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Minecraft:Environment attribute

From SAS Gaming Wiki

Template:For Environment attributes control various visual and gameplay features depending on the Minecraft:dimension, Minecraft:biome, Minecraft:time, and Minecraft:weather.

Usage

All environment attributes have a default value, which can be overwritten or modified by the following sources (from low priority to high priority):

Dimension types and biome definitions can overwrite and modify environment attributes using the format below. (Timelines modify environment attributes using a different format, which is detailed on their own wiki page.)

List of attributes

Environment attribute Explanation Value type Modifiers Default Value Interpolated Resolved at
audio/ambient_sounds Controls ambient sounds that are played around the camera.

override only {} Template:Tc Camera position
audio/background_music The background music to play.
override only {} Template:Tc Camera position
audio/firefly_bush_sounds Whether a Minecraft:firefly bush plays ambient sounds when not under an opaque block. Template:Nbt boolean Boolean modifiers false Template:Tc Position of the firefly bush
audio/music_volume Volume of the music. Music volume will fade over time to this value. Template:Nbt float Float modifiers 1.0 Template:Tc Camera position
gameplay/baby_villager_activity Controls the default AI activity of baby Minecraft:villagers.

Template:NbtTemplate:Cd. Other activities are allowed causing the villager to do nothing.

override only idle Template:Tc Position of the villager
gameplay/bed_rule Controls behavior of interacting with Minecraft:beds.
override only <ref group="a">Default value for gameplay/bed_rule: <syntaxhighlight lang="json">{
 "can_sleep": "when_dark",
 "can_set_spawn": "always",
 "error_message": {
   "translate": "block.minecraft.bed.no_sleep"
 }

}</syntaxhighlight></ref>

Template:Tc Head position of the bed
gameplay/bees_stay_in_hive When true Minecraft:bees will pathfind to Minecraft:beehives and not exit (except when the Hive is broken or next to fire). Template:Nbt boolean Boolean modifiers false Template:Tc Position of the bee or beehive
gameplay/can_pillager_patrol_spawn Whether Minecraft:patrols can spawn when the global skylight is greater than 11. Template:Nbt boolean Boolean modifiers true Template:Tc Position of the patrol spawn attempt.
gameplay/can_start_raid Whether a player with Minecraft:Raid Omen can start a Minecraft:raid. Template:Nbt boolean Boolean modifiers true Template:Tc Position the raid would start
gameplay/cat_waking_up_gift_chance Chance of a Minecraft:cat dropping a gift when the player wakes up. Template:Nbt float (0 to 1) Float modifiers 0.0 Template:Tc Position of the cat
gameplay/creaking_active When true, a Minecraft:creaking heart will become active. When false, it will become inactive. Template:Nbt boolean Boolean modifiers false Template:Tc Position of the creaking heart block
gameplay/eyeblossom_open How Minecraft:eyeblossoms should behave. override only "default" Template:Tc Position of the eyeblossom
gameplay/fast_lava Whether Minecraft:lava should spread faster and further, and have a stronger pushing force on entities. Template:Nbt boolean Boolean modifiers false Template:Tc Template:Tc
gameplay/increased_fire_burnout Whether Minecraft:fire should burn out more quickly. Template:Nbt boolean Boolean modifiers false Template:Tc Position of the fire block
gameplay/monsters_burn Whether Minecraft:monsters burn when exposed to the sky. Template:Nbt boolean Boolean modifiers false Template:Tc Position of the monster.
gameplay/nether_portal_spawns_piglin Whether a Minecraft:nether portal can spawn Minecraft:zombified piglins. Template:Nbt boolean Boolean modifiers false Template:Tc Position of a random nether portal block.
gameplay/piglins_zombify Whether Minecraft:piglins and Minecraft:hoglins zombify. Template:Nbt boolean Boolean modifiers true Template:Tc Position the piglin or hoglin
gameplay/respawn_anchor_works Whether a Minecraft:respawn anchor can be used to set spawn. If set to false a Minecraft:respawn anchor explodes once used. Template:Nbt boolean Boolean modifiers false Template:Tc Position the respawn anchor
gameplay/sky_light_level The internal sky light level (inversely known as the "darkening" sky light level), not the actual sky light level. This affects mechanics such as Minecraft:monster spawning, Minecraft:daylight detector power, and Minecraft:ice melting. The visual effect is controlled by visual/sky_light_factor. Template:Nbt float Float modifiers 15.0 Template:Tc Template:Tc
gameplay/snow_golem_melts Whether Minecraft:snow golems should take damage. Template:Nbt boolean Boolean modifiers false Template:Tc Position the snow golem.
gameplay/surface_slime_spawn_chance Chance of an additional slime spawn on the surface in biomes in the Template:Tag link tag. Template:Nbt float (0 to 1) Float modifiers 0.0 Template:Tc Position the slime spawn attempt.
gameplay/turtle_egg_hatch_chance Chance for a Minecraft:turtle egg to progress to its next hatching state on a Minecraft:random tick. Template:Nbt float (0 to 1) Float modifiers 0.002 Template:Tc Position of the turtle egg
gameplay/villager_activity Controls the default AI activity of Minecraft:villagers.

Template:NbtTemplate:Cd. Other activities are allowed causing the villager to do nothing.

override only idle Template:Tc Position of the villager
gameplay/water_evaporates Whether Minecraft:water can be placed from a bucket, or by melting Minecraft:ice, or whether Minecraft:wet sponge will dry out. Template:Nbt boolean Boolean modifiers false Template:Tc Position of the interaction
visual/ambient_light_color Defines both the ambient light tint and brightness

This light is applied to the world at 0 light level. Block and sky light are added on top of it.

RGB color <ref group="a" name="rgb">RGB colors can be represented as:

</ref>

RGB Modifiers Template:Color Template:Tc Camera position
visual/ambient_particles Particles that spawn randomly around the camera
override only [] Template:Tc Camera position
visual/block_light_tint Tint of the block light

Block light color start as dark grey at low light levels, becomes tinted by this attribute at medium levels and turns white at high levels. By default, it provides the yellowish tint of torches.

RGB color <ref group="a" name="rgb">RGB colors can be represented as:

</ref>

RGB Modifiers Template:Color Template:Tc Camera position
visual/cloud_color Opacity of the clouds.

If fully transparent Minecraft:Happy Ghast do not regenerate health faster when at cloud height.

ARGB color <ref group="a" name="argb">ARGB colors can be represented as:

</ref>

ARGB modifier Template:Color

(fully transparent)

Template:Tc Camera position or Minecraft:Happy Ghast position
visual/cloud_fog_end_distance Distance in blocks when the fog affecting the clouds reaches maximum density.

(also affected by cloud distance option)

Template:Nbt float Float modifiers 2048.0 Template:Tc Camera position
visual/cloud_height Height of the clouds Template:Nbt float Float modifiers 192.33 Template:Tc Camera position or Minecraft:Happy Ghast position
visual/default_dripstone_particle The particle generated by downward Minecraft:pointed dripstone when no liquid is above. override only <ref group="a">Default value for visual/default_dripstone_particle:<syntaxhighlight lang="json">{
 "type": "minecraft:dripping_dripstone_water"

}</syntaxhighlight></ref>

Template:Tc Position of the dripstone block
visual/fog_color Color of the fog

(also affected by time of day, weather, and potion effects)

RGB color <ref group="a" name="rgb">RGB colors can be represented as:

</ref>

RGB modifiers Template:Color Template:Tc Camera position
visual/fog_end_distance Distance in blocks when the fog reaches maximum density.

(also affected by Minecraft:weather)

Template:Nbt float Float modifiers 1024.0 Template:Tc Camera position
visual/fog_start_distance Distance in blocks from where the fog starts to have an effect. If negative, fog already exists at 0 distance. Template:Nbt float Float modifiers 0.0 Template:Tc Camera position
visual/moon_angle Position of the moon in degrees from east to west. 0 is directly up. Only used with overworld skybox type. Template:Nbt float angle Float modifiers 0.0 Template:Tc Camera position
visual/moon_phase Phase of the moon. Only used with overworld skybox type.

Template:Nbtfull_moon, waning_gibbous, third_quarter, waning_crescent, new_moon, waxing_crescent, first_quarter, or waxing_gibbous

override only full_moon Template:Tc Camera position
visual/night_vision_color Used similarly to ambient light color

When the Minecraft:night vision effect is active, per-component maximum of Template:Cd and Template:Cd is used as ambient color. Minecraft:Night Vision is not tinted by default.

RGB color <ref group="a" name="rgb">RGB colors can be represented as:

</ref>

RGB Modifiers Template:Color Template:Tc Camera position
visual/sky_color Color of the sky

(also affected by time of day and weather)

RGB color <ref group="a" name="rgb" /> RGB modifier Template:Color Template:Tc Camera position
visual/sky_fog_end_distance Distance in blocks when the fog affecting the sky reaches maximum density.

(also affected by the render distance)

Template:Nbt float Float modifiers 512.0 Template:Tc Camera position
visual/sky_light_color Color of the sky light. Has no effect on blocks with a sky light of 0. This value is passed to the lightmap.fsh Minecraft:shader as SkyLightColor RGB color <ref group="a" name="rgb" /> RGB modifier Template:Color Template:Tc Camera position
visual/sky_light_factor Visual brightness of the sky light. The sky light color is mulitplied with this value and passed to the lightmap.fsh Minecraft:shader as SkyFactor Template:Nbt float Float modifiers 1.0 Template:Tc Camera position
visual/star_angle Position of the sun in degrees from east to west. Only used with overworld skybox type. Template:Nbt float angle Float modifiers 0.0 Template:Tc Camera position
visual/star_brightness Brightness of the stars. 0.5 is the default night start brightness. Only used with overworld skybox type. Template:Nbt float Float modifiers 0.0 Template:Tc Camera position
visual/sun_angle Position of the sun in degrees from east to west. 0 is directly up. Only used with overworld skybox type. Template:Nbt float angle Float modifiers 0.0 Template:Tc Camera position
visual/sunrise_sunset_color Color and intensity of sunrise and sunset. Only used with overworld skybox type. ARGB color <ref group="a" name="argb" /> ARGB modifiers Template:Color

(fully transparent)

Template:Tc Camera position
visual/water_fog_color Color of the fog when underwater

(also affected by time of day, weather, and potion effects)

RGB color <ref group="a" name="rgb" /> RGB modifiers Template:Color Template:Tc Camera position
visual/water_fog_end_distance Distance in blocks when the underwater fog reaches maximum density

(also affected by how long the player has been underwater)

Template:Nbt float Float modifiers 96.0 Template:Tc Camera position
visual/water_fog_start_distance Distance in blocks from where the underwater fog starts to have an effect. If negative, fog already exists at 0 distance.

(also affected by how long the player has been underwater)

Template:Nbt float Float modifiers -8.0 Template:Tc Camera position

Template:Reflist

Modifiers

Environment attribute modifiers are used to modify the value of an environment attribute.

override
Overrides the existing value with a new value. Functions identical to directly specifying the value. This modifier is available for all value types.

Boolean modifiers

Boolean modifiers are used to modify boolean values. They apply a boolean operator on the old value and a given argument.

Float modifiers

Float modifiers are used to modify float values.

simple arithmatic
Applies a simple arithmatic operation to the old value and a given argument.
alpha_blend
Applies a alpha blending between the old value and a new value.

RGB and ARGB modifiers

RGB and ARGB modifiers are used to modify RGB or ARGB color values.

component-wise color blending
Applies a component-wise additive, subtractive, or multiplicative color blending of the old color and a given argument color.
alpha_blend
Applies traditional alpha blending between colors
blend_to_gray
Applies component-wise blending of the RGB components towards a grayscale color.

History

Template:Info needed section Template:HistoryTable

Navigation

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