MINECRAFT FARSI DATABASE

Mechanics

Browse curated, version-aware Mechanics with practical details and connected guides.

Coordinates
Mechanics

Coordinates

Coordinates: X is east/west, Y is elevation, and Z is south/north. Save X and Z for travel; use Y for mining and vertical alignment.

1.21.8BothBeginner
Ore Distribution
Mechanics

Ore Distribution

Ore Distribution: Every ore has preferred elevation and exposure rules; choose the target ore first, then select Y level and mining method.

1.21.8BothIntermediate
Enchanting Costs
Mechanics

Enchanting Costs

Enchanting Costs: Bookshelves raise available enchantment levels; the displayed level is the requirement, while only 1–3 levels are consumed.

1.21.8BothAdvanced
Anvil Prior Work Penalty
Mechanics

Anvil Prior Work Penalty

Anvil Prior Work Penalty: Each anvil operation raises future cost. Combine books in a balanced tree and apply the final book to fresh gear.

1.21.8BothBeginner
Villager Trading
Mechanics

Villager Trading

Villager Trading: A villager profession comes from an accessible job-site block; trade once to lock its profession and offers.

1.21.8BothIntermediate
Mob Spawning
Mechanics

Mob Spawning

Mob Spawning: Hostile spawning depends on dimension, biome, light, distance from players, valid blocks, and the mob cap.

1.21.8BothAdvanced
Redstone Signal Strength
Mechanics

Redstone Signal Strength

Redstone Signal Strength: Redstone power ranges from 0 to 15 and usually drops by one per dust block; repeaters refresh it to 15.

1.21.8BothBeginner
Nether Portal Linking
Mechanics

Nether Portal Linking

Nether Portal Linking: Nether horizontal coordinates correspond to Overworld X and Z divided by 8; Y is not scaled.

1.21.8BothIntermediate
Chunk Loading
Mechanics

Chunk Loading

Chunk Loading: The game processes only loaded chunks around players and special loaders; farms stop or change behavior outside simulation distance.

1.21.8BothAdvanced
Fall Damage
Mechanics

Fall Damage

Fall Damage: Fall damage starts after a short safe distance; water, hay bales, slime, slow falling, and Feather Falling reduce or cancel it.

1.21.8BothBeginner
Explosion Resistance
Mechanics

Explosion Resistance

Explosion Resistance: Blast resistance controls whether explosions destroy a block; distance, line of sight, and explosion source still matter.

1.21.8BothIntermediate
Status Effects
Mechanics

Status Effects

Status Effects: Effects have duration and amplifier levels; milk clears most effects, while some effects change when upgraded or extended.

1.21.8BothAdvanced
Raids and Bad Omen
Mechanics

Raids and Bad Omen

Raids and Bad Omen: Drink an ominous bottle to gain Bad Omen; entering a village converts it to Raid Omen before a raid begins.

1.21.8BothBeginner
Trial Omen
Mechanics

Trial Omen

Trial Omen: Approaching a Trial Spawner with Bad Omen converts it to Trial Omen and enables harder ominous encounters.

1.21.8BothIntermediate
Durability and Repair
Mechanics

Durability and Repair

Durability and Repair: Durability decreases with use. Unbreaking reduces durability consumption; Mending converts collected XP into repairs.

1.21.8BothAdvanced
Light Levels
Mechanics

Light Levels

Light Levels: Light Levels is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Hostile Mob Cap
Mechanics

Hostile Mob Cap

Hostile Mob Cap: Hostile Mob Cap is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Passive Mob Cap
Mechanics

Passive Mob Cap

Passive Mob Cap: Passive Mob Cap is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Spawn Chunks
Mechanics

Spawn Chunks

Spawn Chunks: Spawn Chunks is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Simulation Distance
Mechanics

Simulation Distance

Simulation Distance: Simulation Distance is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Render Distance
Mechanics

Render Distance

Render Distance: Render Distance is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Random Ticks
Mechanics

Random Ticks

Random Ticks: Random Ticks is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Random Tick Speed
Mechanics

Random Tick Speed

Random Tick Speed: Random Tick Speed is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Game Tick
Mechanics

Game Tick

Game Tick: Game Tick is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Day Night Cycle
Mechanics

Day Night Cycle

Day Night Cycle: Day Night Cycle is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Weather Cycle
Mechanics

Weather Cycle

Weather Cycle: Weather Cycle is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Sleep Percentage
Mechanics

Sleep Percentage

Sleep Percentage: Sleep Percentage is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Chunk Coordinates
Mechanics

Chunk Coordinates

Chunk Coordinates: Chunk Coordinates is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Chunk Borders
Mechanics

Chunk Borders

Chunk Borders: Chunk Borders is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Slime Chunks
Mechanics

Slime Chunks

Slime Chunks: Slime Chunks is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Structure Bounding Boxes
Mechanics

Structure Bounding Boxes

Structure Bounding Boxes: Structure Bounding Boxes is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Biome Temperature
Mechanics

Biome Temperature

Biome Temperature: Biome Temperature is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Water Freezing
Mechanics

Water Freezing

Water Freezing: Water Freezing is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Snow Accumulation
Mechanics

Snow Accumulation

Snow Accumulation: Snow Accumulation is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Fire Spread
Mechanics

Fire Spread

Fire Spread: Fire Spread is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Fluid Flow
Mechanics

Fluid Flow

Fluid Flow: Fluid Flow is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Entity Cramming
Mechanics

Entity Cramming

Entity Cramming: Entity Cramming is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
World Border
Mechanics

World Border

World Border: World Border is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Game Rules
Mechanics

Game Rules

Game Rules: Game Rules is a world-simulation rule. Hold version, edition, difficulty, gamerules, chunk state, and player position constant; change one variable and record the measured result before scaling.

1.21.8BothIntermediate
Hunger
Mechanics

Hunger

Hunger: Hunger affects survival or combat outcomes. Test with fixed armor, difficulty, health, distance, timing, and enchantments; keep a safe reset point and never infer Bedrock behavior from a Java-only test.

1.21.8BothIntermediate
Saturation
Mechanics

Saturation

Saturation: Saturation affects survival or combat outcomes. Test with fixed armor, difficulty, health, distance, timing, and enchantments; keep a safe reset point and never infer Bedrock behavior from a Java-only test.

1.21.8BothIntermediate
Exhaustion
Mechanics

Exhaustion

Exhaustion: Exhaustion affects survival or combat outcomes. Test with fixed armor, difficulty, health, distance, timing, and enchantments; keep a safe reset point and never infer Bedrock behavior from a Java-only test.

1.21.8BothIntermediate
Natural Regeneration
Mechanics

Natural Regeneration

Natural Regeneration: Natural Regeneration affects survival or combat outcomes. Test with fixed armor, difficulty, health, distance, timing, and enchantments; keep a safe reset point and never infer Bedrock behavior from a Java-only test.

1.21.8BothIntermediate
Armor Points
Mechanics

Armor Points

Armor Points: Armor Points affects survival or combat outcomes. Test with fixed armor, difficulty, health, distance, timing, and enchantments; keep a safe reset point and never infer Bedrock behavior from a Java-only test.

1.21.8BothIntermediate
Armor Toughness
Mechanics

Armor Toughness

Armor Toughness: Armor Toughness affects survival or combat outcomes. Test with fixed armor, difficulty, health, distance, timing, and enchantments; keep a safe reset point and never infer Bedrock behavior from a Java-only test.

1.21.8BothIntermediate
Shield Blocking
Mechanics

Shield Blocking

Shield Blocking: Shield Blocking affects survival or combat outcomes. Test with fixed armor, difficulty, health, distance, timing, and enchantments; keep a safe reset point and never infer Bedrock behavior from a Java-only test.

1.21.8BothIntermediate
Shield Cooldown
Mechanics

Shield Cooldown

Shield Cooldown: Shield Cooldown affects survival or combat outcomes. Test with fixed armor, difficulty, health, distance, timing, and enchantments; keep a safe reset point and never infer Bedrock behavior from a Java-only test.

1.21.8BothIntermediate
Attack Cooldown
Mechanics

Attack Cooldown

Attack Cooldown: Attack Cooldown affects survival or combat outcomes. Test with fixed armor, difficulty, health, distance, timing, and enchantments; keep a safe reset point and never infer Bedrock behavior from a Java-only test.

1.21.8BothIntermediate