MINECRAFT FARSI DATABASE
Mechanics
Browse curated, version-aware Mechanics with practical details and connected guides.
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.
Ore Distribution
Ore Distribution: Every ore has preferred elevation and exposure rules; choose the target ore first, then select Y level and mining method.
Enchanting Costs
Enchanting Costs: Bookshelves raise available enchantment levels; the displayed level is the requirement, while only 1–3 levels are consumed.
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.
Villager Trading
Villager Trading: A villager profession comes from an accessible job-site block; trade once to lock its profession and offers.
Mob Spawning
Mob Spawning: Hostile spawning depends on dimension, biome, light, distance from players, valid blocks, and the mob cap.
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.
Nether Portal Linking
Nether Portal Linking: Nether horizontal coordinates correspond to Overworld X and Z divided by 8; Y is not scaled.
Chunk Loading
Chunk Loading: The game processes only loaded chunks around players and special loaders; farms stop or change behavior outside simulation distance.
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.
Explosion Resistance
Explosion Resistance: Blast resistance controls whether explosions destroy a block; distance, line of sight, and explosion source still matter.
Status Effects
Status Effects: Effects have duration and amplifier levels; milk clears most effects, while some effects change when upgraded or extended.
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.
Trial Omen
Trial Omen: Approaching a Trial Spawner with Bad Omen converts it to Trial Omen and enables harder ominous encounters.
Durability and Repair
Durability and Repair: Durability decreases with use. Unbreaking reduces durability consumption; Mending converts collected XP into repairs.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.













