MINECRAFT FARSI DATABASE
Mechanics
Browse curated, version-aware Mechanics with practical details and connected guides.
Critical Hits
Critical Hits: Critical Hits 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.
Sweeping Attacks
Sweeping Attacks: Sweeping Attacks 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.
Knockback
Knockback: Knockback 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.
Invulnerability Frames
Invulnerability Frames: Invulnerability Frames 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.
Projectile Damage
Projectile Damage: Projectile Damage 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.
Fire Damage
Fire Damage: Fire Damage 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.
Drowning
Drowning: Drowning 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.
Suffocation
Suffocation: Suffocation 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.
Freezing Damage
Freezing Damage: Freezing Damage 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.
Poison Damage
Poison Damage: Poison Damage 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.
Wither Damage
Wither Damage: Wither Damage 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.
Experience Levels
Experience Levels: Experience Levels 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.
Experience Orbs
Experience Orbs: Experience Orbs 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.
Death and Item Drop
Death and Item Drop: Death and Item Drop 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.
Item Despawn
Item Despawn: Item Despawn 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.
Respawn Point
Respawn Point: Respawn Point 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.
Mob Despawn
Mob Despawn: Mob Despawn depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Naming Persistence
Naming Persistence: Naming Persistence depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Breeding Cooldown
Breeding Cooldown: Breeding Cooldown depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Breeding Food
Breeding Food: Breeding Food depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Baby Growth
Baby Growth: Baby Growth depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Mob Pathfinding
Mob Pathfinding: Mob Pathfinding depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Leash Behavior
Leash Behavior: Leash Behavior depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Boat Capture
Boat Capture: Boat Capture depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Villager Gossip
Villager Gossip: Villager Gossip depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Villager Reputation
Villager Reputation: Villager Reputation depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Villager Restocking
Villager Restocking: Villager Restocking depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Workstation Claiming
Workstation Claiming: Workstation Claiming depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Bed Claiming
Bed Claiming: Bed Claiming depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Villager Breeding
Villager Breeding: Villager Breeding depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Iron Golem Spawning
Iron Golem Spawning: Iron Golem Spawning depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Raid Waves
Raid Waves: Raid Waves depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Patrol Spawning
Patrol Spawning: Patrol Spawning depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Zombie Villager Curing
Zombie Villager Curing: Zombie Villager Curing depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Pet Teleportation
Pet Teleportation: Pet Teleportation depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Mob Looting Bonus
Mob Looting Bonus: Mob Looting Bonus depends on entity state, pathing, distance, village links, or player interaction. Isolate one entity, label it, observe a full work or spawn cycle, and verify persistence after leaving and reloading the area.
Crop Growth
Crop Growth: Crop Growth is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.
Bone Meal Growth
Bone Meal Growth: Bone Meal Growth is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.
Farmland Hydration
Farmland Hydration: Farmland Hydration is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.
Bee Pollination
Bee Pollination: Bee Pollination is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.
Sapling Growth
Sapling Growth: Sapling Growth is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.
Portal Cooldown
Portal Cooldown: Portal Cooldown is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.
Portal Coordinate Scaling
Portal Coordinate Scaling: Portal Coordinate Scaling is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.
Bubble Columns
Bubble Columns: Bubble Columns is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.
Minecart Momentum
Minecart Momentum: Minecart Momentum is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.
Hopper Transfer Rate
Hopper Transfer Rate: Hopper Transfer Rate is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.
Hopper Cooldown
Hopper Cooldown: Hopper Cooldown is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.
Redstone Update Order
Redstone Update Order: Redstone Update Order is a technical system. Build the smallest visible test, label every input and output, measure timing or distance, repeat after a reload, and only then connect it to a farm or redstone build.
