|Second image of leather horse armor.
Leather Horse Armor 3.jpg|Third image of leather horse armor.
Leather Horse Armor 4.jpg|Fourth image of leather horse armor.
Leather Horse Armor 5.jpg|Fifth image of leather horse armor.
</gallery>

== Notes ==
{{Notelist}}

== References ==
{{Reflist}}

{{items}}

[[Category:Armor]]

[[de:Rossharnisch]]
[[es:Armadura para caballo]]
[[fr:Armure pour cheval]]
[[it:Bardatura]]
[[ja:馬鎧]]
[[ko:말 갑옷]]
[[nl:Paardenharnas]]
[[pl:Zbroja końska]]
[[pt:Armadura para cavalo]]
[[ru:Конская броня]]
[[uk:Кінські обладунки]]
[[zh:马铠]]</li></ul>
```
```
{{Item
Orange Sparkler.png | Orange
Blue Sparkler.png | Blue
Red Sparkler.png | Red
Purple Sparkler.png | Purple
Green Sparkler.png | Green
</gallery>
Active Orange Sparkler.png | Active Orange
Active Blue Sparkler.png | Active Blue
Active Red Sparkler.png | Active Red
Active Purple Sparkler.png | Active Purple
Active Green Sparkler.png | Active Green
</gallery>
}}
{{education feature}}
{{exclusive|bedrock|education}}
A '''sparkler''' is a [[Chemistry Update|chemistry]]-related [[item]] that emits particles when lit.
Sparklers are available in orange, blue, red, purple, and green colors.

== Obtaining ==

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

== Usage ==

{{ctrl|Using}} a sparkler ignites it, causing its texture to change. When lit, the sparkler emits colored [[particles]]; the [[durability]] meter depletes while the sparkler is burning. Sparklers are one of the few [[item]]s that can be held in the [[off-hand]] {{in|be}}. Unlit sparklers have normal lighting like most items, while lit sparklers appear to glow when held in the player's hand, similarly to [[glow stick]]s.

When the [[player]] uses another item while a sparkler is lit, or holds the sparkler in the off-hand, the sparkler's durability stops depleting.

If the player has a lit sparkler in their [[inventory]] and goes into the [[water]], the sparkler is destroyed immediately. However, it does not get destroyed if dropped in water. It also cannot float.

Despite having durability, sparklers cannot be enchanted with [[Unbreaking]] or [[Mending]].

== Sounds ==
{{Sound table
{{Sound table

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

== History ==
{{History|bedrock}}

{{History|education}}
{{History|foot}}

== Issues ==

{{issue list}}

== Trivia ==
* The formula for sparkler roughly works in real life. Magnesium itself burns white in air, while the metal salts add [[wikipedia:flame test|color to the flame]].

{{items}}
{{Education Edition}}

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

[[de:Wunderkerze]]
[[ja:手持ち花火]]
[[ko:스파클러]]
[[pl:Zimne ognie]]
[[pt:Vela-Faísca]]
[[zh:烟花棒]]</li><li>[[:Category:Joke items|Category:Joke items]]<br/>[[Category:Joke features|Items]]
[[Category:Items]]</li></ul>
```
```
{{Extension DPL}}<ul><li>[[Pink Dye|Pink Dye]]<br/>{{Item
}}

'''Pink dye''' is a [[Dyeing#Quasi-Primary|quasi-primary color dye]].

== Obtaining ==

=== Crafting ===

{{Crafting
}}
{{Crafting
}}
{{Crafting
}}

=== Trading ===

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

== Usage ==

{{dye usage}}

=== Crafting ingredient ===

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

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

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

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

== Video ==
{{yt|pPq-Hs9ZPx4}}

== History ==

{{History|java beta}}
{{History|java}}

{{History|pocket alpha}}
{{History||v0.4.0|Pink dye is now craftable with [[rose red]] and [[bone meal]].
{{History||v0.6.0|Pink dye can now be used to dye [[sheep]].}}
{{History|pocket}}
{{History|bedrock}}

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

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

== Issues ==

{{issue list}}

{{Items}}

[[Category:Dyes]]

[[cs:Růžové barvivo]]
[[de:Rosa Farbstoff]]
[[es:Tinte rosa]]
[[fr:Teinture rose]]
[[hu:Rózsaszín festék]]
[[ja:桃色の染料]]
[[ko:분홍색 염료]]
[[nl:Roze kleurstof]]
[[pl:Różowy barwnik]]
[[pt:Corante rosa]]
[[ru:Розовый краситель]]
[[zh:粉红色染料]]
{{Item
}}
A '''compass''' is an item used to point to the world spawn or to a [[lodestone]].

== Obtaining ==

=== Crafting ===

{{Crafting
}}

=== Chest loot ===

{{LootChestItem|compass}}

=== Trading ===

{{IN|java}}, expert-level librarian [[villager]]s have a 50% chance to sell a single compass for 4 [[emerald]]s.

{{IN|bedrock}}, expert-level librarian villagers have a {{frac|1|3}} chance to sell a single compass for 4 emeralds.

== Usage ==

Normally, the compass' needle points toward the world [[Spawn#World spawn|spawn point]]. The compass points to spawn when viewed in any way, including as a dropped [[Item (entity)|item]], in a player's hand, in an inventory or the crafting table, or in an [[item frame]]. The direction the needle points to is relative to the player who is viewing it. When a compass in an item frame is rotated, the needle turns accordingly.

In [[the Nether]] or [[the End]], the compass' needle spins and points in random directions.

The compass can be used on a [[lodestone]], after which it is named lodestone compass by default and points to that lodestone as long as the compass is in the same dimension as the lodestone, but if the compass is taken to a different dimension, it spins randomly, as a normal compass would in the Nether or the End. If the lodestone is destroyed, it also spins randomly, even if the lodestone is replaced afterward.  However, if a lodestone compass is placed in storage, the lodestone can be broken and replaced without the compass losing the attunement, as long as the compass remains in storage while the lodestone is missing.

A lodestone compass appears [[enchanting|enchanted]], similar to the [[Enchanted Golden Apple|enchanted golden apple]].

Using {{cmd|setworldspawn}} to change the world spawn also changes where the compass points.

=== Crafting ingredient ===

{{crafting usage|Compass, Compass.gif}}

=== Anvil usage ===

{{:Map/BE|position}}

=== Trading ===

A single compass can be sold to a journeyman-level cartographer villager for 1 [[emerald]].{{only|java}}

A single compass can be sold to an expert-level cartographer villager for 1 emerald as their sixth trade.{{only|bedrock}}

A compass is also part of the cost of [[explorer map]]s:

* {{IN|java}}, apprentice-level cartographer villagers offer to sell an ocean explorer map for 13 emeralds and a compass, and journeyman-level cartographer villagers offer to sell a woodland explorer map for 14 emeralds and one compass.

=== Enchantments ===

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

== Sounds ==
{{edition|java}}:
{{Sound table

{{edition|bedrock}}:
{{Sound table

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

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

=== Item data ===

{{el|java}}:
{{main|Player.dat format}}
<div class="treeview">
* {{nbt|compound|tag}}: The item's '''tag''' tag.
{{:Player.dat_format/Compasses}}
</div>

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

== Advancements ==
{{load advancements|Country Lode}}

== History ==
{{History|java alpha}}
{{History|java beta}}
{{History|java}}

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

{{History|console}}

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

=== Texture generation prior to Java Edition 13w02a ===
{{:Procedural animated texture generation/Compasses}}

== Issues ==
{{issue list}}

== Gallery ==

<gallery>
12w21a CompassPurchase.png|Purchasing a compass from a librarian [[villager]].
</gallery>

== See also ==
*[[Clock]]
*[[Tutorials/Navigation|Navigation]]

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

{{Items}}

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

[[cs:Kompas]]
[[de:Kompass]]
[[es:Brújula]]
[[fr:Boussole]]
[[hu:Iránytű]]
[[it:Bussola]]
[[ja:コンパス]]
[[ko:나침반]]
[[nl:Kompas]]
[[pl:Kompas]]
[[pt:Bússola]]
[[ru:Компас]]
[[uk:Компас]]
[[zh:指南针]]</li></ul>
```

## Gallery

* Redstone posted beyond 4,194,304 blocks. Redstone lines are completely invisible and the rest of redstone renders incorrectly (one of the crosses is connected to four lines).
* Redstone placed beyond 8,388,608 blocks. Unlike the similar historical redstone model issue on Java Edition, redstone lines are stretched to a full block in both directions.
* A cave generated beyond X/Z: ±8,388,608, with serrated-looking edge walls in front and the perfect holes in the back.
* A badlands biome beyond X/Z ±8,388,608, with noticeably distorted terracotta strata.
* Fences after X/Z ±8,388,608 (left) and before (right).
* The piston head Z-fighting with the piston brain.
* Cacti generated near the far lands, rendered as full blocks with gaps.
* The start of the stripe lands at X/Z ±16,777,216.
* A frozen ocean biome in the Stripe Lands.
* The Stripe Lands in a flat world.
* The start of the corner stripe lands.
* Overhead view of the corner stripe lands.
* A badlands biome beyond X/Z ±16,777,216, featuring even more distorted terracotta strata.
* A windswept gravelly hills biome beyond X/Z ±16,777,216.
* A ocean monument in the stripe lands.
* An underwater ruin in the stripe lands
* An eroded badlands in the stripe lands, surrounded by skygrid.
* The Slice Lands start generating at X/Z ±33,554,432, with a distance of four blocks between rendered sections.
* The start of the corner slice lands.
* Block entities rendering in the corner slice lands.
* Water rendering in the corner slice lands.
* The world beyond X/Z ±67,108,864, with a distance of eight blocks between rendered sections.
* The world beyond X/Z ±134,217,728, with a distance of 16 blocks or 1 chunk between rendered sections.
* The world beyond X/Z ±268,435,456, with a distance of 32 blocks or two chunks between rendered sections.
* The world beyond X/Z ±536,870,912, with a distance of 64 blocks or four chunks between rendered sections.
* The world beyond ±X/Z ±536,870,912. A large area in front of the player is completely invisible.
* The world beyond X/Z ±1,073,741,824, with a distance of 128 blocks or eight chunks between rendered sections.
* Black Particles happen at every power of 2 starting around Y ±65,536.
* Woodland mansion in the corner slice lands.

## References

1. ↑ MCPE-30198 — Cannot move diagonally while sneaking in cobwebs on soul sand while drawing back a bow at excessive coordinates
2. ↑ a b MCPE-102410 — Climbing up ladders and vines while sneaking are slower after X/Z ±131,072
3. ↑ MCPE-102412 — Sunflower slightly glitches after X/Z ±262,144
4. ↑ MCPE-102351 — Rendering error beyond X/Z ±1,048,576
5. ↑ https://youtu.be/-CWqHjVdQXo&t=19s
6. ↑ MCPE-146021 — "Mountains won't generate higher in high distances, instead it will generate a deep, glitched hole that sometimes generates aquifers" — resolved as "Won't Fix".
7. ↑ https://youtu.be/wurHDkvIKhQ
8. ↑  "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
9. ↑ "So, I've teleported to X=32.000.000... the Stripe Lands?" – @\_tomcc (Tommaso Checchi) on X, May 5, 2014