MINECRAFT FARSI DATABASE

Tips

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

Projectile Damage Field Checklist
Tips

Projectile Damage Field Checklist

Projectile Damage Field Checklist: 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.

1.21.8BothBeginner
Fire Damage Field Checklist
Tips

Fire Damage Field Checklist

Fire Damage Field Checklist: 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.

1.21.8BothBeginner
Drowning Field Checklist
Tips

Drowning Field Checklist

Drowning Field Checklist: 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.

1.21.8BothBeginner
Suffocation Field Checklist
Tips

Suffocation Field Checklist

Suffocation Field Checklist: 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.

1.21.8BothBeginner
Freezing Damage Field Checklist
Tips

Freezing Damage Field Checklist

Freezing Damage Field Checklist: 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.

1.21.8BothBeginner
Poison Damage Field Checklist
Tips

Poison Damage Field Checklist

Poison Damage Field Checklist: 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.

1.21.8BothBeginner
Wither Damage Field Checklist
Tips

Wither Damage Field Checklist

Wither Damage Field Checklist: 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.

1.21.8BothBeginner
Experience Levels Field Checklist
Tips

Experience Levels Field Checklist

Experience Levels Field Checklist: 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.

1.21.8BothBeginner
Experience Orbs Field Checklist
Tips

Experience Orbs Field Checklist

Experience Orbs Field Checklist: 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.

1.21.8BothBeginner
Death and Item Drop Field Checklist
Tips

Death and Item Drop Field Checklist

Death and Item Drop Field Checklist: 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.

1.21.8BothBeginner
Item Despawn Field Checklist
Tips

Item Despawn Field Checklist

Item Despawn Field Checklist: 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.

1.21.8BothBeginner
Respawn Point Field Checklist
Tips

Respawn Point Field Checklist

Respawn Point Field Checklist: 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.

1.21.8BothBeginner
Mob Despawn Field Checklist
Tips

Mob Despawn Field Checklist

Mob Despawn Field Checklist: 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.

1.21.8BothBeginner
Naming Persistence Field Checklist
Tips

Naming Persistence Field Checklist

Naming Persistence Field Checklist: 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.

1.21.8BothBeginner
Breeding Cooldown Field Checklist
Tips

Breeding Cooldown Field Checklist

Breeding Cooldown Field Checklist: 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.

1.21.8BothBeginner
Breeding Food Field Checklist
Tips

Breeding Food Field Checklist

Breeding Food Field Checklist: 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.

1.21.8BothBeginner
Baby Growth Field Checklist
Tips

Baby Growth Field Checklist

Baby Growth Field Checklist: 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.

1.21.8BothBeginner
Mob Pathfinding Field Checklist
Tips

Mob Pathfinding Field Checklist

Mob Pathfinding Field Checklist: 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.

1.21.8BothBeginner
Leash Behavior Field Checklist
Tips

Leash Behavior Field Checklist

Leash Behavior Field Checklist: 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.

1.21.8BothBeginner
Boat Capture Field Checklist
Tips

Boat Capture Field Checklist

Boat Capture Field Checklist: 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.

1.21.8BothBeginner
Villager Gossip Field Checklist
Tips

Villager Gossip Field Checklist

Villager Gossip Field Checklist: 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.

1.21.8BothBeginner
Villager Reputation Field Checklist
Tips

Villager Reputation Field Checklist

Villager Reputation Field Checklist: 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.

1.21.8BothBeginner
Villager Restocking Field Checklist
Tips

Villager Restocking Field Checklist

Villager Restocking Field Checklist: 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.

1.21.8BothBeginner
Workstation Claiming Field Checklist
Tips

Workstation Claiming Field Checklist

Workstation Claiming Field Checklist: 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.

1.21.8BothBeginner
Bed Claiming Field Checklist
Tips

Bed Claiming Field Checklist

Bed Claiming Field Checklist: 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.

1.21.8BothBeginner
Villager Breeding Field Checklist
Tips

Villager Breeding Field Checklist

Villager Breeding Field Checklist: 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.

1.21.8BothBeginner
Iron Golem Spawning Field Checklist
Tips

Iron Golem Spawning Field Checklist

Iron Golem Spawning Field Checklist: 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.

1.21.8BothBeginner
Raid Waves Field Checklist
Tips

Raid Waves Field Checklist

Raid Waves Field Checklist: 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.

1.21.8BothBeginner
Patrol Spawning Field Checklist
Tips

Patrol Spawning Field Checklist

Patrol Spawning Field Checklist: 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.

1.21.8BothBeginner
Zombie Villager Curing Field Checklist
Tips

Zombie Villager Curing Field Checklist

Zombie Villager Curing Field Checklist: 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.

1.21.8BothBeginner
Pet Teleportation Field Checklist
Tips

Pet Teleportation Field Checklist

Pet Teleportation Field Checklist: 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.

1.21.8BothBeginner
Mob Looting Bonus Field Checklist
Tips

Mob Looting Bonus Field Checklist

Mob Looting Bonus Field Checklist: 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.

1.21.8BothBeginner
Crop Growth Field Checklist
Tips

Crop Growth Field Checklist

Crop Growth Field Checklist: 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.

1.21.8BothBeginner
Bone Meal Growth Field Checklist
Tips

Bone Meal Growth Field Checklist

Bone Meal Growth Field Checklist: 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.

1.21.8BothBeginner
Farmland Hydration Field Checklist
Tips

Farmland Hydration Field Checklist

Farmland Hydration Field Checklist: 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.

1.21.8BothBeginner
Bee Pollination Field Checklist
Tips

Bee Pollination Field Checklist

Bee Pollination Field Checklist: 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.

1.21.8BothBeginner
Sapling Growth Field Checklist
Tips

Sapling Growth Field Checklist

Sapling Growth Field Checklist: 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.

1.21.8BothBeginner
Portal Cooldown Field Checklist
Tips

Portal Cooldown Field Checklist

Portal Cooldown Field Checklist: 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.

1.21.8BothBeginner
Portal Coordinate Scaling Field Checklist
Tips

Portal Coordinate Scaling Field Checklist

Portal Coordinate Scaling Field Checklist: 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.

1.21.8BothBeginner
Bubble Columns Field Checklist
Tips

Bubble Columns Field Checklist

Bubble Columns Field Checklist: 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.

1.21.8BothBeginner
Minecart Momentum Field Checklist
Tips

Minecart Momentum Field Checklist

Minecart Momentum Field Checklist: 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.

1.21.8BothBeginner
Hopper Transfer Rate Field Checklist
Tips

Hopper Transfer Rate Field Checklist

Hopper Transfer Rate Field Checklist: 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.

1.21.8BothBeginner
Hopper Cooldown Field Checklist
Tips

Hopper Cooldown Field Checklist

Hopper Cooldown Field Checklist: 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.

1.21.8BothBeginner
Redstone Update Order Field Checklist
Tips

Redstone Update Order Field Checklist

Redstone Update Order Field Checklist: 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.

1.21.8BothBeginner
Observer Pulses Field Checklist
Tips

Observer Pulses Field Checklist

Observer Pulses Field Checklist: Observer Pulses 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.

1.21.8BothBeginner
Piston Push Limit Field Checklist
Tips

Piston Push Limit Field Checklist

Piston Push Limit Field Checklist: Piston Push Limit 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.

1.21.8BothBeginner
Piston Quasi Connectivity Field Checklist
Tips

Piston Quasi Connectivity Field Checklist

Piston Quasi Connectivity Field Checklist: Piston Quasi Connectivity 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.

1.21.8BothBeginner
Comparator Container Output Field Checklist
Tips

Comparator Container Output Field Checklist

Comparator Container Output Field Checklist: Comparator Container Output 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.

1.21.8BothBeginner