Info
Type | Potions |
---|---|
Durability | N/A |
Renewable A renewable resource (as opposed to a non-renewable, or finite, resource) is a resource that can be recreated indefinitely in survival without exploiting glitches or using commands. While running out of resources isn t likely to ![]() | Yes |
Stackable | No |
First appearances | See History |
Data value | dec:441 hex:1B9 bin:110111001 |
Name See values from the latest PCPersonal Computer version of Minecraft. For values from Classic, see Data values/Classic. For values from Indev, see Data values/Indev. For values from the Pocket Edition, see Pocket Edition ![]() | lingering_potion |
Lingering potions are variants of potions that can be thrown to leave areas with status effects "Healing" redirects here. For health, see health. Contents 1 Behavior 2 Summary of effects 3 List of effects 3.1 Absorption 3.2 Bad Luck 3.3 Blindness 3.4 Fire Resistance 3.5 Glowing 3.6 Haste 3.7 Health Boost which linger on the ground.
Videos
Brewing
Creating potion clouds
Lingering potions are thrown, like splash potions Splash Potion Type Potions Durability N/A Renewable Yes Stackable No First appearances See History Data value dec: 438 hex: 1B6 bin: 110110110 Name splash_potion See the throwable potions. For the throwable potions that leave a , by using them. On impact they explode, creating a cloud. The cloud is made of the potion particles corresponding to the potion that was thrown.
The cloud starts with a radius of 3 blocks, decreasing to 0 over the course of 30 seconds. During the cloud`s existence, any player or mob that walks into it after the first second will get the corresponding status effect; this decreases the radius by a 1⁄2 block immediately, causing the cloud to disappear more quickly.
For effects with duration, the duration applied by the cloud is 1⁄4 that of the corresponding potion Potion Type Potions Durability N/A Renewable Yes Stackable No First appearances See History Data values See Data values Name See Data values See the drinkable potions. For the throwable potions, see Splash . For effects without duration such as Healing or Harming, the potency of the effect is 1⁄2 that of the corresponding potion.
Lingering Potions can also be thrown out of dispensers Dispenser Type Block Requirements None Physics No Transparency No Luminance No Blast resistance 17.5 Hardness 3.5 Tool Renewable Yes Stackable Yes (64) Flammable No First appearances See history Drops Dispenser (1) plus contents Block entity just like splash potions.
Crafting ingredient
Filling cauldrons
Using a lingering potion on a cauldron will add one level of that potion to the cauldron.Pocketedition only Attempting to add a lingering potion to a cauldron with water, dyed water or a non-matching potion will empty the cauldron and create an explosion sound (but no actual explosion).
Thrown potion
Internal ID | PC: 16 |
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Network ID | PC: 73 |
Entity ID | PC: potion |
- See also: Chunk format and Potion data values
Lingering potions when thrown have entity data which define various properties of the entity. Their entity ID is potion Potion Type Potions Durability N/A Renewable Yes Stackable No First appearances See History Data values See Data values Name See Data values See the drinkable potions. For the throwable potions, see Splash
. What makes it a lingering potion as opposed to a splash potion is that their
Potion
tag stores a minecraft:lingering_potion
item.Javaedition only In Pocket Edition Pocket Edition Author(s) Mojang AB Jens Bergensten Aron Nieminen Daniel Kaplan Tommaso Checchi Shoghi Cervantes Jason Major Daniel Wustenhoff Tomas Alaeus Mikael "Slicedlime" Hedberg MicrosoftTechnology company Studios 1] Platform(s) Written in C++ 2] Latest version 1.1.2 , this is a distinct entity from the thrown splash potion.
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
- Tags common to all projectiles see Template:Nbt inherit/projectile/template
shake: The "shake" when arrows hit a block.
ownerName: The name of the player this projectile was thrown by.
Potion: The item that was thrown. The ThrownPotion entity will render as this stored item, no matter the item.- Tags common to all potion items see Template:Nbt inherit/itempotion/template
potionValue(deprecated): If the Potion tag does not exist, this value is used as the damage value of the thrown potion.
Area effect cloud
- See also: Chunk format
The cloud that is created when lingering potions are thrown – and when creepers with potion effects explode – is an entity, which has entity data that defines the properties of the entity.
Entity data- Tags common to all entities see Template:Nbt inherit/entity/template
Age: Age of the field.
Color: The color of the displayed particle. Uses the same format as the color tag from Display Properties.
Duration: Maximum age of the field. Field dissipates at this age, regardless of radius.
ReapplicationDelay: The number of ticks before reapplying the effect.
WaitTime: The time before deploying the field. Doesn`t apply Potion Effect until it hits theAge
number.
OwnerUUIDLeast: Least significant bits of the Universally Unique IDentifier of the cloud`s owner, to be joined withOwnerUUIDMost
to form a unique ID.
OwnerUUIDMost: Most significant bits of the Universally Unique IDentifier of the cloud`s owner, to be joined withOwnerUUIDLeast
to form a unique ID.
DurationOnUse: the amount the duration of the field changes upon applying the effect.
Radius: The area`s radius
RadiusOnUse: The amount the radius changes upon applying the effect. Normally negative
RadiusPerTick: The amount the radius changes per tick. Normally negative
Particle: The particle displayed by the area effect.
ParticleParam1: Forblockdust
,blockcrack
andfallingdust
particles, specifies a numeric block id and a data value, using a single number: id+(data⃗4096). Foriconcrack
, specifies a numeric block id or item id.
ParticleParam2: Foriconcrack
, specifies a data value.
Potion: The name of the default potion effect. See potion data values for valid IDs.
Effects A list of the applied effects.
An individual effect.
Ambient: 1 or 0 (true/false) - whether or not this is an effect provided by a beacon and therefore should be less intrusive on the screen. Optional, and defaults to false.
Amplifier: The amplifier of the effect, with level I having value 0. Negative levels are discussed here. Optional, and defaults to level I.
Id: The numeric ID of the effect.
ShowParticles: 1 or 0 (true/false) - whether or not this effect produces particles. Optional, and defaults to true.
Duration: The duration of the effect in ticks. Values 0 or lower are treated as 1. Optional, and defaults to 1 tick.
History
Official release | |||||
---|---|---|---|---|---|
1.9 | 15w33a | Added lingering potions, including lingering water bottle, and Mundane, Awkward, and Thick lingering potions | |||
15w33c | Fixed the bug where you could not place splash potions in the brewing stand, this allows for easier creation of lingering potions | ||||
16w06a | Lingering potions can now be used to craft tipped arrows | ||||
1.11 | 16w32a | Changed entity ID from AreaEffectCloud to area_effect_cloud . | |||
Pocket Edition Pocket Edition Author(s) Mojang AB Jens Bergensten Aron Nieminen Daniel Kaplan Tommaso Checchi Shoghi Cervantes Jason Major Daniel Wustenhoff Tomas Alaeus Mikael "Slicedlime" Hedberg MicrosoftTechnology company Studios 1] Platform(s) Written in C++ 2] Latest version 1.1.2 ![]() | |||||
1.0 | build 1 | Added lingering potions. | |||
Console Edition | |||||
TU46 | CU36 | 1.38 | Patch 15 | Added lingering potions. |
Issues
Issues relating to ⃢₀ₜLingering Potion⃢₀ are maintained on the issue tracker. Report issues there.