Player

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"Steve" redirects here. For the skin in Minecraft Dungeons, see MCD:Steve.
"Alex" redirects here. For the skin in Minecraft Dungeons, see MCD:Alex.
"User" redirects here. For user rights on the Minecraft Wiki, see MCW:Users.
This article is about the entity the user controls when playing Minecraft. For the removed passive mob, see Mob (entity). For the removed hostile mob, see Monster (entity).
Player

Alex (slim) JE2.png: Infobox image for Player the entity in Minecraft

Ari (classic) JE1.png: Infobox image for Player the entity in Minecraft

Efe (slim) JE1.png: Infobox image for Player the entity in Minecraft

Kai (classic) JE1.png: Infobox image for Player the entity in Minecraft

Makena (slim) JE1.png: Infobox image for Player the entity in Minecraft

Noor (slim) JE1.png: Infobox image for Player the entity in Minecraft

Steve (classic) JE6.png: Infobox image for Player the entity in Minecraft

Sunny (classic) JE1.png: Infobox image for Player the entity in Minecraft

Zuri (classic) JE1.png: Infobox image for Player the entity in Minecraft

Health points

20♥ × 10

Armor points

Depends on armor

Behavior

Controlled

Attack
strength

Fist: 1♥[until JE Combat Tests]
2♥[upcoming: JE Combat Tests]
Items: Varies

Hitbox size

Height: 1.8 blocks
Width: 0.6 blocks
While sneaking:
Height: 1.5 blocks
Width: 0.6 blocks
While gliding/swimming:
Height: 0.6 blocks
Width: 0.6 blocks
While sleeping:
Height: 0.2 blocks
Width: 0.2 blocks

Speed

0.1

Spawn

Player spawn point (if set using a bed, a respawn anchor, or commands)
Or world spawn

The player is the main controlled character in Minecraft. The nine default player skins are known as Alex, Ari, Efe, Kai, Makena, Noor, Steve, Sunny, and Zuri, with all unchanged skins being split between these nine skins.

Appearance[edit | edit source]

There are nine default player skins, known as Alex, Ari, Efe, Kai, Makena, Noor, Steve, Sunny, and Zuri, assigned to each player based on their account ID if they do not use a custom skin.

EntitySprite alex.png: Sprite image for alex in Minecraft Alex:

  • Long, bright orange hair hanging down on their left shoulder.
  • Pale fair skin.
  • White eyes with dark green pupils.
  • Pinkish lips.
  • 3 pixel "slim" arms.
  • Plain light green short-sleeved tunic with a dark green belt.
  • Brown trousers.
  • Grayish boots.

EntitySprite ari.png: Sprite image for ari in Minecraft Ari:

  • Long warm brown braided hair hanging down on their right shoulder.
  • Peach skin.
  • Blushing cheeks.
  • Orangish yellow tunic.
  • Teal jeans with a brown belt.
  • Gray shoes.

EntitySprite efe.png: Sprite image for efe in Minecraft Efe:

  • Short lavender hair.
  • Brown skin.
  • White eyes with garnet pupils.
  • Visible cheekbones.
  • Gold earring on left ear.
  • Gold bracelet on right arm.
  • Bluish white cardigan with black blouse.
  • Dark purple pants with black belt and golden belt buckle.
  • Black boots with golden trimming.

EntitySprite kai.png: Sprite image for kai in Minecraft Kai:

  • Long blonde hair in a ponytail.
  • Warm skin.
  • White eyes with muted green pupils.
  • Brown lips.
  • Dark purple and lavender jacket.
  • Black dress.
  • Magenta belt.
  • Rosewood sandals with white socks.

EntitySprite makena.png: Sprite image for makena in Minecraft Makena:

  • Long dark brown hair hanging down on their right shoulder.
  • Very dark brown skin.
  • White eyes with brown pupils.
  • Visible cheekbones.
  • Brown lips.
  • Yellow sweater.
  • Light red pants.
  • Black and white shoes.

EntitySprite noor.png: Sprite image for noor in Minecraft Noor:

  • Long, brown dreadlocks hanging down both of their shoulders.
  • Reddish brown skin.
  • White eyes with brown pupils.
  • Brown lips.
  • Red jacket overlaying a black shirt.
  • Baggy green pants.
  • Dark brown shoes.

EntitySprite steve.png: Sprite image for steve in Minecraft Steve:

  • Short dark brown hair.
  • Brown skin.
  • Dark brown nose and a beard.
  • White eyes with violet pupils.
  • 4 pixel "wide" arms.
  • Plain cyan T-shirt hanging down untucked on the left-hand side.
  • Violet jeans.
  • Gray shoes.

EntitySprite sunny.png: Sprite image for sunny in Minecraft Sunny:

  • Short black hair with a fade.
  • Warm skin.
  • Brown lips.
  • White eyes with black pupils.
  • Green flannel button-up underneath blue overalls.
  • Prosthetic left arm.
  • Black and white shoes.

EntitySprite zuri.png: Sprite image for zuri in Minecraft Zuri:

  • Short black, fuzzy hair.
  • Dark brown skin.
  • White eyes with dark brown pupils.
  • Visible cheekbones.
  • Cordovan lips.
  • Red polo shirt with white edges.
  • Light brown trousers with a brown belt.
  • Black shoes.

The player's skin can be changed. The nine default skins also have "classic" and "slim" shapes.

The player's appearance is commonly obscured by equipped armor such as turtle shells, as well as other equipable items such as elytra, carved pumpkins, and heads. Players are also the only entity capable of having capes, as well as deadmau5 ears, depending on the account.

In Java Edition, if shot with an arrow or stung by a bee, the arrow/stinger appears physically embedded inside of the player for a given time. These do not apply to other mobs.

Unlike their Java Edition counterparts, Bedrock Edition players periodically blink; this feature does not apply to custom skin models.

Drops[edit | edit source]

  • Contents of their inventory and armor unless /gamerule keepInventory has been set to true.
  • Current XP level divided by 7, capped at a total of 100 XP points. If /gamerule keepInventory has been set to true, no XP is dropped.

Differences between editions[edit | edit source]

Java Edition[edit | edit source]

In Java Edition, the player can choose from Steve, Alex, Zuri, Sunny, Noor, Makena, Kai, Efe, or Ari. These nine models can be customized by downloading free skins from trusted websites or by using an editing program, but in the demo or when playing offline, the game randomly chooses any of the nine skins as the current skin.

Bedrock Edition[edit | edit source]

In Bedrock Edition, the player can choose between Alex, Noor, Ari, Sunny, Makena, Efe, Zuri, Kai, or Steve in-game, which sets both the skin and the model for custom skins. However, Bedrock Edition also allows the usage of skin packs, each of which has a selection of free skins. On Windows and mobile devices, skins can also be imported from a PNG file. Some skins can be purchased as DLC. Bedrock Edition also features a skin creation system with free and purchasable apparel and features.

Reach[edit | edit source]

An in-game screenshot showing a red circle around other player to indicate the user's attack reach of a spherical area of three blocks.
The attack reach area of 3 blocks is indicated by the red circle.

A player has two kinds of reach. The area forms a three-dimensional cylinder because it encompasses vertical and horizontal distances:[1][needs testing in Java Edition]

  • The attack reach, which is 3 blocks
  • The building reach, which is 4.5 blocks (5 blocks in creative mode)

Health and hunger meters[edit | edit source]

Main articles: Health and Damage

The player has 10 full hearts or 20 health points. One full heart represents two health points. When the player's hunger bar is at 18 (🍗 × 9) or higher, health slowly regenerates by 1♥ every four seconds, but when it is at 20 (🍗 × 10) with saturation remaining, health regenerates by 1♥ every half second. The hunger bar depletes faster from energy-intensive activities like sprinting, jumping, attacking mobs, and mining, and it can be refilled by eating food. If the hunger bar is at 17 (🍗 × 8.5) or lower, the player does not regenerate health unless in Peaceful difficulty (or under the effect of certain potions). While the hunger bar is at 0 (🍗), the player is starving and proceeds to lose health. On Hard difficulty, starvation kills the player. On Normal difficulty, it brings health down to 1♥. On Easy difficulty, it brings health down to 10♥♥♥♥♥. On Peaceful difficulty, the health bar recovers regardless of hunger, but still depletes from starvation damage, and the hunger bar does not lose any points even when under the effect of hunger.

Respawn immunity[edit | edit source]

The player does not take damage for 60 game ticks (3 seconds) upon respawning from death.

Movement[edit | edit source]

There isn't a simple hard-coded maximum velocity for walking, sprinting, etc. The maximum is a result of a base acceleration countered by "friction" or air resistance. The base acceleration for walking is 0.098, and sprinting is 30% faster than that. Velocity is increased by this acceleration value every tick (1/20th of a second), then the player is moved by the resulting velocity, then the velocity is multiplied by the friction value of the block they are walking on. For most blocks, the friction value is 0.546. As the player walks forward, each tick their velocity goes +0.098, *0.546, +.098, *0.546, +0.098, and so on. The result is that eventually, the 0.546 multiplier counteracts the 0.098 increase, so the player doesn't go any faster. The formula for this "terminal velocity" is a/(1-r), where a is the acceleration, and r is the block's friction. 0.098/(1-0.546) ≈ 0.2159 meters/tick = 4.317 meters/second. Sprinting is 30% faster than that; About 5.612 meters/second. Flying is similar, but the base acceleration is 0.049 and the "friction" is 0.91, which comes out to ~10.89 m/s.

The player walks at a nominal rate of 4.317 meters (blocks) per second. That's about 15.5 kph or 9.7 mph, which is a 3:51 kilometer or a 6:12 mile. This means that the player can walk a total of 5181 blocks (5.2 km) in one Minecraft day, if walking in a straight line, ignoring hunger, and not sprinting or sneaking. For sneaking and sprinting statistics, see below.

Sprinting[edit | edit source]

The player can sprint, draining the hunger bar considerably while doing so. The player sprints approximately 5.612 blocks per second, as opposed to the regular pace of 4.317. That's 20.2 kph or 12.6 mph, which is a 2:58 km or a 4:46 mile. The maximum distance a player can jump when sprinting is approximately 4.225 blocks. The swiftness effect increases momentum. The player cannot sprint if the hunger bar is at 6 (🍗🍗🍗) or less. Sprinting is activated by double-tapping the forward key (default W), then holding it, or by holding the sprint key (Ctrl [Cmd if using a Mac] by default) while pressing the forward key. Holding the sprint key in Creative mode while flying causes the player to fly faster.

Sneaking[edit | edit source]

Sneaking is a feature activated by pressing and holding the sneak key (default is Shift). Sneaking prevents players from falling more than half a block, making it highly useful for building horizontally outward over space. Going past the edge of a block and stopping sneaking does not result in falling off that block. The player can still dismount blocks while sneaking by jumping over the block's edge. In Multiplayer Mode, a player's name tag is grayed out in Java Edition or completely disappears in Bedrock Edition when they sneak, to relate to the fact that sneaking makes them harder to see.

Movement Mode Speed (m/s) Speed (km/h) % of Walking Speed
Walking 4.317 15.54 100%
Sprinting 5.612 20.20 130%
Sneaking 1.295 4.663 30%
Flying 10.79 38.85 250%
Sprint Flying 21.58 77.71 500%
Falling 77.71 279.75 1800%

Jumping[edit | edit source]

The maximum height a player can jump without the jump boost effect is about 1.2522 blocks in Java Edition. The jump height on Bedrock Edition is shorter because the game uses an outdated, pre-Combat Update value of 1.24919

.

Swimming[edit | edit source]

Swimming occurs when the player is sprinting (by double pressing W or pressing Ctrl/Cmd) while the player is submerged underwater. Swimming has the same animation as crawling.

Crawling[edit | edit source]

Main article: Crawling

Crawling occurs when the player is in an area less than 1.5 blocks high and prevents suffocation.

Gameplay HUD[edit | edit source]

The onscreen heads-up display (HUD) consists of the player's health bar, hunger bar, experience bar, and hotbar. The armor rating bar appears above the health bar if the player is wearing armor and the oxygen bar appears if the player is submerged in water or is suffocating in a block‌[BE only]. The HUD also contains the crosshair and a held object or fist. The HUD can also be toggled by F1.

As mentioned in the Gamemodes section, if the player is in Creative mode the health, hunger, and experience bars including armor rating and oxygen bubbles are hidden and only the hotbar is visible. Despite this, the player can still collect experience, wear armor, and still displays the screen tilting animation when dying from /kill or the void. In Spectator mode even the hotbar, crosshair, and held object/fist are hidden and the hotbar appears as a player spectating list when a number is pressed or the mouse is scrolled.

Experience[edit | edit source]

Main article: Experience

Experience points (XP) can be gained via experience orbs when killing mobs or mining certain minerals. The current level is indicated by a green number above the HUD, and the experience points can be used to enchant weapons, tools, or armor with different useful attributes and skills (see enchanting table.) Anvils require experience to use.

The level increases by obtaining enough experience points. All levels and points are lost upon death but can be partially restored by picking up the experience orbs at the place of death.[2]

Experience is also obtained through activities such as mining, fishing, mob breeding, killing certain mobs, trading, or smelting.

Game modes[edit | edit source]

  • In Survival mode, the player can place and destroy most blocks, and use all tools available. The player has limited health (♥ icons), hunger (🍗 icons), and oxygen (bubble icons)
  • In Creative mode, the player can fly by double-tapping the jump key (default Space) and place an infinite number of blocks, but with limited use of crafting and tools. No mobs attack the player. The player cannot take damage (at all in Bedrock Edition, and in Java Edition only when falling into the Void or typing the command /kill), has no hunger and has unlimited oxygen, and breaking blocks is instantaneous.
  • In Hardcore mode‌[Java Edition only][upcoming: BE], the player can respawn only in Spectator mode, and the difficulty level is locked on Hard mode.
  • In Adventure mode, there are no changes from Survival mode aside from being unable to break or place blocks unless they possess a tool with the can_break item component for that block, or have a block with the can_place_on component. This game mode can be played only by having cheats enabled and typing the command /gamemode adventure, /gamemode a[Bedrock Edition only], /gamemode 2[Bedrock Edition only], or by opening a multiplayer (including LAN) world.
  • In Spectator mode, the player can spectate almost all mobs, ride them as if the player were in a minecart, fly through blocks, and open inventories, but cannot break blocks or change inventories. Along with Adventure, it can be accessed by typing in /gamemode spectator, pressing F3+F4 until Spectator mode (the eye of ender) is selected or F3+N while cheats are enabled, or dying in Hardcore mode. However, with the Debug Mode world type, the gamemode is locked as Spectator mode unless changed with cheats enabled.

Username[edit | edit source]

Players in-game are referred to by a username. These are used to target the player with commands and differentiate other players.

In Java Edition, usernames must be 3–16 characters, although there are exceptions for players with under 3 characters, who bought the game early in its development. Players can change their username no more than once every 30 days. When the player changes their username, the previous username is available for other users to claim after 37 days. Because players can change usernames every 30 days, a player can manage two usernames without anyone being able to take either of them. If the player has a username under 3 characters and changes it, the old sub-3-character username is permanently unable to be obtained again.[3] This also applies for symbol names.[4] The username can be changed on the preferences page of minecraft.net.

In Bedrock Edition, usernames chosen in-game must be 3–32 characters. Users can choose a username and change it unlimited times from Settings -> General -> Profile. Alternatively, users that sign in with a Microsoft account have the username set to match their Gamertag. Gamertags can be modified on the Choose your new gamertag page of xbox.com for a fee of US$9.99 except if changing from the gamertag generated upon account creation.[5]

Player names appear above their head as nameplates, typically in white letters within a dark transparent rectangle. Player nameplates can also be seen through solid blocks and other obstructions, although a player can sneak to dim the nameplate's visibility when in sight, or hide it completely when out of sight or in Bedrock Edition.

Customization[edit | edit source]

The player height options in Bedrock Edition.
Main articles: Skin and Character Creator

In Java Edition, players can change skins on the preferences page of minecraft.net or the Minecraft Launcher by uploading a PNG image file, which then replaces the default skin. Players also have the option to have three or four pixel-wide arms on the character model.

In Bedrock Edition, players can change their character's appearance from the Main menu or Pause menu -> Character where 5 character slots are shown. Edit Character opens the Character Creator where a skin, which synchronizes between signed-in devices, can be created by selecting pre-made components, altering their height, and selecting a slim or wide arm width. Players alternatively have the option to select from Classic skins with Skin packs obtained from the Marketplace or, for the Windows 10, iOS/iPadOS, and Android versions of the game, import a PNG image file. Classic Skins do not synchronize between signed-in devices.
Players can also choose 4 Emotes per character slot and select or remove a cape.

Sounds[edit | edit source]

Java Edition:
Players use the Players sound category for entity-dependent sound events.

Sounds
SoundSubtitlesSourceDescriptionResource locationTranslation keyVolumePitchAttenuation
distance
​EatingPlayersWhile a player is eating somethingentity.generic.eatsubtitles.entity.generic.eatvaries [sound 1]0.8-1.216
​SippingPlayersWhile a player is drinking somethingentity.generic.drinksubtitles.entity.generic.drink0.50.9-1.016
​GulpingPlayersWhile a player is drinking a honey bottleitem.honey_bottle.drinksubtitles.item.honey_bottle.drink0.5varies [sound 2]16
​EatingFriendly CreaturesWhen a player finishes eating somethingentity.generic.eatsubtitles.entity.generic.eat1.00.6-1.416
​BurpPlayersWhen a player finishes eating or drinkingentity.player.burpsubtitles.entity.player.burp0.50.9-1.016
​Strong attackPlayersWhen a player deals an attack that does not trigger any other attack soundsentity.player.attack.strongsubtitles.entity.player.attack.strongvaries [sound 3]1.016
​Critical attackPlayersWhen a player deals a critical hitentity.player.attack.critsubtitles.entity.player.attack.crit0.71.016
​Knockback attackPlayersWhen a player deals a sprinting attackentity.player.attack.knockbacksubtitles.entity.player.attack.knockback0.71.016
​Sweeping attackPlayersWhen a player deals a sweep attackentity.player.attack.sweepsubtitles.entity.player.attack.sweep0.71.016
​Weak attackPlayersWhen a player deals an attack with no damageentity.player.attack.nodamagesubtitles.entity.player.attack.weak0.71.016
​Weak attackPlayersWhen a player attempts to attack without sufficient cooldownentity.player.attack.weaksubtitles.entity.player.attack.weak0.71.016
​Player dingsPlayersWhen a player levels up to a multiple of 5 [sound 4]entity.player.levelupsubtitles.entity.player.levelup0.75 [sound 5]1.016
​Player diesPlayersWhen a player diesentity.player.deathsubtitles.entity.player.death1.00.8-1.216
​Player hurtsPlayersWhen a player is damaged from a generic sourceentity.player.hurtsubtitles.entity.player.hurt1.00.8-1.216
​Player drowningPlayersWhen a player is damaged by running out of breathentity.player.hurt_drownsubtitles.entity.player.hurt_drown1.00.8-1.216
​Player burnsPlayersWhen a player is damaged by fireentity.player.hurt_on_firesubtitles.entity.player.hurt_on_fire1.00.8-1.216
​Player freezesBlocksWhen a player is damaged by freezing in powder snowentity.player.hurt_freezesubtitles.entity.player.freeze_hurt1.00.8-1.216
​Player hurtsPlayersWhen a player is damaged by touching a sweet berry bushentity.player.hurt_sweet_berry_bushsubtitles.entity.player.hurt1.00.8-1.216
​Something tripsPlayersWhen a player falls from 4 to 7 blocks high in Survival or Adventure modeentity.player.small_fallsubtitles.entity.generic.small_fall1.01.016
​Something fellPlayersWhen a player falls from 8 or more blocks high in Survival or Adventure modeentity.player.big_fallsubtitles.entity.generic.big_fall1.01.016
​SplashingPlayersWhen a player enters water at low speed [sound 6]entity.player.splashsubtitles.entity.generic.splash0.0-0.25 [sound 7]0.6-1.416
​SplashingPlayersWhen a player enters water at high speed [sound 6]entity.player.splash_high_speedsubtitles.entity.generic.splash0.25-1.0 [sound 7]0.6-1.416
​SwimmingPlayersWhile a player is moving through waterentity.player.swimsubtitles.entity.generic.swim0.0-1.0 [sound 7]0.6-1.416
​Player teleportsPlayersWhen a player teleports using an ender pearlentity.player.teleportsubtitles.entity.player.teleport1.01.016
None[sound 8]NoneUnused sound event[sound 9]entity.player.breathNone[sound 8]NoneNoneNone
  1. Can be 0.5, 1.0, or 1.5
  2. 0.9-1.0 for drink_honey1 and drink_honey2, 0.315-0.35 for drink_honey3, and 0.675-0.75 for the second copy of drink_honey3
  3. 0.6 for strong1 through strong4, and 0.7 for strong5 and strong6
  4. And more than five seconds have passed since the last time this sound played
  5. Is 0.75 for all levels over 30, and is level30×0.75When below 30
  6. a b The player's momentum, with the horizontal axes' velocity multiplied by 0.2, compared to 0.25
  7. a b c The player's momentum, with the horizontal axes' velocities multiplied by 0.2 (capped at 1.0)
  8. a b No bug reports have been made for this case, however given the resolution of most others the lack of a subtitle is implied to be intentional
  9. MC-185414

Bedrock Edition:

Sounds
SoundSourceDescriptionResource locationVolumePitch
PlayersWhile a player is eating somethingrandom.eat0.5-1.10.8-1.2
PlayersWhile a player is drinking somethingrandom.drink0.350.9-1.1
PlayersWhile a player is drinking a honey bottlerandom.drink_honeyvaries[sound 1]0.9-1.0
PlayersWhen a player finishes eating or drinkingrandom.burp0.50.9-1.0
PlayersWhen a player deals an attack with damagegame.player.attack.strong0.20.8-1.2
PlayersWhen a player deals an attack with no damagegame.player.attack.nodamage0.20.8-1.2
PlayersWhen a player reaches a level multiple of 5random.levelup1.01.0
PlayersWhen a player diesgame.player.die1.00.8-1.2
PlayersWhen a player is damaged from a generic sourcegame.player.hurt1.00.8-1.2
PlayersWhen a player is damaged by running out of breathmob.player.hurt_drown1.01.0
PlayersWhen a player is damaged by firemob.player.hurt_on_fire1.01.0
PlayersWhen a player is damaged by freezing in powder snowmob.player.hurt_freeze1.01.0
PlayersWhen a player falls from 4 to 7 blocks high in Survival or Adventure modedamage.fallsmall0.751.0
PlayersWhen a player falls from 8 or more blocks high in Survival or Adventure modedamage.fallbig0.751.0
PlayersWhen a player enters water[sound 2]random.splash?0.6-1.4
PlayersWhen the player's eye level goes underwaterambient.underwater.enter?1.0
PlayersWhen the player's eye level exits underwaterambient.underwater.exit?1.0
PlayersWhile a player is moving through waterrandom.swim?0.6-1.4
  1. 0.5 for drink_honey1 and drink_honey2, but drink_honey3 is 0.175 or 0.375
  2. MCPE-44120

Data values[edit | edit source]

ID[edit | edit source]

Java Edition:

NameIdentifierTranslation key
EntitySprite player.png: Sprite image for player in Minecraft Playerplayerentity.minecraft.player

Bedrock Edition:

NameIdentifierNumeric ID Translation key
EntitySprite player.png: Sprite image for player in Minecraft Playerplayer63entity.player.name

Entity data[edit | edit source]

Main article: player.dat format
See also: Chunk format

Players have entity data associated with them that contain various properties.

  • The root tag. In level.dat files, this tag is called Player.
    • Tags common to all entities
    • except for the tags: CustomName, CustomNameVisible, and Glowing.
    • Tags common to all mobs
    • except for the tags: HandItems, ArmorItems, HandDropChances, ArmorDropChances, CanPickUpLoot, PersistenceRequired, Leash.
    •  abilities: The abilities this player has.
      •  flying: 1 or 0 (true/false) - true if the player is currently flying.
      •  flySpeed: The flying speed, set to 0.05.
      •  instabuild: 1 or 0 (true/false) - If true, the player can place blocks without depleting them. This is true for Creative mode, and false for other game modes.
      •  invulnerable: 1 or 0 (true/false) - Behavior is not the same as the invulnerable tag on other entities. If true, the player is immune to all damage and harmful effects except for void damage and /kill. Also, all mobs, whether hostile or not, are passive to the player. true when in Creative or Spectator mode, and false when in Survival or Adventure mode.
      •  mayBuild: 1 or 0 (true/false) - If true, the player can place blocks. true when in Creative or Survival mode, and false when in Spectator or Adventure mode.
      •  mayfly: 1 or 0 (true/false) - If true, the player can fly and doesn't take fall damage. true when in Creative and Spectator modes, and false when in Survival and Adventure modes.
      •  walkSpeed: The walking speed, set to 0.1.
    •  DataVersion: Version of the player NBT structure. Is increased with every new snapshot and release. See Data version.
    •  Dimension: The ID of the dimension the player is in. Used to store the players last known location along with Pos.
    •  EnderItems: Each compound tag in this list is an item in the player's 27-slot ender chest inventory. When empty, list type may have unexpected value.
    •  enteredNetherPosition: May not exist. A compound of 3 doubles, describing the Overworld position from which the player entered the Nether. Used by the nether_travel advancement trigger. Set every time the player passes through a portal from the Overworld to the Nether. When entering a dimension other than the nether (not by respawning) this tag is removed. Entering the Nether without using a portal does not update this tag.
      •  x: The X coordinate in the Overworld.
      •  y: The Y coordinate in the Overworld.
      •  z: The Z coordinate in the Overworld.
    •  foodExhaustionLevel: See Hunger § Mechanics.
    •  foodLevel: The value of the hunger bar. Referred to as hunger. See Hunger.
    •  foodSaturationLevel: Referred to as saturation. See Hunger § Mechanics.
    •  foodTickTimer: See Hunger.
    •  Inventory: Each compound tag in this list is an item in the player's inventory. (Note: when empty, list type may have unexpected value.)
    •  LastDeathLocation: May not exist. Location of the player's last death.
      •  dimension: Dimension of last death.
      •  pos: Coordinates of last death.
    •  playerGameType: The current game mode of the player. 0 means Survival, 1 means Creative, 2 means Adventure, and 3 means Spectator.
    •  previousPlayerGameType: The previous game mode of the player.
    •  recipeBook: Contains a JSON object detailing recipes the player has unlocked.
      • Tags related to the recipe book
    •  RootVehicle: May not exist. The root entity that the player is riding.
      •  Attach: The UUID of the entity the player is riding, stored as four ints.
      •  Entity: The NBT data of the root vehicle.
    •  Score: The score displayed upon death.
    •  seenCredits: 1 or 0 (true/false) - true if the player has entered the exit portal in the End at least once.
    •  SelectedItem: Data of the item currently being held by the player, excluding the Slot tag. Only exists when using the /data command, this value is not saved in the player.dat format.
    •  SelectedItemSlot: The selected hotbar slot of the player.
    •  ShoulderEntityLeft: The entity that is on the player's left shoulder. Always displays as a parrot.
    •  ShoulderEntityRight: The entity that is on the player's right shoulder. Always displays as a parrot.
    •  SleepTimer: The number of game ticks the player had been in bed. 0 when the player is not sleeping. When in bed, increases up to 100 ticks, then stops. Skips the night after enough players in beds have reached 100 (see Bed § Passing the night). When getting out of bed, instantly changes to 100 ticks and then increases for another 9 ticks (up to 109 ticks) before returning to 0 ticks.
    •  SpawnDimension: May not exist. The dimension of the player's bed or respawn anchor. These tags are only removed if the player attempts to respawn with no valid bed or respawn anchor to spawn at at these coordinates. They are unaffected by breaking a bed or respawn anchor at these coordinates, and are unaffected by the player's death.
    •  SpawnForced: 1 or 0 (true/false) - may not exist. true if the player should spawn at the below coordinates even if no bed can be found.
    •  SpawnX: May not exist. The X coordinate of the player's bed or respawn anchor. Removed when the player attempts to respawn with no valid bed or respawn anchor to spawn at at these coordinates. They are unaffected by breaking a bed or respawn anchor at these coordinates, and are unaffected by the player's death.
    •  SpawnY: The Y coordinate of the spawn point.
    •  SpawnZ: The Z coordinate of the spawn point.
    •  warden_spawn_tracker: Contains data about the warden spawning process for this player.
      •  warning_level: A warning level between 0, and 3 (inclusive). The warden spawns at level 3.
      •  cooldown_ticks: The number of game ticks before the warning_level can be increased again. Decreases by 1 every tick. It is set to 200 game ticks (10 seconds) every time the warning level is increased.
      •  ticks_since_last_warning: The number of game ticks since the player was warned for warden spawning. Increases by 1 every tick. After 12000 game ticks (10 minutes) it resets to level 3, and the warning_level decreases by 1 level.
    •  XpLevel: The level shown on the experience bar.
    •  XpP: The progress across the experience bar to the next level, stored as a percentage.[verify]
    •  XpSeed: The seed used for the next enchantment in enchantment tables.
    •  XpTotal: The total amount of experience the player has collected over time; used for the score upon death.
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Advancements[edit | edit source]

IconAdvancementIn-game descriptionActual requirements (if different)
A Throwaway JokeThrow a Trident at something.
Note: Throwing away your only weapon is not a good idea.
Hit a mob with a thrown trident.
AdventureAdventure, exploration and combatKill any mob, or be killed by any living entity.
ArbalisticKill five unique mobs with one crossbow shotEntitySprite armor-stand.png: Sprite image for armor-stand in Minecraft linking to Armor StandArmor Stand also counts for this advancement.
This is a hidden advancement, meaning that it can be viewed by the player only after completing it, regardless of if its child advancement(s), if any, have been completed.
Take AimShoot something with an ArrowUsing a bow or a crossbow, shoot a mob with an arrow, tipped arrow, or spectral arrow.

History[edit | edit source]

This article is missing information about: when the players were given the new model and when this texture (render) was used. 
Please expand the article to include this information. Further details may exist on the talk page.
Java Edition pre-Classic
Cave game tech testThe player currently has no visible model. Their hitbox is 1.7 blocks tall.
rd-132328 Mobs were added with their skin and model ported from Zombie Town. These are later used for the player.
The player's arms flail wildly when walking.[note 1]
Java Edition Classic
0.0.15a (Multiplayer Test 1) Added the player model for the newly introduced multiplayer mode. Its model and texture are both taken from the mob.
0.24_SURVIVAL_TEST The texture was changed.
0.28 The texture was changed, once again.
December 19, 2009Player shadow test.
December 22, 2009Notch shows concept art of a new player model, appearing similar to the base "Steve" model, but with a miner hat and different clothes.
Java Edition Infdev
20100227-1Players logged in as Notch now drop an apple upon death.
20100327The player now drops their inventory and respawns at the spawn location upon death, rather than having to reload the last save.
Java Edition Alpha
v1.0.4The player can jump only two blocks horizontally, instead of three.
v1.0.6Held items now appear in third person.
v1.0.9The player's arms no longer flail wildly when walking.
v1.0.15The player model is made visually smaller when seen in third person; the hitbox is unaffected.
Players now have an arm swinging animation when attacking or mining, visible in third person.
v1.1.1Added ability to sneak with Shift by default.
Java Edition Beta
1.5Unarmed damage was increased from 1♥ to 2♥.
1.8Pre-releaseThe player now has an experience and hunger bar.
The player can now jump four blocks horizontally by sprinting.
Unarmed damage was decreased from 2♥ to 1♥.
Java Edition
1.0.0RC1Changed the sounds the player makes. Any physical damage plays a "tick" sound, and damage from falling would play sounds like bones breaking.
Before this version, when the player was damaged, they would make a deep "Ooh!" sound that represented the player's response when hurt. However, this sound suggested that the player was male, which was not consistent with/representative of female player skins, so Mojang changed the sound to make it more gender-neutral.
1.3.112w18aAn apple is no longer dropped when logged in as Notch.
1.4.212w38aChanged hurt sounds for player.
1.8pre1 Added a new player model with smaller arms, and a new default player skin named Alex.
February 4, 2015Players can now change usernames.
1.915w42aPlayer's hitbox (usually 1.8 blocks tall) is now shorter (1.65m) when crouching, is a 0.6-block cube when gliding with elytra, and is a 0.2-block cube while laying in bed.
15w45aJump height increased from 1.24919 blocks to 1.2522 blocks.
1.1116w32aChanged entity ID from Player to player.
1.1217w13aPlayers walking backwards now use the animation as moving forward instead of rotating the model to the side as if they are going sideways.
1.1318w07aAdded the ability to sprint while in water, which causes the player to dive to the ground and swim much faster.
18w15aSprinting at the surface of water no longer makes the player swim, instead the player stays at the same altitude constantly.
Swimming through 1 block holes is now possible.[6]
1.1419w12aThe player's hitbox height while sneaking is now 1.5 blocks instead of 1.65.
19w14aThe player now crawls when they are in a space less than 1.5 blocks tall.
1.1519w34aFixed the slim model being a half-pixel lower than the torso of the player. This had been an issue since the introduction of the slim skin model in 1.8.
August 20,2022 New skin textures for Steve and Alex were added in the Minecraft Launcher beta, including classic and slim versions.
1.19.322w45aIntegrated player skin now stored separately by wide and slim model.
Updated integrated skins of Steve and Alex.

Integrated 7 new skins: Ari, Efe, Kai, Makena, Noor, Sunny and Zuri.
The 7 new skins can be assigned to offline players now.
Upcoming Java Edition
Combat TestsCombat Test 5Players now get knockback from hits that deal less than half a heart of damage, including no damage.
Pocket Edition Alpha
Pre-release Added the player.
v0.8.0build 1 The player skin was changed.
v0.10.0build 1The player skin was changed, once again. Removed hole from head bottom.
v0.11.0build 1The player's skin can now be customized.
Added a new player model with smaller arms, and a new default player skin named Alex.
Changed Steve's skin to match Java Edition.
v0.12.1build 10Changed the sounds the player makes. Any physical damage plays a flesh impact sound, and damage from falling would play sounds like bones breaking.
Before this version, when the player was damaged, they would make a deep "ooh!" sound that represented the player's response when hurt. However, this sound suggested that the player was male, so Mojang changed the sound to make it more gender-neutral.
v0.15.2Alex's shoulders lowered a pixel.
Bedrock Edition
1.2.13beta 1.2.13.8Added the ability to sprint while in water, which causes the player to dive to the ground and swim much faster.
1.4.0beta 1.2.20.1Players can now swim through 1x1 gaps.
1.5.0beta 1.5.0.0Improved player swimming at the surface of water.
1.13.0?The player's legs no longer slightly bob when the player is idle or looking around.
1.13.0beta 1.13.0.15Player height is now customizable in 4 different sizes in the Character creator: tall, medium, small, smaller, though have the same hitbox. Also, player eyes (Steve, Alex, and custom Character creator skins) can now blink.
1.14.0beta 1.14.0.1Players can now sprint on top of water instead of being able to swim.
1.18.30beta 1.18.30.20Unarmed damage has been decreased from 2♥ to 1♥ to match Java Edition.
1.19.50Preview 1.19.50.21
Added 7 new skins: Ari, Efe, Kai, Makena, Noor, Sunny and Zuri.
1.19.70Preview 1.19.70.20The player’s hitbox height now reduces to 1.5 blocks while sneaking.
1.19.80Preview 1.19.80.20Sneaking is now behind the "Short Sneak" experimental toggle.
1.20.10Preview 1.20.10.20The "Short Sneak" experimental toggle has been renamed to "Short Sneaking and Crawling".
Preview 1.20.10.23Renamed the "Short Sneaking and Crawling" experimental toggle to "Crawling".
Sneaking under 1.5 block gaps is no longer behind experimental gameplay.
1.20.30Preview 1.20.20.22Crawling is no longer behind experimental gameplay.
Removed the "Crawling" toggle.
Legacy Console Edition
Xbox 360Xbox OnePS3PS4PS VitaWii USwitch
TU1CU11.001.001.00Patch 11.0.1 Added the player.
TU31.04Added skin packs.
TU24CU121.161.161.16 Added the Alex skin.
TU46CU361.381.381.38Patch 15Player's hitbox (usually 1.8 blocks tall) is now shorter (1.65m) when crouching, is a 0.6-block cube when gliding with elytra, and is a 0.2-block cube while laying in bed.
TU54CU441.521.521.52Patch 241.0.4Players walking backwards now use the animation as moving forward instead of rotating the model to the side as if they are going sideways.

Gallery[edit | edit source]

Historical sounds[edit | edit source]

Sound Added in Removed in Volume Pitch Attenuation Distance
Hurt ? Java Edition 1.0.0 (RC1)
Pocket Edition v0.12.1 alpha (build 10)
1.0 0.8-1.2 16
Hurt flesh Java Edition 1.0.0 (RC1) Java Edition 1.4.2 (12w32a) 1.0 0.8-1.2 16
Landing from a small fall 1.0 1.0 16
Landing from a big fall 1.0 1.0 16

Trivia[edit | edit source]

  • In "The History of Minecraft Skins" on Minecraft's official YouTube channel, Jens Bergensten (Jeb) says he "took inspiration" from his own appearance for Alex so he could take the blame for negative feedback on the skin.[7]
  • Steve was first named via his appearance in Super Meat Boy by Notch as a joke[8][9][10][11] but later confirmed in the "change skin" menu on minecraft.net, in-game as the default name in Bedrock Edition, and his name in Super Smash Bros. Ultimate. Prior to this, the player was nameless.
    • Even before this, mob entity models briefly present in indev were already commonly referred to as "Steve" by the community.[12][13]
  • Prior to returning to the game in Java Edition 1.19.3, Steve's beard remained depicted in promotional material and merchandise throughout its thirteen year absence.
  • The original Steve skin and player model was originally created for another one of Notch's games called Zombie Town.
  • Steve's face was inspired by the player model in Quake.[14]
  • The player's eye level (according to coordinates on the debug screen) is 1.62m when standing, 1.27m when sneaking and 0.4m when swimming, crawling or gliding.
  • The player's actual size doesn't match the hitbox. Their model is as tall as 2 blocks, but is scaled down by a factor of 0.9375, making them 1.875m tall and 0.9375m wide, exactly 2 texels shorter than the height of 2 blocks.
  • The July–August 2016 issue of Lego Club Magazine mentioned that Steve is Alex's boyfriend. In the issue after, they corrected themselves stating that Steve and Alex are "Just good friends." It is also mentioned that Steve is a miner, builder, and alchemist, while Alex is a builder, explorer, and hunter.
  • In Minecraft: Pocket Edition Lite, the name of the player was "Stevie" instead of "Steve".
  • The Alex skin is implied to be female in the description of a video from Minecraft's official YouTube channel, though never said outright through the use of pronouns or other methods.[15]
    • The official Minecraft Instagram account has used gendered pronouns to describe Steve and Alex occasionally.[16][17]
    • In the moveset explanation video regarding their inclusion in Super Smash Bros. Ultimate, Mr. Sakurai Presents "Steve & Alex", the English subtitles referred to Steve and Alex with male and female pronouns respectively, although because Japanese omits pronouns, Masahiro Sakurai didn't use any gendered pronouns to refer to them.[18]
    • The audio description for the Caves & Cliffs: Part I trailer also refers to Steve and Alex as a "(bearded) man" and "woman" respectively.
    • According to a 2012 Tumblr post, Notch states that Steve and all other mobs are genderless.[19][20][21]
  • The player's legs do not line up perfectly with the torso to prevent z-fighting when wearing armor.[22]
  • in Bedrock Edition, a dead player can still collect experience orbs near their death location until they choose to respawn.
  • Before Java Edition 1.14, the camera was located at the player's feet; the world is therefore rendered 1.8 blocks below what it should be at to counteract this.[23]
    • Likewise, when the player slept in a bed, the world revolved around the player during the animation instead of the player's camera rotating, which led to some visual bugs.[24]
  • In the Minecraft Launcher beta version 2.3.376, the designs of the default skins were updated, 8 years after the Alex skin was first introduced.[25][26] The new skins have a second layer that resemble sleeve folds, and they were changed to look more similar to their Minecraft Dungeons counterparts.
  • Alex appears to be depicted as being left-handed in most official artwork depicting the character.

Publicity[edit | edit source]

  • Steve is featured as a Micro Mob along with a creeper in the LEGO set 21102 LEGO Minecraft Micro World, as well as a Minifigure (along with Alex, Efe, and many original skins) in several other LEGO Minecraft sets.
  • Steve is an unlockable character named "Mr. Minecraft" in the Steam version of Super Meat Boy. The character has a shorter jump height than other characters but can mine squares from the level and place them as platforms.
  • Steve's head is an unlockable helmet in the Xbox Arcade game, Hybrid.
  • Steve's head is a wearable item in Borderlands 2.
  • Steve's head is a wearable hat in DinoRun SE and Transformice.
  • Steve is a playable character in Retro City Rampage.
  • Steve is a uniform named "Craft Miner" in Saints Row 4.
  • Steve is an unlockable character with a projectile that looks like a stone pickaxe in the game Alone in the Park.
  • Steve is an outfit named "Pitman", wielding an iron pickaxe and able to break barriers, in the flash game Strikeforce Kitty 2.
  • "Mr. Pixel" in Createrria: craft your games has a face similar to Steve's.
  • Steve appears to be an unlockable character in BowMasters.
  • Steve's head is a wearable hat in Supreme Duelist Stickman along with a "pickaxe" weapon that can place blocks such as cobblestone, TNT, and a piston.
  • Steve and Alex are available as downloadable content in the crossover fighting game Super Smash Bros. Ultimate, alongside a zombie and an enderman as alternate costumes.
  • Noor, Ari, Sunny, Zuri, and Kai appear in an advertisement for Crocs, as part of a wider collaboration with Minecraft including an item in the character creator.[27]
  • Kai, Alex, Zuri, Steve, Efe, Noor, and Makena appear in Microsoft Solitaire Collection, as part of a tie-in to the 15th anniversary of Minecraft. Kai, Alex, Zuri, and Steve are kings, whereas Noor, Makena, and two Efes are queens.

Gallery[edit | edit source]

Renders[edit | edit source]

Idle[edit | edit source]

Animated[edit | edit source]

Textures[edit | edit source]

Screenshots[edit | edit source]

In other media[edit | edit source]

Alex[edit | edit source]

Ari[edit | edit source]

Efe[edit | edit source]

Kai[edit | edit source]

Noor[edit | edit source]

Steve[edit | edit source]

Sunny[edit | edit source]

Zuri[edit | edit source]

Multiple players[edit | edit source]

See also[edit | edit source]

External links[edit | edit source]

Notes[edit | edit source]

  1. Can also be seen in "Zombie Town" by Notch, which features the mob.

References[edit | edit source]

  1. Vertical attack reach forms a cylinder, not a sphere.
  2. http://www.pcgamer.com/first-details-on-minecrafts-xp-system-notch-when-you-die-you-lose-all-levels-you-lose-all-xp/
  3. https://namemc.com/name/NY
  4. https://namemc.com/search?q=y-93
  5. https://support.xbox.com/help/account-profile/profile/change-xbox-live-gamertag
  6. MC-125240
  7. https://www.youtube.com/watch?v=qIrmhRHuW08
  8. https://web.archive.org/web/20101027005600/http://notch.tumblr.com/post/1390641415/weekend-activities
  9. "@SuperMeatBoy http://twitpic.com/33e0n7 - Steve?"@notch (Markus Persson) on X (formerly Twitter), November 3, 2010
  10. "@DrMeatBoy I honestly have no idea. And I tend to always put a question mark after his name (Steve?), you know. :D"@notch (Markus Persson) on X (formerly Twitter), November 22, 2010
  11. https://web.archive.org/web/20120728170757/http://notch.tumblr.com/post/28188312756/gender-in-minecraft
  12. Minecraft IRC Logs, Adura.7z, 2010-01-29_#minecraft.log
  13. https://www.minecraftforum.net/forums/archive/alpha/alpha-survival-single-player/796582-names-for-the-new-mobs
  14. "That's my understanding as well. Oh and steve's face was inspired by the quake character skin. I'm not sure why that's so funny to me."@notch (Markus Persson) on X (formerly Twitter), May 28, 2022
  15. "Making Mobs: Ten Things You Probably Didn't Know About Minecraft" – Minecraft
  16. https://www.instagram.com/p/BxBD-T2AtoX/
  17. https://www.instagram.com/p/BzQYlarn0Do/
  18. https://youtu.be/_Sp5o1JJdDk
  19. http://notch.tumblr.com/post/28188312756/gender-in-minecraft
  20. https://cdn.discordapp.com/attachments/861146925512523819/1155686411719159900/image0.jpg
  21. https://www.businessinsider.com/the-creator-of-minecraft-reveals-that-his-game-occupies-a-genderless-world-2012-7
  22. MC-42 — resolved as "Works As Intended".
  23. "Today I discovered that our camera is at the players feet - but it's okay, because the world is all rendered about 1.8 blocks down, so it evens out! :D"@Dinnerbone (Nathan Adams) on X (formerly Twitter), February 25, 2019
  24. "Another one: when the player is in a bed and lying down, we don't move the camera to the bed. We just move and rotate the whole world to make it be in front of where the camera was last. ¯\_(ツ)_/¯"@Dinnerbone (Nathan Adams) on X (formerly Twitter), February 25, 2019
  25. https://web.archive.org/web/20220821175156/https://twitter.com/JasperBoerstra/status/1561129697857110018
  26. "The new Steve & Alex textures are in the Launcher Beta, all of the issues they have regarding UVs will be fixed among some potential texture adjustments to address your feedback.

    I'm happy you like the return of the beard!"
    @JasperBoerstra (Jasper Boerstra) on X (formerly Twitter), August 20, 2022
  27. Minecraft x Crocs YouTube short

Navigation[edit | edit source]