Press C to display the "Commands" bar in single player mode, then enter one of the following codes to activate the corresponding cheat function. Note: This must be done when creating a new world.
|Moves to next platform above your position||ascend|
|Toggle Atlantis mode||atlantis <on or off>|
|Show biome you are currently in||biome|
|Bring indicated entity to you||bring <entity>|
|Shoot primed TNT block at pointer||cannon <strength>|
|Access chest commands||chest <drop, get, fill, or swap>|
|Toggle clarity of water||clearwater|
|Clone the block at pointer||clone <amount>|
|Confuses mobs||confuse <distance>|
|Cycle through the painting at pointer||cyclepainting|
|Toggle player damage||damage|
|Defuse all nearby active TNT||defuse|
|Moves to the next platform below your position||descend|
|Destroy current item||destroy|
|Toggle difficulty; 0 (Peaceful), 1 (Easy), 2 (Medium), and 3 (Hard)||difficulty <0-3>|
|Transfer entire inventory to chest that spawns next to you||dropstore|
|Duplicates and drops current item stack in hand||duplicate|
|Set off explosion||explode|
|Toggle player fall damage||falldamage|
|Toggle player fire damage||firedamage|
|Set specified block at indicated flammability level||flammable <block> <catch or spread>|
|Fly at indicated speed||fly <speed>|
|Go to waypoint||goto <name>|
|Grow all wheat and spruce trees||grow|
|Heal indicated amount of health points||heal <health points>|
|Refill health to indicated level||health <min, max, or infinite>|
|Display more information about specified command||help <command name>|
|Teleport to spawn point||home|
|Toggle infinite items||infiniteitems|
|Instantly kill the animal or monster you hit||instantkill|
|Toggle instant mine||instantmine|
|Instantly grows what you plant||instantplant|
|Toggle breakage or usage of an item||itemdamage|
|Move to pointer||jump|
|Keep items after you die||keepitems|
|Kill current player||kill|
|Kill indicated type of mob||killall <mob type>|
|Kill indicated living things nearby||killnpc <all, animal, or monster>|
|Toggle permanent lighting||light|
|List all waypoints on the map||listwaypoints|
|Mobs cannot damage you||mobdamage|
|Glass block under your feet||platform|
|Rename command name to a new command name of your choice||rename <command name> <newname>|
|Ride the living creature at pointer||ride|
|Set spawn point to indicated coordinates||setspawn <x coordinate> <y coordinate> <z coordinate>|
|Set speed at which player moves to a indicated speed or resets it||setspeed <speed or reset>|
|Change player skin to any Minecraft skin||skin <username>|
|Set the specified blocks slippery||slippery <block name>|
|Spawn individual creature||spawn <name, ID, random, or list> <quantity>|
|Spawn a portal||spawnportal|
|Turn all items into their smelted form||superheat|
|Teleport to indicated coordinates||tele <x coordinate> <y coordinate> <z coordinate>|
|Teleport to the Nether, repeat to return||useportal|
|Toggle player water damage||waterdamage|
|Change weather||weather <lightning, thunder, or rain>|
|Control game save from Command bar||world <load, save, seed, new, exit, list, or backup>|
Hold [F3] during game play.
Show current lag
Hold [F6] during game play.
Press [F5] during game play in Survival mode to switch to third person view.
Press [F5] during game play in Creative mode.
Finding dungeons easily
- To find dungeons easily, you must make sure you have plenty of torches and some weapons, just in case you encounter a monster. Go to an area that you think may have dungeons. Make sure that area is well-lit with torches, just in case night falls (if it has not already.) Then, press [Esc] to open up the menu. Enter the "Options" menu and change the difficulty from "Peaceful" (or whatever difficulty you are on) to "Hard". Close the menu and press [F3]. ID numbers will appear on top of every animal or monster in range. Look towards the ground and search for an unusually big concentration of ID numbers underground; this is more than likely a group of monsters. It will either lead you to a cave or, more fortunately, a dungeon.
- This trick works best on slow computers, but it is also not completely reliable. If you are in an area where you believe a dungeon may be near, press F (you may need to press it repeatedly). Look around while pressing it. If you see flames showing up while the screen is blue (the sky), it indicates there is a dungeon within sixteen blocks of you. Note: This method only works when a dungeon is sixteen blocks near, and therefore not completely reliable.
Never get lost and know when near the ground
New players often like to explore, but when it comes to calling an end to exploration, especially in an abandoned mine, they get lost and end up somewhere totally different, away from home. Short of remembering where you last slept and copying the X, Y and Z values for future editing back to spawn/preferred place, use the following tricks to never get lost.
- Explore systematically. If you find a fork in the road, or multiple forks, take them one at a time. When you reach an end, and mining near it yields nothing, then either mark it or use a common block (like gravel) to seal a path off.
- Set breadcrumbs. While mining and exploring, be sure to mine up bits of the floor, using cobblestone or a block different from the floor as a pointer to the way out; or an ore block to note an intersection, so you have something to identify where you began later. While this will damage your pick more, knowing the way back is more valuable than some tool, especially since the wooden planks in abandoned mines are abundant.
- Keep natural landmarks. Scoop up the first source of water that leads to nowhere good, but leave everything else. Some of the water flowing from walls may prove useful for exploration. Also, if there is lava out of your way, do not go out of your way to put it out -- it emits light, which may be encased in a structure with glass (panes) as natural lighting.
- Know the way outside, and know when there is lava. Since beta version 1.8 and the revamped lighting engine, knowing when you are near ground is easy. Torches emit a bright light that fades into warmer tones. Lava has a brighter radius of light, meaning its brightest point is larger. If you see light that you did not create, then it is obviously a lava pool. Outside light on the other hand uses cooler tones. When you are near ground, it does not have the warmth of torch light, taking on a more fluorescent white color near the rock, or at night time, a light shade of blue.
Obsidian is a block that takes fifteen to fifty seconds to collect. It requires fifteen seconds with a diamond pickaxe, and fifty seconds with everything else. If you are aiming to make a near-indestructible building or structure, obsidian is your best choice. Sometimes it is naturally occurring, but often times it must be manually made. First, you will need to find flat lava that is not flowing. Then, collect water with a bucket and put the water onto the lava. Alternately, find flat water and collect lava. A blackish-purplish block should appear. This is obsidian, and requires a long time to collect. It is much easier to just spawn obsidian, but you will need a mod to be able to spawn it in single player mode.
Version 1.9 has added a dripping effect when the block is one layer below a liquid. This can be either water, or more importantly, lava. When digging, never again will players have to worry about burning their face off -- as long as they mine with caution.
In version 1.9pre2 animal spawns are mostly a once-only thing, meaning once a player kills a passive animal mob, they are mostly dead for good, or difficult to get back. This can be counteracted by breeding, which begins when two same animals fed with wheat are near each other. Future versions, based on screenshots, will have baby animals, and may reduce the speed of animal breeding, just so people cannot get a sheep farm going in seconds feeding fully-grown animals spawned from breeding.
Note: This was done in Beta v1.8. A player can grow mushrooms with bone meal (crushed bones from skeletons), with the brown mushrooms producing raised platforms, and the red mushrooms producing small shelter-like structures. Provided the room is available, and you have killed some skeletons, the brown mushrooms can be used as a flat area for an even base, while the red mushrooms provide shelter from mobs. As the red mushrooms leave some area open, it is imperative that the player cover this with another material. Once set up, glass panes or blocks of glass for windows can be added as viewports, and a bed can be placed to sleep in. As a home-building material, it is semi-reliable, but requires some skill and luck to make a home out of mushrooms, as the use of bone meal grows huge mushrooms unevenly, with the mushroom stem growing one or two blocks higher than the lowest possible growth. Huge mushrooms of either type will yield more mushrooms of their respective color, with broken blocks yielding up to two mushrooms, and with a possible fifty one blocks for red mushrooms, chances are very high a player will yield more mushrooms than they had grown, making one huge mushroom good starter for more small homes and rooms made with them.
Created by Static.
Note: This was done in Minecraft 1.9 Prerelease 3. The added, purposeless ingredients that have been in version 1.9pre1 and version 1.9pre2 can now be crafted into different kinds of potions for version 1.9pre3, which indicates that this system may remain mostly the same on release. However, all information is subject to change. In order to even make potions, a visit to The Nether is necessary. Certain required ingredients can only be had there.
- Potion prerequisites
- Crafting table
- Bottles: Made from glass the same way buckets can be made with Iron Ingots: Three pieces of glass, in a "v" shape.
- Brewing Stand: Made with a solid row of cobblestone, with a Blaze Rod (obtained from defeated Blaze mobs in the nether) in the middle, one row up.
- Nether Wart: Only obtainable in the Nether, and mainly in Nether Strongholds
With the base ingredients obtained, potions now require some explanation. Potions are multi-step items, requiring different ingredients to produce different effects. While there are three different type of bases, the one that matters at this time is the Awkward Potion, which is made by using a Brewing Stand to brew bottle(s) of water with a Nether Wart. Up to three can be made, so you may as well not waste Nether Wart and make three potion bases, every time. To begin making useful potions, you need non-base potion ingredients. Some require even more steps. Below are details of the non-base ingredients, including what they yield when brewed with an Awkward Potion. Additionally, the Fermented Spider Eye can be combined with other potions to produce negative effect potions.
- Made from refined sugar cane.
- Yields: Potion of Swiftness
- With Fermented Spider Eye: Potion of Slowness
- Spider Eye
- Must be obtained from a killed (Cave) Spider.
- Yields: Potion of Poison
- With Fermented Spider Eye: Potion of Harming
- Fermented Spider Eye
- Spider Eye, plus sugar and a brown mushroom
- Yields: Potion of Weakness
- Ghast Tear
- Must be obtained in The Nether, from a killed Ghast.
- Yields: Potion of Healing
- With Fermented Spider Eye: Potion of Harming
- Blaze Powder
- Must be crafted from a Blaze Rod, obtained from a killed Blaze in The Nether
- Yields: Potion of Strength
- With Fermented Spider Eye: Potion of Weakness
- Magma Cream
- Kill a slime to get a slime ball, then kill a Blaze in The Nether to get a Blaze Rod. Craft the Blaze Rod into Blaze Rod Dust, then craft the Slimeball with the Blaze Rod Dust.
- Yields: Potion of Fire Resistance
- With Fermented Spider Eye: Potion of Slowness (possible placeholder for another potion)
These potions can also be enhanced into Tier II potions by brewing them with Glowstone Dust (obtained from The Nether), and their length of effect can be enhanced with Redstone Dust (obtained from main world). Additionally, without making the Awkward Potion, the (currently useless) Thick Potion can be made from Glowstone Dust, and the (currently useless) Mundane Potion from Redstone Dust.
Enchantment table and experience points
To build, you need four obsidian, two diamonds, and a book. To assemble it, the book must be in the top row, the diamonds must be on both sides of the middle row, with obsidian in the center, and on the bottom row. To use it, you need experience points, which are now numerically-tracked in version 1.9pre4 and above. For every full experience bar, you will receive one point. To use it, set any tool, armor or weapon in the enchantment table slot and blindly pick an upgrade from the list of those available. Every time an item is placed, the available upgrades change. To further confuse players, the upgrade selection is presented in a cryptic, foreign language. Even if translated, the translation would not correlate with the upgrade. Thus, all enchantments are still fairly blind even if the words for them were translated. An enchanted item will have an indigo glow around it, and usually has some special property, for example: fall protection for boots, fire from sword strikes, and respiration with the helmet when underwater. An enchantment table is capable of more powerful (and expensive) enchantments when surrounded by bookshelves, which must be in the adjacent area. Ideally, bookshelves outside a 3x3 square, with the table in the middle, is more capable of enchantment than a table in the middle of an empty field.
The following is a list of enchantments. Note: The more experience points needed for an enchantment, generally the better the enchantment is. Any enchantable item is eligible to have up to two enchantments.
|Protection||4||Converts all fall damage into armor damage. May expend armor faster from fall damage.|
|Fire Protection||4||Protects against fire and lava damage.|
|Blast Protection||4||Protects against all types of explosions (TNT/Creepers).|
|Projectile Protection||4||Protects against projectile strikes (Arrows and Ghast fireballs).|
|Respiration||3||Increase time spent underwater.|
|Aqua Affinity||1||Remove underwater mining limitation.|
|Feather Falling||1||Less fall damage.|
|Sharpness||5||Extra damage to all mobs.|
|Smite||5||Extra damage to all but Spiders and Endermen|
|Bane of Arthropods||5||Extra damage to Spiders and Silverfish.|
|Knockback||2||Knockback without the need to sprint.|
|Fire Aspect||2||Set things on fire on strike.|
|Looting||3||Increase the odds of gaining more drops from mobs.|
|Efficiency||5||Gather resources faster.|
|Silk Touch||1||Collect normally-unobtainable blocks (Stone, Glass, Spawners, etc.)|
|Unbreaking||3||Extends the life of a tool.|
|Fortune||3||Possibility of increased drops from resources (i.e. Pickaxe yielding more diamond than possible).|
Note: Each tool has its share of exceptions. For example, certain blocks are not eligible for Silk Touch, or some things cannot be multiplied via Fortune. Looting does not increase passive mob drops. Bear these limitations in mind when using enchantments. Enchantments administered from v1.9pre3 will give Feather Falling I to all enchanted items. Breaking a chest with enchanted items will disenchant them.
Instant village seed
Seed /gimmeabreak / will place you facing the sun, with a village directly behind you.
In multiplayer mode, press T to open the talk/chat function. Then type /give <item ID> <1-64>. To find out the ID number of an object, search for the object on the Minecraft Wiki. Some objects cannot be spawned, such as specific dyes and colored wool. To spawn stone (not cobblestone), use ID number 1. Torches are 50 and white wool is 35.
Spleef: A multiplayer game
Many Minecraft players like to play a free-for-all game called "Spleef." Basically two or more players create a square stadium (maybe about fifteen to twenty blocks long or wide) that is floating or above lava or water. The object of the game is to destroy the blocks (stone and dirt are best) around your opponents either with or without tools. Players can choose whatever tools to use, however you can set rules (for example, no diamond pickaxes). The players are supposed to try and make their opponents fall through the stadium, and therefore be eliminated. The last player standing is the winner.
You can also have sword/bow and arrow/egg duels in a stadium. The two players should empty out their inventories and only keep their single weapon of choice (unlimited arrows for the bow is allowed, as long as there is one empty slot), then put in the reward for the winner/killer. An example would be for someone to have a diamond sword out, but in their inventory could be five stacked lapis lazuli or a single block of diamond. You can also have larger quantities of items; it does not really matter, as long as both players are fair and have the agreed-upon reward in their inventories. Then have the two players simply fight (no health hacks and no death chest mod). Armor is allowed, but it is recommended that rules be set regarding it. Whoever dies first loses, and everything in their inventory will be dropped. The winner can pick it up.
Note: This was done in beta version 1.5_01. The easiest way to execute this glitch is to dig a five-block deep 2x2 grave for yourself. Set up the death trap by laying down a dirt block over your head and two pieces of sand or gravel to fall on top of you. Before continuing, make sure you have everything you want duplicated in your inventory and/or item boxes. Pause game play and wait for the level to save completely. Navigate over to your ".minecraft" folder and locate "saves". Copy the world where you set up your death trap. After copying to a location easily memorable, return to game and walk under the dirt block. Dig it out and let the sand fall on top of you and intentionally die. Do not exit the game. Exit to title screen, then copy the save prior to death back to the "saves" folder. Overwrite everything. Load the game, and you will spawn where you saved before, and have everything from your inventory plus the items you lost via death. This essentially doubles the items you already had. This trick is best used for stackable rare items (Diamond, Gold, Obsidian) and tools made from rare items. Additionally, death from drowning and death from mobs all work. The main objective is to die after copying your saved game, so that you can spawn at or near where you died to get more of the same items. It may also be beneficial to fill in your 2x2 space with a large chest (two chests next to each other), so when you duplicate, you can deposit items, repeat the steps, and be able to have a lot of items without the need to hack your saved game file with tools like InvGrid or MCEdit.
Strategy guides from GameFAQs