Minecraft:Particles: Difference between revisions
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|{{code|landing_honey}} | |{{code|landing_honey}} | ||
|{{tc|-}} | |{{tc|-}}{{note|name=land|Unused texture, falling particles fulfill this purpose.}} | ||
|Created when honey particles hit the ground. | |Created when honey particles hit the ground. | ||
| rowspan="3" |{{darkbg|[[File:Drip Land.png|16px]]}} | | rowspan="3" |{{darkbg|[[File:Drip Land.png|16px]]}} | ||
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|{{code|landing_lava}} | |{{code|landing_lava}} | ||
|{{tc|-}} | |{{tc|-}}{{note|name=land}} | ||
|Created when lava or dripstone lava particles hit the ground. | |Created when lava or dripstone lava particles hit the ground. | ||
|Orange{{note|name=lava_drip_color}} | |Orange{{note|name=lava_drip_color}} | ||
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|{{code|landing_obsidian_tear}} | |{{code|landing_obsidian_tear}} | ||
|{{tc|-}} | |{{tc|-}}{{note|name=land}} | ||
|Created when obsidian tear particles hit the ground. | |Created when obsidian tear particles hit the ground. | ||
|{{color|#8208e3}} | |{{color|#8208e3}} | ||
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File:Water Lava (texture) JE1 BE1.png|"Water lava"{{Only|be|short=1}} | File:Water Lava (texture) JE1 BE1.png|"Water lava"{{Only|be|short=1}} | ||
File:Fishing Bobber JE1.png|"Fishing rod bobber"{{Only|be|short=1}} | File:Fishing Bobber JE1.png|"Fishing rod bobber"{{Only|be|short=1}} | ||
File:Drip Land (texture) JE1 BE1.png|"Drip land"{{Note|Used in {{JE}} only}} | |||
</gallery> | </gallery> | ||
Latest revision as of 11:14, 18 April 2026
Particles are special graphical effects in Minecraft:Minecraft that are created when certain events occur, such as Minecraft:explosions, Minecraft:rainfall, or Minecraft:smelting items in a Minecraft:furnace.
Behavior
Particles are rendered as front-facing 2D sprites, meaning they always face the Minecraft:player. They disappear after a short animation, in which they may change sizes and rotate, and cycle between a number of animation sprites. They collide with solid Minecraft:blocks and are slowed by Minecraft:cobwebs, but are unaffected by other entities.Template:Verify
Particles render in a spherical area around the player with a radius of 32 blocks, except campfire smoke and firework particles, which are visible within the Minecraft:simulation distance.
Alongside potion particles, several other particles are stored as gray textures with Minecraft:colors applied to them after the fact. Note particles change color through the spectrum.
Template:IN, each particle has unique MERS values defined in a texture set used in Minecraft:Vibrant Visuals. Most particles have different roughness values per pixel all other channels set to 0, but some particles have subsurface scattering or are emissive. See Template:Slink for all particle MERS textures,
The Template:Cmd command can be used to create particles and set the colors of some. Template:IN, if a player uses the "minimal" particles option in the Minecraft:video settings, some particles may not appear.
Particle textures are stored in particles.png,Template:Only and some particles use their own texture atlas.
Emitters
Some particles are produced by separate technical particles known as "emitters". The emitter is the centerpiece of the particle effect and is responsible for spawning particles.<ref>Template:Cite</ref> The emitter defines how many particles are spawned per second for as long as the emitter exists, at the position of the emitter. Emitters themselves are invisible.
Weather particles
A special type of particles occurs during different Minecraft:weather conditions. These are not loaded in-game with a position, movement, and collision, and cannot be created with commands. They are more or less rendered as a graphical effect within the player's view.
Specifically, this includes the Minecraft:rainfall and Minecraft:snowfall particles, visible during their respective precipitation in non-dry Minecraft:biomes, at any height above Y=-64 in the Minecraft:Overworld, in blocks exposed to the Minecraft:sky. Template:IN, each block with precipitation displays the particles of that precipitation type only, while Template:In, the density of particles depends on the Minecraft:player's eye position. On the border of rainfall/snowfall/no precipitation, particles decrease in density and mix with each other.
On both editions, they gradually increase/decrease in density if the weather changes. Their behavior differs; raindrops fall at varying speeds downward and slightly tilted in Bedrock Edition. Snowflakes have much more horizontal movement and fall down slower; they twist randomly in Java Edition or fall twisting in matching, changing directions in Bedrock Edition resembling wind. Weather particles have different textures, defined in weather.png in Bedrock Edition or two separate files in Java Edition.
Template:IN, ambient underwater particles and Minecraft:Nether biome particles (ash and spores) are also treated as weather particles; using the glitter (Template:Darkbg) texture with different colors for each situation:
- Underwater: blue, visible even outside water bodies as long as the eye level is underwater, very slowly moving.
- Soul sand valley: gray/brown/black, floating slowly and with low density anywhere in the atmosphere as long as the player's eye level is in the biome. Density: 0.05.
- Crimson forest: bright red, floating at a higher speed and higher density similar to soul sand valley particles. Density: 0.25.
- Warped forest: dark blue, floating similarly to crimson forests but slightly slower. Density: 0.25.
- Basalt deltas: light gray, floating at a very high speed and density, noticable like a storm. Density: 2.0.
Nether particles are controlled in client biome JSON files in resource packs, where each biome can have one of the four "precipitation" particles at a set density/speed. On the edges of biomes, these precipitation particles gradually increase or decrease in density similar to rain and snow particles.
Types of particles
Template:For Template:Dynamic list The types of particles and their ID names are displayed below. Particles are namespaced with the prefix Template:Code.
Unique particles
Block or item particles
These particles re-use textures from Minecraft:blocks or Minecraft:items, which depends on the situation. They are squared and use a random part of the textures, transparencies in the textures result in different shapes.
| ID | Description | Texture | Example | |
|---|---|---|---|---|
| Template:JE | Template:BE | |||
| Template:Code | Template:Code | Produced when Minecraft:blocks are broken, flakes off blocks being Minecraft:brushed, produced when Minecraft:iron golems walk, produced when entities fall a long distance, produced when players and cats sprint, displayed when armor stands are broken, appears when sheep eat grass, appears when Minecraft:super fertilizer is produced in a lab table, shown when Minecraft:balloons break.Template:Info needed | From the broken block | File:Block particle example JE.png |
| Template:Code | Shown when sliding down the side of a Minecraft:honey block. | Honey block | width=150x150 | |
| Template:Code | Shown below Minecraft:breezes. | From the block below the breeze | width=150x150 | |
| Template:Code | Shown when Minecraft:sponges absorb water. | Respective water block | width=150x150 | |
| Template:Code | Created when the Minecraft:warden emerges from the ground. | From the block where the warden spawns | width=150x150 | |
| Template:Code | Template:Code | Shown when a Minecraft:creaking despawns. | Active creaking heartTemplate:Note | width=150x150 |
| Template:Code | Shown when a Minecraft:creaking heart is destroyed. | Dormant creaking heart | File:Block crumble particle JE.png | |
| Template:Code | Template:Code | Produced by Minecraft:mace smash attacks. | Which block the targeted mob is standing on | File:Noor using mace in trial chambers 2.jpeg |
| Template:Code | ||||
| Template:Code | Template:Tc | Marks the position of Minecraft:barriers and Minecraft:light blocks when they are held in the main hand. | Which block this particle represents | File:Block marker particle example JE.png |
| Template:Tc | Template:Code | Shown when feeding mobs, shown when a Minecraft:panda eats bamboo or a cake. | The used item | width=150x150 |
| Template:Code | Template:Code | Produced when tools break, produced when players or foxes eat food, produced when splash potions, lingering potions, or bottles o' enchanting break, produced by Minecraft:turtle eggs hatching, shown when thrown Minecraft:eggs break, shown when the Minecraft:wither is created, shown when any kind of Minecraft:fireballs break, shown when Minecraft:eyes of ender break,Template:Only shown when thrown ice bombs break.Template:Only | File:Item particle example JE.png | |
| Template:Code | Produced when thrown Minecraft:snowballs break. | Snowball | File:Item snowball particle example JE.png | |
| Template:Code | Shown when Minecraft:slimes jump. | Slimeball | File:Item slime particle example JE.png | |
| Template:Code | Produced by entities with the Minecraft:Oozing effect. | width=150x150 | ||
| Template:Code | Emitter that spawns Template:Code at entities with the Oozing effect. | |||
| Template:Code | Template:Code | Produced by entities with the Minecraft:Weaving effect. | Cobweb | File:Item cobweb particle example JE1.png |
| Template:Code | Emitter that spawns Template:Codeat entities with the Weaving effect. | |||
Colored particles
The grayscale textures of these particles are colored differently depending on the situation.
Unused particle textures
The following textures exist in the game, but are not associated with any particle definitions controlling their behavior and appearance; they are unused and cannot be created with commands.
-
"Soul lava"Template:Only
-
"Copper lava"Template:Only
-
"Angry villager head"Template:Only
-
"Water flame"Template:Only
-
"Water lava"Template:Only
-
"Fishing rod bobber"Template:Only
-
"Drip land"Template:Note
History
Template:For Template:Expand section
Java Edition
Bedrock Edition
Issues
Trivia
- Most particle textures can be changed using resource packs, however, particle colors that are applied to the texture files such as those for smoke particles used in Minecraft:redstone, portals, and Minecraft:endermen cannot be changed without mods in Java Edition.
- The Template:Code particle has unique syntax used for color, represented with three RGB values as decimal percentages.
- Status effect particles appear where the player face is pointing.
- The Template:Code particle always follows the player regardless of what its location has been set to.
- Minecraft:Redstone repeaters emit particles, but Minecraft:redstone comparators do not.
- There is a particle that is internally used to implement the item pickup animation, but it cannot be summoned with the Template:Cmd command. Before the name was removed in 1.13, it was called Template:Code.
- There is a limit of 16384 particles existing at the same time.
Gallery
Bedrock Edition texture files
Screenshots
-
An annotated image of Template:Cd with the primary purposes of each particle texture explained.
-
Old eating particles Template:In, which appears as miniatures of the Minecraft:food itself.
-
A burning Minecraft:zombie in older Bedrock Edition, emitting particles with Minecraft:fire's animation.
Development images
-
Particles being summoned with commands.
-
A chicken emitting lava particles.
-
Minecraft:Dinnerbone creating fall particles.
-
Minecraft:Searge emitting fire and smoke particles.
-
A cave full of sculk with the first iterations of the sculk charge.
-
Ditto.
Notes
References
Template:Navbox gameplay Template:Navbox particles
Minecraft:cs:Částice Minecraft:de:Partikel Minecraft:es:Partículas Minecraft:fr:Particules Minecraft:ja:パーティクル Minecraft:ko:입자 Minecraft:nl:Deeltjes Minecraft:pl:Cząsteczki Minecraft:pt:Partículas Minecraft:ru:Частицы Minecraft:th:อนุภาค Minecraft:uk:Частинки Minecraft:zh:粒子