Anvil

This article is about the block. For the file format, see Anvil file format An anvil is a auction block that allows players to repair items, rename items, and combine enchantments .

Obtaining

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Breaking

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Anvils can be mined using any pick. If mined without a pick, they drop nothing .

Block

Anvil

Reading: Anvil

Hardness 5
Tool
Breaking time[A]
Default 25

Wooden

3.75

Stone

1.9

Iron

1.25

Diamond

0.95

Netherite

0.85

Golden

0.65
  1. Times are for unenchanted tools as wielded by players with no status effects, measured in seconds. For more information, see Breaking § Speed

natural generation

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A damaged anvil generates in the “ Forge board ” of the forest mansion .

Crafting

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A total of 31 iron ingots ( including 27 for three blocks of iron ) are required to craft an incus .

usage

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Repairing and renaming items

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Anvils have two modes to repair items that have a lastingness rate :

  • As with the grindstone, a player may repair items by combining two similar items. With the anvil, however, the target retains its enchantments and may gain new ones from the sacrificed items.
  • Alternatively, a player can use materials originally required in the crafting of the item (iron ingots for iron items with durability, diamonds for diamond items with durability) to repair a single item. One material can repair 25% of the target’s maximum durability. This is a very good deal in the case of a chestplate, for example; a full repair (four materials) would total only half of the item’s original cost (eight materials). In the case of tools and weapons, however, this may be a significantly less economical option; combining two diamond shovels would cost two diamonds in total, while up to four diamonds could be required to directly repair one. Still, it may be worth making the more expensive upgrade if the enchantments are considered difficult to obtain.

In accession, the musician can rename any token – not precisely items with lastingness – by using an incus. While in creative modality :

  • Any repair/enchant/rename operation may be done, regardless of the player’s experience level.
    • The experience cost is not taken from the player.
  • The repair cost of tools does still increase.
    • It will keep doubling with each repair, past the usual limit of 39 levels.
    • When it reaches the capacity of signed 32-bit integers, no repair cost is shown and the “product” item cannot be taken out of the anvil. Tools in this state also cannot be renamed or enchanted.
  • Anvils are not damaged on use.

Repairing

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Repairing with materials works for the most part, but not with all items : in general, repairing works for items with their material in the default diagnose. For case, an anvil can repair an iron pick with materials ( iron in this case ) while an incus can not repair bows or shears except with other bows or shears. extra cases : chain armor can be repaired with iron ingots, capsize shells can be repaired with scutes, and elytra can be repaired with phantom membranes. The rectify does not need to be complete ; one material repairs 1⁄4 of the item ‘s utmost lastingness. Repair of an unenchanted detail can cost more substantial than just crafting a new item or combining damaged items. The exception is armor, which consumes less material at the price of experience levels. Repairing with a match detail works for any item with lastingness including bows, shears and so on. The items must be a coordinated tool and of a pit substantial. For case, a aureate pick can not combine with a golden sword or cast-iron pick. In both cases, the resulting lastingness is limited to the token ‘s maximal, and there is no deduction for “ over-repair ”. As a subset of repairing one detail with another, the anvil can transfer enchantments from the sacrifice to the target. This can have a synergistic effect when both items share identical enchantments, or merely add to each early when they do not. Two Sharpness II swords can be combined to make a Sharpness III sword, for example, or a pick with Efficiency can be combined with one that has Unbreaking. This can produce enchantments and combinations that are not possible with an enchanting mesa. But even so, some enchantments can not be combined if they are similar, or contradicting, in terms of what they do. If the target is damaged, the player has to pay for the rectify a well as the transfer. Transferring high-level enchantments is more expensive, and renaming an item has an extra surcharge. The incus has a restrict of 39 levels ; beyond that, repairs are refused. This specify is not present in creative mode. Every time armor or tools are repaired, the minimal experience price doubles ( for example, 1 level, 2 levels, 4 levels, 8 levels, etc. ) .

Renaming

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Any item or stack of items can be renamed at a price of one horizontal surface plus any prior-work penalty. If the player is merely renaming, the maximum full price is 39 levels. The maximum distance for renaming is 30 characters‌ [ BE only ] / 50 characters‌ [ JE only ]. Some items have extra effects when renamed :
Any list changes to items are applied to the data tag {Item:{tag:{display:{Name:"{\"text\":\"\"}"}}}}. similarly, this data tag can be accessed by the nbt argumentation using aim selectors. Named items do not stack with nameless or differently-named items of the same type .

Enchanted books

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Enchanted books are used to enchant tools. Enchanted books themselves can be combined to create higher-tiered books. This makes an incus an alternative to the captivation mesa .

Falling anvils

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When there is no supporting block below an incus, the incus falls in the lapp way sand, perplex, concrete powder, and dragon eggs fall. A located incus can not be pushed or pulled by pistons, ‌ [ Java Edition only ] but a falling anvil can be pushed ( though can not be pulled ), as it is an entity. This is different in Bedrock Edition where anvils can be pushed and pulled by pistons. Anvils make a metallic clang phone when they land. A falling incus damages any musician, syndicate or token ‌ [ Java Edition only ] that it falls on. The wrong amount depends on fall distance : 2 ♥ per freeze fallen after the first ( for example, an incus that falls 4 blocks deals 6 wrong ). The damage is capped at 40 × 20, no count how army for the liberation of rwanda the anvil falls. Wearing a helmet reduces the damage by 1⁄4, but this costs lastingness on the helmet. When a musician dies by an incus falling on them, the end message “<player> was squashed by a falling anvil” appears. however, if a musician is merely touched by a falling anvil entity, no damage is consider unless the falling anvil becomes an anvil block in the same block where the musician is located. If an incus falls onto a jam with a solid top coat, but the lapp block it is in can not be replaced ( torch, slab, etc. ), it breaks and drops as an detail. An anvil that falls for 3 blocks and longer destroys any token entity it lands on.‌ [ Java Edition only ] An anvil can fall into the void if there is a square path to it .

Maps

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In Bedrock Edition, an anvil can be used alternatively of a crafting mesa to zoom a function out, to clone a map, or to place a player position marker on a map .
however, with the insertion of the mapmaking table, this sport became dispensable .

Becoming damaged

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With each use, an anvil has a 12 % find to become discredited – degrading one stage at a time, first base becoming chipped, then damaged, then finally destroyed. An anvil typically survives for 25 uses on average or approximately one use per 1.24 iron ingots used in crafting the incus. An incus can be damaged and destroyed from falling. If it falls from a height greater than one block, the chance of degrading by one stage is 5 % × the phone number of blocks fallen. The damage state does not affect the anvil ‘s function, but alone anvils of the same damage state of matter can stack in inventory. When used in creative modality, an anvil does not become damage. When an incus is destroyed, the musician automatically leaves the incus GUI and it disappears .

Sounds

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generic

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Java Edition :
Bedrock version :

Sound source description Resource location Volume Pitch
https://thaitrungkien.com/wiki/File:Stone_dig1.ogghttps://thaitrungkien.com/wiki/File:Stone_dig2.ogghttps://thaitrungkien.com/wiki/File:Stone_dig3.ogghttps://thaitrungkien.com/wiki/File:Stone_dig4.ogg Blocks Once the block has broken dig.stone 1.0 0.8-1.0
https://thaitrungkien.com/wiki/File:Stone_hit1.ogghttps://thaitrungkien.com/wiki/File:Stone_hit2.ogghttps://thaitrungkien.com/wiki/File:Stone_hit3.ogghttps://thaitrungkien.com/wiki/File:Stone_hit4.ogghttps://thaitrungkien.com/wiki/File:Stone_hit5.ogghttps://thaitrungkien.com/wiki/File:Stone_hit6.ogg Blocks While the block is in the process of being broken hit.anvil 0.35 0.5
https://thaitrungkien.com/wiki/File:Anvil_land.ogg Blocks When the block is placed random.anvil_land 0.5 0.8-1.0

unique

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Java Edition :

Sound Subtitles source Description

Read more : Smoked Pork Shoulder

Resource location Translation key Volume Pitch Attenuation
distance
https://thaitrungkien.com/wiki/File:Anvil_destroy.ogg Anvil destroyed Blocks When an anvil is destroyed block.anvil.destroy subtitles.block.anvil.destroy 1.0 1.0 16
https://thaitrungkien.com/wiki/File:Anvil_land.ogg Anvil landed Blocks When an anvil lands and survives block.anvil.land subtitles.block.anvil.land 1.0 1.0 16
https://thaitrungkien.com/wiki/File:Anvil_use.ogg Anvil used Blocks When an anvil is used block.anvil.use subtitles.block.anvil.use 1.0 1.0 16

Bedrock edition :

Sound source description Resource location Volume Pitch
https://thaitrungkien.com/wiki/File:Anvil_destroy.ogg Blocks When an anvil is broken by using it random.anvil_break 1.0 1.0
https://thaitrungkien.com/wiki/File:Anvil_land.ogg Blocks When an anvil lands and survives random.anvil_land 0.5 0.8-1.0
https://thaitrungkien.com/wiki/File:Anvil_use.ogg Blocks When an anvil is used and survives random.anvil_use 0.6 1.0

Data values

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idaho

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Java Edition :

Name Identifier Form Block tags Item tags Translation key
Anvil anvil Block & Item anvil anvil block.minecraft.anvil
Chipped Anvil chipped_anvil Block & Item anvil anvil block.minecraft.chipped_anvil
Damaged Anvil damaged_anvil Block & Item anvil anvil block.minecraft.damaged_anvil

Bedrock edition :

  1. ID of block ‘s direct detail form, which is used in savegame files and addons .
  2. /give command. available withcommand .
  3. The obstruct ‘s send detail form has the lapp idaho with the jam .

Block states

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Java Edition :

Name Default value Allowed values Description
facing north east
north
south
west
An anvil pointing north or south is aligned with its long dimension pointing north–south.
An anvil pointing east or west is aligned with its long dimension pointing east–west.
This value is 90° clockwise from the direction a player faces while placing an anvil.

Bedrock version :

Name Metadata Bits Default value Allowed values Values for
Metadata Bits
Description
damage 0x4
0x8
undamaged
broken 3 Broken Anvil (inaccessible, uses anvil base texture)
slightly_damaged 1 Slightly Damaged Anvil.
undamaged 0 Anvil.
very_damaged 2 Very Damaged Anvil.
direction 0x1
0x2
0 0
1
2
3
0
1
2
3
The facing direction.
Opposite from the direction a player faces when placing the block.

  • 0: facing West
  • 1: facing North
  • 2: facing East
  • 3: facing South

Falling block entity

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  • Dynamic block entity data

      • Tags common to all entities
    • BlockState: The falling block represented by this entity.

      • name: The resource location of the block.

      • Properties: Optional. The block states of the block.

        • Name: The block state name and its value.

    • DropItem: 1 or 0 (true/false) – true if the block should drop as an item when it breaks. Any block that does not have an item form with the same ID as the block does not drop even if this is set.

    • FallHurtAmount: Multiplied by the FallDistance to calculate the amount of damage to inflict. By default this value is always 2.

    • FallHurtMax: The maximum hit points of damage to inflict on entities that intersect this falling block. For vanilla falling blocks, always 40 × 20

    • HurtEntities: 1 or 0 (true/false) – true if the block should hurt entities it falls on.

    • TileEntityData: Optional. The tags of the block entity for this block.

    • time: The number of ticks the entity has existed. When Time goes above 600, or above 100 while the block is below Y=1 or is outside building height, the entity is deleted.

Achievements

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Icon Achievement In-game description Actual requirements (if different) Gamerscore earned Trophy type (PS4)
PS4 Other
Organizational Wizard Name a Shulker Box with an Anvil 30G Bronze

history

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Issues

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Issues relating to “ Anvil ” are maintained on the bug tracker. Report issues there .

trivium

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  • If placed on top of exploding TNT blocks, the explosion does not affect the surrounding area. This is because the anvil falls into the space the TNT entity is occupying, and since the TNT’s explosion power is not high enough to destroy the anvil, no blocks are destroyed.

gallery

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References

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source : https://thaitrungkien.com
Category : Tutorial

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