Anvil
An anvil is a gravity-affected utility block used to rename items, combine enchantments and repair items without losing the enchantments. An anvil has limited durability, and as it is used or dropped too far, gradually becomes a chipped anvil, then a damaged anvil, then breaks and vanishes.
Renewable |
Yes |
---|---|
Stackable |
Yes (64), same damage state only |
Tool | |
Blast resistance |
1,200 |
Hardness |
5 |
Luminous |
No |
Transparent | |
Waterloggable | |
Flammable |
No |
Catches fire from lava |
No |
Map color (Java) |
|
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Obtaining Edit
Breaking Edit
Anvils can be mined using any pickaxe. If mined without a pickaxe, they drop nothing.
Block | ![]() | |
---|---|---|
Hardness | 5 | |
Tool | ![]() | |
Breaking time (sec)[A] | ||
Default | 25 | |
![]() |
3.75 | |
![]() |
1.9 | |
![]() |
1.25 | |
![]() |
0.95 | |
![]() |
0.85 | |
![]() |
0.65 |
- incorrect tool, drops nothing
- correct tool, drops nothing or something other than the block itself
- correct tool, drops the block itself
- italicized can be instant mined
- ↑ These durations ignore other influential factors (e.g. Mining Fatigue), and are measured in seconds. For more information, see Breaking § Speed.
Natural generation Edit
A damaged anvil generates in the "Forge room" of the woodland mansion. A damaged anvil can also generate in trail ruins.
Crafting Edit
A total of 31 iron ingots (including 27 for three blocks of iron) are required to craft an anvil.
Ingredients | Crafting recipe |
---|---|
Block of Iron + Iron Ingot |
Usage Edit
Repairing and renaming items Edit

Anvils have two modes to repair items that have a durability rating:
- 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 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.
If the items are unable to be combined, a red "X" appears over the arrow pointing to the slot of the resulting item. Also, if the target item is at full durability and the sacrifice does not have any enchantments, the anvil also refuses to combine the items, unless if renaming the item to a valid name.
In addition, the player can rename any item – not just items with durability – by using an anvil.
Repairing Edit

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 name. For example, an anvil can repair an iron pickaxe with materials (iron in this case) while an anvil cannot repair bows or shears except with other bows or shears. Special cases: chain armor can be repaired with iron ingots, turtle shells can be repaired with turtle scutes, maces can be repaired with breeze rods, and elytra can be repaired with phantom membranes. The repair does not need to be complete; one material repairs 1⁄4 of the item's maximum durability. Repair of an unenchanted item can cost more material than simply crafting a new item or combining damaged items. The exception is armor, which consumes less material at the cost of experience levels.
Repairing with a matching item works for any item with durability including bows, shears and so on. The items must be a matching tool and of a matching material. For example, a golden pickaxe cannot combine with a golden sword or iron pickaxe.
In both cases, the resulting durability is limited to the item's maximum, and there is no discount for "over-repair".
As a subset of repairing one item 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 simply add to each other when they do not. Two Sharpness II swords can be combined to make a Sharpness III sword, for example, or a pickaxe with Efficiency can be combined with one that has Unbreaking. This can produce enchantments and combinations that are not possible with an enchanting table. But even so, some enchantments cannot 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 repair as well as the transfer.
Transferring high-level enchantments is more expensive, and renaming an item has an additional surcharge. The anvil has a limit of 39 levels; beyond that, repairs are refused. This limit is not present in Creative mode.
Every time armor or tools are repaired, the minimum experience cost doubles (e.g., 1 level, 2 levels, 4 levels, 8 levels, etc.).
Renaming Edit
Any item or stack of items can be renamed at a cost of one level plus any prior-work penalty. If the player is only renaming, the maximum total cost is 39 levels. The maximum length for renaming is 30 characters[BE only] or 50 characters[JE only]. Some items have special effects when renamed:
- A name tag must be renamed before it can be used.
- Renaming a bucket of fish, axolotl, or tadpole renames the mob inside as well, meaning a fish, axolotl or tadpole can be named without a name tag.[Java Edition only][1]
- A renamed item (can be any item, doesn't need to be a weapon) that kills another player or tamed mob causes the name to appear in the death message.[Java Edition only]
- A renamed spawn egg produces a mob with the same name.
- Chests, trapped chests, shulker boxes, furnaces, hoppers, droppers, dispensers, minecarts with chests, minecarts with hoppers, enchantment tables, barrels, smokers, blast furnaces and brewing stands display the name in their GUI when placed.
- Renamed command blocks use their name in chat messages instead of
[@]
.
Any name changes to items are applied to the data tag {Item:{tag:{display:{Name:"{\"text\":\"<name>\"}"}}}}
. Similarly, this data tag can be accessed by the nbt
argument using target selectors.
If the item name field is left blank, or is only whitespace or non-breaking spaces (or a combination of both), the default name for that item is used instead. Also, if the item name is unchanged from its current name (which can occur when renaming an item for the first time and using any of the aforementioned blank parameters), a red "X" appears on top of the arrow in the GUI.
Named items do not stack with unnamed or differently-named items of the same type.
Enchanted books Edit
Enchanted books can be used to enchant tools, armor and weapons. Enchanted books themselves can be combined to create higher-tiered books. This makes an anvil an alternative to the enchantment table.
Falling anvils Edit
{ "title": "Falling Anvil", "rows": [ { "field": "Height: 0.98 Blocks<br>Width: 0.98 Blocks", "label": "(link to Hitbox article, displayed as Hitbox size)" } ], "invimages": [], "images": [] }
When there is no supporting block below an anvil, the anvil falls in the same way sand, gravel, concrete powder, and dragon eggs fall. A placed anvil cannot be pushed or pulled by pistons,[Java Edition only] but a falling anvil can be pushed (though cannot 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 sound when they land.
A falling anvil damages any player or mob that it falls on. The damage amount depends on fall distance: 2HP per block fallen after the first (e.g., an anvil that falls 4 blocks deals 6HP damage). The damage is capped at 40HP, no matter how far the anvil falls. × 20Helmets take twice as much durability damage as other armor pieces, but do not provide any special protection other than the normal armor damage reduction.[2] When a player dies by an anvil falling on them, the death message "<player> was squashed by a falling anvil" appears. However, if a player is merely touched by a falling anvil entity, no damage is dealt unless the falling anvil becomes an anvil block in the same block where the player is located.
If an anvil falls onto a block with a solid top surface, but the same block it is in cannot be replaced (torch, slab, etc.), it breaks and drops as an item.
An anvil can fall into the void if there is a straight path to it.
When an anvil entity is in perpetual motion using slime blocks, it breaks after about 30 seconds.
Maps Edit
An anvil can be used instead of a crafting table to zoom a map out, to clone a map, or to place a player position marker on a map.[Bedrock Edition only]
Name | Ingredients | Anvil usage | Description |
---|---|---|---|
Map or Locator Map (zoomed out) | Map or Locator Map + Paper |
MapLocator Map
![]() ![]() ![]() ![]() ![]() |
[Bedrock Edition only]
Supplying 8 sheets of paper results in a zoomed-out version of the input map. |
Map or Locator Map (cloned) | Map or Locator Map + Empty Map |
[Bedrock Edition only]
Only one copy can be made at a time. The non-empty input map must be a locator map for the output to be a locator map. An empty locator map is the same as an empty map for this recipe. | |
Locator Map | Map + Compass |
[Bedrock Edition only]
Maps crafted with only paper do not show the location marker; to add it, a compass must be added to the map. |
Becoming damaged Edit
With each use, an anvil has a 12% chance to become damaged – degrading one stage at a time, first becoming chipped, then damaged, then eventually destroyed. An anvil typically survives for 25 uses on average or approximately one use per 1.24 iron ingots used in crafting the anvil.
An anvil 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 number of blocks fallen.
The damage state does not affect the anvil's function, but only anvils of the same damage state can stack in inventory.
When an anvil is destroyed, the player automatically leaves the anvil GUI and it disappears.
Creative mode Edit
In creative mode, the anvil functions a little differently than other game modes:
- Any repair/enchant/rename operation may be done, regardless of the player's experience level. In Java Edition, incompatible enchantments are allowed as well.
- The experience cost is not taken from the player.
- The repair cost of tools does still increase.
- It continues 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.
Sounds Edit
Generic Edit
Despite being composed entirely of iron, anvils do not use iron sounds.[3]
![]() anvil sound type | ||||||||
---|---|---|---|---|---|---|---|---|
Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
Block broken | Blocks | Once the block has broken | block | subtitles | 0.65 | 0.8 | 16 | |
Block placed | Blocks | When the block is placed | block | subtitles | 0.65 | 0.8 | 16 | |
Block breaking | Blocks | While the block is in the process of being broken | block | subtitles | 0.1625 | 0.5 | 16 | |
Something falls on a block | Entity-Dependent | Falling on the block with fall damage | block | subtitles | 0.15 | 0.75 | 16 | |
Footsteps | Entity-Dependent | Walking on the block | block | subtitles | 0.045 | 1.0 | 16 |
![]() anvil sound type | |||||
---|---|---|---|---|---|
Sound | Source | Description | Resource location | Volume | Pitch |
Blocks | Once the block has broken | dig | 1.0 | 0.8-1.0 | |
Blocks | When the block is placed | random | 0.5 | 0.8-1.0 | |
Blocks | While the block is in the process of being broken | hit | 0.35 | 0.5 | |
Players | Falling on the block with fall damage | step | 0.4 | 1.0 | |
Players | Walking on the block | step | 0.6 | 1.0 | |
Players | Jumping from the block | step | 0.12 | 1.0 | |
Players | Falling on the block without fall damage | step | 0.22 | 1.0 |
Unique Edit
Sounds | ||||||||
---|---|---|---|---|---|---|---|---|
Sound | Subtitles | Source | Description | Resource location | Translation key | Volume | Pitch | Attenuation distance |
Anvil destroyed | Blocks | When an anvil is destroyed | block | subtitles | 1.0 | 0.9-1.0 | 16 | |
Anvil landed | Blocks | When an anvil lands and survives | block | subtitles | 0.3 | 0.9-1.0 | 16 | |
Anvil used | Blocks | When an anvil is used | block | subtitles | 1.0 | 0.9-1.0 | 16 |
Sounds | |||||
---|---|---|---|---|---|
Sound | Source | Description | Resource location | Volume | Pitch |
Blocks | When an anvil is destroyed | random | 1.0 | 1.0 | |
Blocks | When an anvil lands and survives | random | 0.5 | 0.8-1.0 | |
Blocks | When an anvil is used and survives | random | 0.6 | 1.0 |
Data values Edit
ID Edit
Name | Identifier | Form | Block tags | Item tags | Translation key |
---|---|---|---|---|---|
![]() | anvil | Block & Item | anvil | anvil | block |
![]() | chipped_anvil | Block & Item | anvil | anvil | block |
![]() | damaged_anvil | Block & Item | anvil | anvil | block |
Name | Identifier | Alias ID | Numeric ID | Form | Item ID[i 1] | Translation key |
---|---|---|---|---|---|---|
![]() | anvil | anvil / 0 | 145 | Block & Giveable Item[i 2] | Identical[i 3] | tile |
![]() | chipped_anvil | anvil / 4 | 1214 | Block & Giveable Item[i 2] | Identical[i 3] (Numeric: -959 ) | tile |
![]() | damaged_anvil | anvil / 8 | 1215 | Block & Giveable Item[i 2] | Identical[i 3] (Numeric: -960 ) | tile |
![]() | deprecated_anvil | anvil / 12 | 1216 | Block & Ungiveable Item[i 4] | Identical[i 3] (Numeric: -961 ) | tile |
Block states Edit
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. |
Name | Metadata Bits | Default value | Allowed values | Values for Metadata Bits |
Description |
---|---|---|---|---|---|
minecraft:cardinal_direction | Not Supported | south | east north south west | Unsupported | 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. |
Falling block entity Edit
- [NBT Compound / JSON Object] Dynamic block entity data
- Tags common to all entities see Template:Nbt inherit/entity/template
- [NBT Compound / JSON Object] BlockState: The falling block represented by this entity.
- [String] Name: The resource location of the block.
- [NBT Compound / JSON Object] Properties: Optional. The block states of the block.
- [String] Name: The block state name and its value.
- [Byte] CancelDrop: 1 or 0 (true/false) - true if the block should be destroyed instead of placed after landing on a solid block. When true, the block is not dropped as an item, even if the
DropItem
tag is set to true. However, if the entity is deleted due to itsTime
value being too high, this tag is ignored and an item is dropped depending on theDropItem
tag.CancelDrop
defaults to 1 for falling suspicious sand and suspicious gravel, and 0 for the other vanilla falling blocks and any summoned falling block. - [Byte] 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.
- [Float] FallHurtAmount: Multiplied by the
FallDistance
to calculate the amount of damage to inflict. By default this value is 2HP for anvils, and 6HP for pointed dripstone. - [Int] FallHurtMax: The maximum hit points of damage to inflict on entities that intersect this falling block. For vanilla falling blocks, always 40HP. × 20
- [Byte] HurtEntities: 1 or 0 (true/false) – true if the block should hurt entities it falls on. Defaults to 1 for anvils and pointed dripstone and to 0 for the other vanilla falling blocks and any summoned falling block.
- [NBT Compound / JSON Object] TileEntityData: Optional. The tags of the block entity for this block.
- [Int] Time: The number of ticks the entity has existed. When
Time
goes above 600, or above 100 while the block is at Y=-64 or is outside building height, the entity is deleted.
Achievements Edit
Icon | Achievement | In-game description | Actual requirements (if different) | Gamerscore earned | Trophy type (PS) | ||
---|---|---|---|---|---|---|---|
PS4 | Other | ||||||
![]() | ![]() | Organizational Wizard | Name a Shulker Box with an Anvil | — | 30 | Bronze |
History Edit
Java Edition Indev | ||||||||
---|---|---|---|---|---|---|---|---|
February 5, 2010 | Anvils were mentioned by Notch. | |||||||
Java Edition | ||||||||
October 7, 2012 | Dinnerbone tweets the first images of the anvil's interface. | |||||||
October 10, 2012 | ![]() | |||||||
1.4.2 | 12w41a | ![]() ![]() ![]() | ||||||
Anvils currently require one iron ingot and six blocks of iron:
| ||||||||
12w42a | Anvils now have an easier crafting recipe.
| |||||||
It is now possible to repair tools using anvils, by using more of the material it is made of (such as adding diamonds to a nearly broken diamond pickaxe). | ||||||||
Items that are renamed now have item names that appear as italic text. | ||||||||
The # Levels information inside anvils has been renamed to Enchantment cost. | ||||||||
1.4 | Added new sounds for the anvil. | |||||||
The level cap for anvils for creative mode have been removed. | ||||||||
1.4.6 | 12w49a | Enchanted books have been added, which can be used only with the anvil. | ||||||
12w50a | Enchanting non-tools with enchanted books using the anvil now works only in creative mode. | |||||||
Silk Touch can now be applied to shears by using the anvil, meaning cobwebs can now be harvested. | ||||||||
1.5 | 13w02a | Mobs spawned from renamed spawn eggs, from using the anvil, have the name of their spawn egg, and their names appear in the death message of them killing a player. | ||||||
Mobs that are spawned from renamed spawn eggs, from using the anvil, can now display their custom name as nametag using an NBT tag. | ||||||||
Brewing stands, chests, dispensers, enchantment tables, furnaces and trapped chests that are renamed using anvils now display their new name in their GUI where the normal name used to appear. | ||||||||
13w04a | Mobs now show the name given to them (either by renaming their spawn egg using an anvil or by external editors) above their head when the player looks directly at them within hitting range. | |||||||
1.6.1 | 1.6 | Renaming a spawn egg "Dinnerbone" or "Grumm" using an anvil now causes the mob to spawn upside down (this also works with renaming name tags). | ||||||
1.7.4 | 13w48b | Renaming a sheep spawn egg to jeb_ using an anvil now causes the sheep to spawn with multicolored wool (this also works with renaming name tags). | ||||||
1.8 | 14w02a | The costs of using anvils have been reduced to balance out with the new enchanting system. | ||||||
Renaming items using anvils now costs only 1 level. | ||||||||
Repairing costs using anvils have been reduced, 1 level per raw material or sacrifice regardless of durability restored. | ||||||||
Extra costs for repairing an enchanted tool using anvils have been eliminated. Costs for combining enchantments have been reduced. | ||||||||
Repairing costs while using anvils can no longer be kept down by renaming items. | ||||||||
14w04a | Prior work cost increase while using anvils has been changed from linear (1 per repair) to exponential (times 2 plus 1 per repair). | |||||||
Repairing with a "sacrifice" while using anvils now costs 2 levels rather than only 1. | ||||||||
14w10a | ![]() ![]() ![]() | |||||||
1.9 | 15w42a | Renaming an item while using anvils no longer incurs a prior work penalty. | ||||||
1.10 | 16w20a | Falling dust particles for unsupported anvils have been added. | ||||||
1.11 | 16w32a | Anvils now give sounds when they break. | ||||||
16w35a | Renamed items from anvils now keep their name when picked back up. | |||||||
16w39a | A damaged anvil now generates in woodland mansions. | |||||||
1.11.1 | release | Anvils no longer allow enchanted books to apply to items, if no change in enchantments would take effect. This can occur if all enchantments on the book are incompatible with existing enchantments on the item – or if the enchanted book has no enchantments. | ||||||
1.12 | 17w13a | Closing the anvil interface now returns the items from the input slots to the inventory, if space allows instead of dropping the items on the ground. | ||||||
1.13 | 17w47a | "Slightly Damaged Anvil" and "Very Damaged Anvil" renamed to "Chipped Anvil" and "Damaged Anvil", respectively. | ||||||
Anvil collision and interaction boxes now much more closely match its model. | ||||||||
Anvils no longer replace non-solid but irreplaceable blocks when landing. | ||||||||
1.14 | 18w43a | ![]() ![]() ![]() | ||||||
1.17 | 21w19a | The maximum length of names in the anvil UI has been increased from 35 to 50. | ||||||
1.18 | Pre-release 5 | The texture of GUI hammer has been changed. | ||||||
1.20 | Pre-release 5 | Falling anvils no longer destroy item entities.[4] | ||||||
Pocket Edition Alpha | ||||||||
v0.12.1 | build 1 | ![]() ![]() ![]() | ||||||
v0.14.0 | build 1 | Anvils are now needed to add the markers onto maps by putting a map and a compass in. | ||||||
v0.15.0 | build 1 | Anvils can now be moved by pistons. | ||||||
Pocket Edition | ||||||||
? | Renamed items using anvils now keep their name when picked back up. | |||||||
1.1.0 | alpha 1.1.0.0 | Very damaged anvils now generate in woodland mansions. | ||||||
Bedrock Edition | ||||||||
? | ![]() | |||||||
1.2.13 | beta 1.2.13.5 | ![]() ![]() ![]() | ||||||
1.10.0 | beta 1.10.0.3 | ![]() ![]() ![]() ![]() | ||||||
1.21.30 | Preview 1.21.30.22 | Renamed "Slighty Damaged Anvil" to "Chipped Anvil" and "Very Damaged Anvil" to "Damaged Anvil" to match Java Edition. | ||||||
Legacy Console Edition | ||||||||
Xbox 360 | Xbox One | PS3 | PS4 | PS Vita | Wii U | Switch | ||
TU14 | CU1 | 1.04 | 1.00 | 1.00 | Patch 1 | 1.0.1 | ![]() ![]() ![]() | |
TU31 | CU19 | 1.22 | 1.22 | 1.22 | Patch 3 | Anvil repairing has been rebalanced as per Java 1.8 changes. | ||
TU46 | CU36 | 1.38 | 1.38 | 1.38 | Patch 15 | Falling dust particles for unsupported anvils have been added. | ||
TU54 | CU44 | 1.52 | 1.52 | 1.52 | Patch 24 | 1.0.4 | A damaged anvil now generates in woodland mansions. | |
Closing the anvil interface now returns the items from the input slots to the inventory, if space allows instead of dropping the items on the ground. | ||||||||
1.90 | ![]() ![]() ![]() | |||||||
New Nintendo 3DS Edition | ||||||||
0.1.0 | ![]() ![]() ![]() | |||||||
1.9.19 | Anvils can now generate in woodland mansions. |
Data history Edit
Java Edition | |||||||
---|---|---|---|---|---|---|---|
1.13 | 17w47a | The different anvil damage block states for the anvil ID have been split up into their own IDs.
| |||||
Prior to The Flattening, this block's numeral ID was 145. | |||||||
Bedrock Edition | |||||||
1.20.30 | Preview 1.20.30.20 | Anvils now use the minecraft:cardinal_direction block state instead of direction . | |||||
1.21.20 | Preview 1.21.20.22 | The different damage block states for the anvil ID have been split up into their own IDs. |
Issues Edit
Issues relating to "Anvil" are maintained on the bug tracker. Issues should be reported and viewed there.
Trivia Edit
- 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.
- Before they were added to Minecraft, anvils were already present in Minicraft.
See also Edit
Gallery Edit
Renders Edit
-
Anvil
-
Chipped Anvil
-
Damaged Anvil
-
Anvil
-
Slightly Damaged Anvil
-
Very Damaged Anvil
-
Broken Anvil
Screenshots Edit
-
The old anvil GUI in Pocket Edition (now Bedrock Edition)
-
Top down view of the three stages of anvils. From left to right: anvil, chipped anvil, damaged anvil
-
3D view of the three stages of anvils. From left to right: anvil, chipped anvil, damaged anvil
Development images Edit
-
Merging pickaxe with efficiency 4.
-
With fortune 1 unbreaking 2.
-
The result is pickaxe with efficiency 4, fortune 1, unbreaking 2 for 33 levels
-
Merging resulting pickaxe.
-
With efficiency 4, unbreaking 3.
-
The result is pickaxe with efficiency 5, fortune 1, unbreaking 3 for 46 levels.
-
The first screenshot of the anvil itself.
References Edit
- ↑ MCPE-57604
- ↑ Per Talk:Damage#Falling_Block, helmets no longer provide a 25% damage reduction to falling blocks.
- ↑ MC-279222 — Anvils do not use minecraft:block.iron.* sounds despite being made of iron — resolved as "Invalid".
- ↑ MC-120158 — Anvils and other falling_blocks with HurtEntities set to true kill items and xp orbs — resolved as "Fixed".
External links Edit
- Taking Inventory: Anvil – Minecraft.net on November 26, 2020
Edit
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